EQ2EMu/EQ2/source/WorldServer/Factions.h
2020-03-02 18:47:18 -05:00

139 lines
4.1 KiB
C++

/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EQ2_FACTIONS
#define EQ2_FACTIONS
#include "../common/ConfigReader.h"
#include "../common/Mutex.h"
struct Faction {
int32 id;
string name;
string type;
string description;
int16 negative_change;
int16 positive_change;
sint32 default_value;
};
class MasterFactionList{
public:
MasterFactionList(){
}
~MasterFactionList(){
Clear();
}
void Clear() {
map<int32,Faction*>::iterator iter;
for(iter = global_faction_list.begin();iter != global_faction_list.end(); iter++){
safe_delete(iter->second);
}
hostile_factions.clear();
friendly_factions.clear();
}
sint32 GetDefaultFactionValue(int32 faction_id){
if(global_faction_list.count(faction_id) > 0 && global_faction_list[faction_id])
return global_faction_list[faction_id]->default_value;
return 0;
}
Faction* GetFaction(char* name){
return faction_name_list[name];
}
Faction* GetFaction(int32 id){
if(global_faction_list.count(id) > 0)
return global_faction_list[id];
return 0;
}
void AddFaction(Faction* faction){
global_faction_list[faction->id] = faction;
faction_name_list[faction->name] = faction;
}
sint32 GetIncreaseAmount(int32 faction_id){
if(global_faction_list.count(faction_id) > 0 && global_faction_list[faction_id])
return global_faction_list[faction_id]->positive_change;
return 0;
}
sint32 GetDecreaseAmount(int32 faction_id){
if(global_faction_list.count(faction_id) > 0 && global_faction_list[faction_id])
return global_faction_list[faction_id]->negative_change;
return 0;
}
int32 GetFactionCount(){
return global_faction_list.size();
}
void AddHostileFaction(int32 faction_id, int32 hostile_faction_id){
hostile_factions[faction_id].push_back(hostile_faction_id);
}
void AddFriendlyFaction(int32 faction_id, int32 friendly_faction_id){
friendly_factions[faction_id].push_back(friendly_faction_id);
}
vector<int32>* GetFriendlyFactions(int32 faction_id){
if(friendly_factions.count(faction_id) > 0)
return &friendly_factions[faction_id];
else
return 0;
}
vector<int32>* GetHostileFactions(int32 faction_id){
if(hostile_factions.count(faction_id) > 0)
return &hostile_factions[faction_id];
else
return 0;
}
const char* GetFactionNameByID(int32 faction_id) {
if (faction_id > 0 && global_faction_list.count(faction_id) > 0)
return global_faction_list[faction_id]->name.c_str();
return 0;
}
private:
map<int32, vector<int32> > friendly_factions;
map<int32, vector<int32> > hostile_factions;
map<int32,Faction*> global_faction_list;
map<string,Faction*> faction_name_list;
};
class PlayerFaction{
public:
PlayerFaction();
sint32 GetMaxValue(sint8 con);
sint32 GetMinValue(sint8 con);
EQ2Packet* FactionUpdate(int16 version);
sint32 GetFactionValue(int32 faction_id);
bool ShouldIncrease(int32 faction_id);
bool ShouldDecrease(int32 faction_id);
bool IncreaseFaction(int32 faction_id, int32 amount = 0);
bool DecreaseFaction(int32 faction_id, int32 amount = 0);
bool SetFactionValue(int32 faction_id, sint32 value);
sint8 GetCon(int32 faction_id);
int8 GetPercent(int32 faction_id);
map<int32, sint32>* GetFactionValues(){
return &faction_values;
}
bool ShouldAttack(int32 faction_id);
private:
Mutex MFactionUpdateNeeded;
vector<int32> faction_update_needed;
map<int32, sint32> faction_values;
map<int32, int8> faction_percent;
};
#endif