/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2013 EQEMu Development Team (http://eqemu.org) This program 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; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _EQEMU_FACTION_H #define _EQEMU_FACTION_H #include "types.h" #include "features.h" #include #include enum FACTION_VALUE { FACTION_ALLY = 1, FACTION_WARMLY = 2, FACTION_KINDLY = 3, FACTION_AMIABLY = 4, FACTION_INDIFFERENTLY = 5, FACTION_APPREHENSIVELY = 6, FACTION_DUBIOUSLY = 7, FACTION_THREATENINGLY = 8, FACTION_SCOWLS = 9 }; struct NPCFactionList { uint32 id; uint32 primaryfaction; bool assistprimaryfaction; uint32 factionid[MAX_NPC_FACTIONS]; int32 factionvalue[MAX_NPC_FACTIONS]; int8 factionnpcvalue[MAX_NPC_FACTIONS]; uint8 factiontemp[MAX_NPC_FACTIONS]; }; struct FactionMods { int32 base; int16 min; // The lowest your personal earned faction can go - before race/class/deity adjustments. int16 max; // The highest your personal earned faction can go - before race/class/deity adjustments. int32 class_mod; int32 race_mod; int32 deity_mod; }; struct Faction { int32 id; std::map mods; int16 base; int16 min; // The lowest your personal earned faction can go - before race/class/deity adjustments. int16 max; // The highest your personal earned faction can go - before race/class/deity adjustments. char name[50]; }; typedef std::map faction_map; struct NPCFaction { uint32 factionID; int32 value_mod; int8 npc_value; uint8 temp; }; // Faction Associations give a much more live like faction system // Basically the primary faction and magnitude of a faction hit will generate the rest of them // Largest faction I could find quickly was Lord Inquisitor Seru with 9 total hits (8 associations) so 8 + 2 for max for now #define MAX_FACTION_ASSOC 10 // this is the ID of a faction association and it's multiplier struct FactionAssociationHit { int id; float multiplier; }; struct FactionAssociations { // maybe there should be more data here, fine for now FactionAssociationHit hits[MAX_FACTION_ASSOC]; }; const char *FactionValueToString(FACTION_VALUE faction_value); FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value); #endif