eqemu-server/common/faction.cpp
Brian Kinney 2bb305305a Use rules to configure faction thresholds
Default to legacy values. Updated "accurate" values are available in optional database script
2019-04-12 15:25:32 -04:00

167 lines
4.0 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 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
*/
#include "faction.h"
#include "races.h"
#include "rulesys.h"
const char *FactionValueToString(FACTION_VALUE fv)
{
switch (fv) {
case FACTION_ALLY:
return ("Ally");
case FACTION_WARMLY:
return ("Warmly");
case FACTION_KINDLY:
return ("Kindly");
case FACTION_AMIABLE:
return ("Amiable");
case FACTION_INDIFFERENT:
return ("Indifferent");
case FACTION_APPREHENSIVE:
return ("Apprehensive");
case FACTION_DUBIOUS:
return ("Dubious");
case FACTION_THREATENLY:
return ("Threatenly");
case FACTION_SCOWLS:
return ("Scowls, ready to attack.");
default:
break;
}
return ("Unknown Faction Con");
}
//o--------------------------------------------------------------
//| Name: CalculateFaction; Dec. 16, 2001
//o--------------------------------------------------------------
//| Notes: Returns the faction message value.
//| Modify these values to taste.
//o--------------------------------------------------------------
FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value)
{
int32 character_value = tmpCharacter_value;
if (fm) {
character_value += fm->base + fm->class_mod + fm->race_mod + fm->deity_mod;
}
if (character_value >= RuleI(Faction, AllyFactionMinimum)) {
return FACTION_ALLY;
}
if (character_value >= RuleI(Faction, WarmlyFactionMinimum)) {
return FACTION_WARMLY;
}
if (character_value >= RuleI(Faction, KindlyFactionMinimum)) {
return FACTION_KINDLY;
}
if (character_value >= RuleI(Faction, AmiablyFactionMinimum)) {
return FACTION_AMIABLE;
}
if (character_value >= RuleI(Faction, IndifferentlyFactionMinimum)) {
return FACTION_INDIFFERENT;
}
if (character_value >= RuleI(Faction, ApprehensivelyFactionMinimum)) {
return FACTION_APPREHENSIVE;
}
if (character_value >= RuleI(Faction, DubiouslyFactionMinimum)) {
return FACTION_DUBIOUS;
}
if (character_value >= RuleI(Faction, ThreateninglyFactionMinimum)) {
return FACTION_THREATENLY;
}
return FACTION_SCOWLS;
}
// this function should check if some races have more than one race define
bool IsOfEqualRace(int r1, int r2)
{
if (r1 == r2) {
return true;
}
// TODO: add more values
switch (r1) {
case DARK_ELF:
if (r2 == 77) {
return true;
}
break;
case BARBARIAN:
if (r2 == 90) {
return true;
}
}
return false;
}
// trolls endure ogres, dark elves, ...
bool IsOfIndiffRace(int r1, int r2)
{
if (r1 == r2) {
return true;
}
// TODO: add more values
switch (r1) {
case DARK_ELF:
case OGRE:
case TROLL:
if (r2 == OGRE || r2 == TROLL || r2 == DARK_ELF) {
return true;
}
break;
case HUMAN:
case BARBARIAN:
case HALF_ELF:
case GNOME:
case HALFLING:
case WOOD_ELF:
if (r2 == HUMAN ||
r2 == BARBARIAN ||
r2 == ERUDITE ||
r2 == HALF_ELF ||
r2 == GNOME ||
r2 == HALFLING ||
r2 == DWARF ||
r2 == HIGH_ELF ||
r2 == WOOD_ELF) {
return true;
}
break;
case ERUDITE:
if (r2 == HUMAN || r2 == HALF_ELF) {
return true;
}
break;
case DWARF:
if (r2 == HALFLING || r2 == GNOME) {
return true;
}
break;
case HIGH_ELF:
if (r2 == WOOD_ELF) {
return true;
}
break;
case VAHSHIR:
return true;
case IKSAR:
return false;
}
return false;
}