eqemu-server/common/ptimer.h
KayenEQ d40d21121a
[Feature] Implemented /shield ability and related affects (#1494)
* shield ability initial work

* updates

* update

* updates

* Update client_process.cpp

* major updates

optimized
pet support
perl support

* updates

* minor update

* fix merge error

* requested changes

* variable fix

* optimization

* minor update

* Revert "optimization"

This reverts commit 27e11e758b23933ba8b6878d12d3eeb1e780aeda.

* fix

reset variables on shield_target if shielder dies or zones during shielding.

* edge case fix

Catch and fix situations where shield target doesn't have shielder variable cleared. Can occur if shielder . uses ability when target is not in combat then zones.

* combined packet and mob function

Shield now uses a common pathway through ShieldAbility, added parameters to perl function

* Addressing formatting for Kayen

* Fix function typo

Co-authored-by: Akkadius <akkadius1@gmail.com>
2021-08-15 22:59:10 -05:00

148 lines
4.5 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2005 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 PTIMER_H
#define PTIMER_H
#include "types.h"
#include <map>
#include <vector>
enum : int { //values for pTimerType
pTimerNegativeItemReuse = -1, // these grow down basically, we will have item ID * -1 for the timer ID
pTimerStartAdventureTimer = 1,
pTimerSurnameChange = 2,
pTimerFeignDeath = 3,
pTimerSneak = 4,
pTimerHide = 5,
pTimerTaunt = 6,
pTimerInstillDoubt = 7,
pTimerFishing = 8,
pTimerForaging = 9,
pTimerMend = 10,
pTimerTracking = 11,
pTimerSenseTraps = 12,
pTimerDisarmTraps = 13,
pTimerDisciplineReuseStart = 14,
pTimerDisciplineReuseEnd = 24, // client actually has 20 ids, but still no disc go that high even on live
pTimerCombatAbility = 25,
pTimerCombatAbility2 = 26, // RoF2+ Tiger Claw is unlinked from other monk skills, generic in case other classes ever need it
pTimerBeggingPickPocket = 27,
pTimerLinkedSpellReuseStart = 28,
pTimerLinkedSpellReuseEnd = 48,
pTimerShieldAbility = 86,
pTimerLayHands = 87, //these IDs are used by client too
pTimerHarmTouch = 89, //so dont change them
pTimerItemStart = 100,
pTimerItemEnd = 200, //I don't think any items would use one this high but hey, incase.
pTimerPeqzoneReuse = 900,
pTimerMercReuse = 901,
pTimerMercSuspend = 902,
pTimerAAStart = 1000, //AA re-use timers
pTimerAAEnd = 2999,
pTimerAAEffectStart = 3001, //AA effect timers
pTimerAAEffectEnd = 4999,
pTimerSpellStart = 5000 //Do not put any timer IDs above this one
//if needed, increase its starting ID
};
class Database;
typedef uint16 pTimerType;
class PersistentTimer {
public:
static PersistentTimer *LoadTimer(Database *db, uint32 char_id, pTimerType type);
PersistentTimer(uint32 char_id, pTimerType type, uint32 duration);
PersistentTimer(uint32 char_id, pTimerType type, uint32 start_time, uint32 duration, bool enable);
bool Expired(Database *db, bool iReset = true);
void Start(uint32 set_timer_time=0);
void SetTimer(uint32 set_timer_time=0);
uint32 GetRemainingTime();
inline void Enable() { enabled = true; }
inline void Disable() { enabled = false; }
inline const uint32 GetTimerTime() const { return timer_time; }
inline const uint32 GetStartTime() const { return start_time; }
inline const pTimerType GetType() const { return _type; }
inline const uint32 GetReadyTimestamp() const { return start_time + timer_time; }
inline bool Enabled() { return enabled; }
bool Load(Database *db);
bool Store(Database *db);
bool Clear(Database *db);
protected:
uint32 get_current_time();
uint32 start_time;
uint32 timer_time;
bool enabled;
uint32 _char_id;
pTimerType _type;
};
//a list of persistent timers for a specific character
class PTimerList {
public:
PTimerList(uint32 char_id = 0);
~PTimerList();
bool Load(Database *db);
bool Store(Database *db);
bool Clear(Database *db);
void Start(pTimerType type, uint32 duration);
bool Expired(Database *db, pTimerType type, bool reset = true);
void Clear(Database *db, pTimerType type);
void Enable(pTimerType type);
bool Enabled(pTimerType type);
void Disable(pTimerType type);
uint32 GetRemainingTime(pTimerType type);
PersistentTimer *Get(pTimerType type);
inline void SetCharID(uint32 char_id) { _char_id = char_id; }
void ToVector(std::vector< std::pair<pTimerType, PersistentTimer *> > &out);
//Clear a timer for a char not logged in
//this is not defined on a char which is logged in!
static bool ClearOffline(Database *db, uint32 char_id, pTimerType type);
typedef std::map<pTimerType, PersistentTimer *>::iterator iterator;
iterator begin() { return(_list.begin()); }
iterator end() { return(_list.end()); }
void AddTimer(pTimerType type, uint32 start_time, uint32 duration, bool enable);
protected:
uint32 _char_id;
std::map<pTimerType, PersistentTimer *> _list;
};
#endif