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* test * complete * Update effects.cpp * Update spells.cpp * Update effects.cpp * [Spells] Support for bards using Disciplines while casting or /melody. Support for spell field 'cast not standing' not allow casting from divine aura * [Spells] Support for bards using Disciplines while casting or /melody. DA bypass logic for spells with field 'cast_not_standing' * updates * stun and mez bypass * Update spdat.cpp * Update spdat.cpp * Update spells.cpp * clean * requirement messages * update * pct * save work * Reform code 1_22_22 * updated * update id to pointer * Update spells.cpp * rework 2 * update 1_23_22 * Update spells.cpp * updates * msg string works * fix disc timers not be set * more optimization * update 1_23_22 PM moved stop casting out charm and harmony moved in * update 1_25_22 rework of functions * updates 1_26_22 * remove old checks * gm override added for some * update bard AA casting checks * updates * addbuff exception for bard * debugs * charm working * update * moved skill check here * cast from item while singing * lets not attack mounts * instant cast items click * aug clicks working * aug tests Bug? Cast time not display on aug clicks for bards * aug recast from items semi ok * added item timer function * unified setting item recast timer * clean up time * update * bard AA cast updates * debugs removed * debugs removed * clean up * clean up * better placement of bindsight and numhits fix * move and rename function * Update spells.cpp * add logs * delete old DoCastingChecks * Removed old bard pulse functions * remove AEBardPulse and GroupPulse * removed Raid::GroupBardPulse * Pulse Restriction: Divine Aura * Pulse Restrictions : Fear behavior * Update spells.cpp * Update spells.cpp * [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic. bots... * [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic. added recommended isvalidspell check * [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic. merged * [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic. removed defines since we have them as constants
266 lines
9.5 KiB
C++
266 lines
9.5 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2005 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef RAIDS_H
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#define RAIDS_H
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#include "../common/types.h"
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#include "groups.h"
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#include "xtargetautohaters.h"
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class Client;
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class EQApplicationPacket;
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class Mob;
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enum { //raid packet types:
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raidAdd = 0,
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raidRemove2 = 1, //parameter=0
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raidMemberNameChange = 2,
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raidRemove1 = 3, //parameter=0xFFFFFFFF
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raidNoLongerLeader = 4,
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raidDisband = 5,
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raidMembers = 6, //len 395+, details + members list
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raidNoAssignLeadership = 7,
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raidCreate = 8, //len 72
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raidUnknown = 9, // unused?
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raidNoRaid = 10, //parameter=0
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raidChangeLootType = 11,
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raidStringID = 12,
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raidChangeGroupLeader = 13, //136 raid leader, new group leader, group_id?
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raidSetLeaderAbilities = 14, //472
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raidSetLeaderData = 15, // 14,15 SoE names, not sure on difference, 14 packet has 0x100 bytes 15 0x214 in addition to raid general
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raidChangeGroup = 16, //?? len 136 old leader, new leader, 0 (preceeded with a remove2)
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raidLock = 17, //len 136 leader?, leader, 0
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raidUnlock = 18, //len 136 leader?, leader, 0
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raidRedStringID = 19,
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raidSetLeader = 20, //len 388, contains 'details' struct without members; also used for "invite to raid"
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raidMakeLeader = 30,
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raidSetMotd = 35,
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raidSetNote = 36,
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};
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enum { //raid command types
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RaidCommandInviteIntoExisting = 0, //in use
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RaidCommandAcceptInvite = 1, //in use
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RaidCommandInvite = 3, //in use
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RaidCommandDisband = 5, //in use
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RaidCommandMoveGroup = 6, //in use
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RaidCommandRemoveGroupLeader = 7,
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RaidCommandRaidLock = 8, //in use
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RaidCommandRaidUnlock = 9, //in use
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RaidCommandLootType = 20, //in use
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RaidCommandAddLooter = 21, //in use
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RaidCommandRemoveLooter = 22, //in use
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RaidCommandMakeLeader = 30,
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RaidCommandInviteFail = 31, //already in raid, waiting on invite from other raid, etc
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RaidCommandLootType2 = 32, //in use
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RaidCommandAddLooter2 = 33, //in use
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RaidCommandRemoveLooter2 = 34, //in use
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RaidCommandSetMotd = 35,
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RaidCommandSetNote = 36,
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};
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#define MAX_RAID_GROUPS 12
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#define MAX_RAID_MEMBERS 72
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const uint32 RAID_GROUPLESS = 0xFFFFFFFF;
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struct RaidMember{
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char membername[64];
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Client *member;
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uint32 GroupNumber;
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uint8 _class;
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uint8 level;
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bool IsGroupLeader;
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bool IsRaidLeader;
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bool IsLooter;
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};
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struct GroupMentor {
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std::string name;
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Client *mentoree;
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int mentor_percent;
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};
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class Raid : public GroupIDConsumer {
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public:
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Raid(Client *nLeader);
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Raid(uint32 raidID);
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~Raid();
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void SetLeader(Client *newLeader) { leader = newLeader; }
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Client* GetLeader() { return leader; }
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bool IsLeader(Client *c) { return leader==c; }
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bool IsLeader(const char* name) { return (strcmp(leadername, name)==0); }
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void SetRaidLeader(const char *wasLead, const char *name);
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bool Process();
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bool IsRaid() { return true; }
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void AddMember(Client *c, uint32 group = 0xFFFFFFFF, bool rleader=false, bool groupleader=false, bool looter=false);
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void RemoveMember(const char *c);
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void DisbandRaid();
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void MoveMember(const char *name, uint32 newGroup);
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void SetGroupLeader(const char *who, bool glFlag = true);
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Client *GetGroupLeader(uint32 group_id);
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void RemoveGroupLeader(const char *who);
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bool IsGroupLeader(const char *who);
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bool IsRaidMember(const char *name);
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void UpdateLevel(const char *name, int newLevel);
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uint32 GetFreeGroup();
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uint8 GroupCount(uint32 gid);
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uint8 RaidCount();
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uint32 GetHighestLevel();
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uint32 GetLowestLevel();
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uint32 GetGroup(const char *name);
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uint32 GetGroup(Client *c);
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uint16 GetAvgLevel();
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uint32 GetLootType() { return LootType; }
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void ChangeLootType(uint32 type);
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void AddRaidLooter(const char* looter);
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void RemoveRaidLooter(const char* looter);
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inline void SetRaidMOTD(std::string in_motd) { motd = in_motd; };
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//util func
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//keeps me from having to keep iterating through the list
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//when I want lots of data from the same entry
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uint32 GetPlayerIndex(const char *name);
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uint32 GetPlayerIndex(Client *c);
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//for perl interface
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Client *GetClientByIndex(uint16 index);
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const char *GetClientNameByIndex(uint8 index);
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void LockRaid(bool lockFlag);
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bool IsLocked() { return locked; }
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//Actual Implementation Stuff
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void RaidMessageString(Mob* sender, uint32 type, uint32 string_id, const char* message,const char* message2=0,const char* message3=0,const char* message4=0,const char* message5=0,const char* message6=0,const char* message7=0,const char* message8=0,const char* message9=0, uint32 distance = 0);
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void CastGroupSpell(Mob* caster,uint16 spellid, uint32 gid);
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void SplitExp(uint32 exp, Mob* other);
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uint32 GetTotalRaidDamage(Mob* other);
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void BalanceHP(int32 penalty, uint32 gid, float range = 0, Mob* caster = nullptr, int32 limit = 0);
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void BalanceMana(int32 penalty, uint32 gid, float range = 0, Mob* caster = nullptr, int32 limit = 0);
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void HealGroup(uint32 heal_amt, Mob* caster, uint32 gid, float range = 0);
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void SplitMoney(uint32 gid, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, Client *splitter = nullptr);
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void TeleportGroup(Mob* sender, uint32 zoneID, uint16 instance_id, float x, float y, float z, float heading, uint32 gid);
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void TeleportRaid(Mob* sender, uint32 zoneID, uint16 instance_id, float x, float y, float z, float heading);
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//updates the list of Client* objects based on who's in and not in the zone.
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//also learns raid structure based on db.
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void SetRaidDetails();
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void GetRaidDetails();
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void SaveRaidMOTD();
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bool LearnMembers();
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void VerifyRaid();
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void MemberZoned(Client *c);
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void SendHPManaEndPacketsTo(Client *c);
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void SendHPManaEndPacketsFrom(Mob *mob);
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void SendManaPacketFrom(Mob *mob);
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void SendEndurancePacketFrom(Mob *mob);
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void RaidSay(const char *msg, Client *c, uint8 language, uint8 lang_skill);
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void RaidGroupSay(const char *msg, Client *c, uint8 language, uint8 lang_skill);
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//Packet Functions
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void SendRaidCreate(Client *to);
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void SendRaidAdd(const char *who, Client *to);
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void SendRaidAddAll(const char *who);
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void SendRaidRemove(const char *who, Client *to);
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void SendRaidRemoveAll(const char *who);
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void SendRaidDisband(Client *to);
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void SendRaidDisbandAll();
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void SendRaidMove(const char* who, Client *to);
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void SendRaidMoveAll(const char* who);
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void SendBulkRaid(Client *to);
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void GroupUpdate(uint32 gid, bool initial = true);
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void SendGroupUpdate(Client *to);
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void SendGroupDisband(Client *to);
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void SendRaidLock();
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void SendRaidUnlock();
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void SendRaidLockTo(Client *c);
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void SendRaidUnlockTo(Client *c);
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void SendRaidGroupAdd(const char *who, uint32 gid);
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void SendRaidGroupRemove(const char *who, uint32 gid);
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void SendMakeLeaderPacket(const char *who); //30
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void SendMakeLeaderPacketTo(const char *who, Client *to);
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void SendMakeGroupLeaderPacketAll();
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void SendMakeGroupLeaderPacket(const char *who); //13
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void SendMakeGroupLeaderPacketTo(const char *who, Client *to);
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void SendRaidMOTD(Client *c);
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void SendRaidMOTD();
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void SendRaidMOTDToWorld();
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void QueuePacket(const EQApplicationPacket *app, bool ack_req = true);
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// Leadership
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void UpdateGroupAAs(uint32 gid);
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void SaveGroupLeaderAA(uint32 gid);
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void UpdateRaidAAs();
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void SaveRaidLeaderAA();
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void SendGroupLeadershipAA(Client *c, uint32 gid);
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void SendGroupLeadershipAA(uint32 gid);
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void SendAllRaidLeadershipAA();
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void LoadLeadership();
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inline int GetLeadershipAA(int AAID, uint32 gid = 0)
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{ if (AAID >= 16) return raid_aa.ranks[AAID - 16]; else return group_aa[gid].ranks[AAID]; }
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inline void SetGroupAAs(uint32 gid, GroupLeadershipAA_Struct *glaa)
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{ memcpy(&group_aa[gid], glaa, sizeof(GroupLeadershipAA_Struct)); }
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inline void SetRaidAAs(RaidLeadershipAA_Struct *rlaa)
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{ memcpy(&raid_aa, rlaa, sizeof(RaidLeadershipAA_Struct)); }
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void SetGroupMentor(uint32 group_id, int percent, char *name);
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void ClearGroupMentor(uint32 group_id);
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void CheckGroupMentor(uint32 group_id, Client *c); // this just checks if we should be fixing the pointer in group mentor struct on zone
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inline int GetMentorPercent(uint32 group_id) { return group_mentor[group_id].mentor_percent; }
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inline Client *GetMentoree(uint32 group_id) { return group_mentor[group_id].mentoree; }
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void SetDirtyAutoHaters();
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inline XTargetAutoHaters *GetXTargetAutoMgr() { return &m_autohatermgr; }
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void QueueClients(Mob *sender, const EQApplicationPacket *app, bool ack_required = true, bool ignore_sender = true, float distance = 0, bool group_only = true);
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bool DoesAnyMemberHaveExpeditionLockout(const std::string& expedition_name, const std::string& event_name, int max_check_count = 0);
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std::vector<RaidMember> GetMembers() const;
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RaidMember members[MAX_RAID_MEMBERS];
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char leadername[64];
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protected:
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Client *leader;
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bool locked;
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uint16 numMembers;
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uint32 LootType;
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bool disbandCheck;
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bool forceDisband;
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std::string motd;
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RaidLeadershipAA_Struct raid_aa;
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GroupLeadershipAA_Struct group_aa[MAX_RAID_GROUPS];
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GroupMentor group_mentor[MAX_RAID_GROUPS];
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XTargetAutoHaters m_autohatermgr;
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};
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#endif
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