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condition.h
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condition.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////
// 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; either version 2
// of the License, or (at your option) any later version.
//
// This program 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 this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_CONDITION_H__
#define __OTSERV_CONDITION_H__
#include "fileloader.h"
#include "enums.h"
#include <list>
#include <vector>
class Creature;
class Player;
class PropStream;
enum ConditionType_t
{
CONDITION_NONE = 0,
CONDITION_POISON = 1,
CONDITION_FIRE = 2,
CONDITION_ENERGY = 4,
CONDITION_BLEEDING = 8,
CONDITION_HASTE = 16,
CONDITION_PARALYZE = 32,
CONDITION_OUTFIT = 64,
CONDITION_INVISIBLE = 128,
CONDITION_LIGHT = 256,
CONDITION_MANASHIELD = 512,
CONDITION_INFIGHT = 1024,
CONDITION_DRUNK = 2048,
CONDITION_EXHAUST_WEAPON = 4096,
CONDITION_REGENERATION = 8192,
CONDITION_SOUL = 16384,
CONDITION_DROWN = 32768,
CONDITION_MUTED = 65536,
CONDITION_ADVERTISINGTICKS = 131072,
CONDITION_YELLTICKS = 262144,
CONDITION_ATTRIBUTES = 524288,
CONDITION_FREEZING = 1048576,
CONDITION_DAZZLED = 2097152,
CONDITION_CURSED = 4194304,
CONDITION_EXHAUST_COMBAT = 8388608,
CONDITION_EXHAUST_HEAL = 16777216,
CONDITION_PACIFIED = 33554432,
CONDITION_SPELLCOOLDOWN = 67108864,
CONDITION_SPELLGROUPCOOLDOWN = 134217728
};
enum ConditionEnd_t
{
CONDITIONEND_CLEANUP,
CONDITIONEND_DEATH,
CONDITIONEND_TICKS,
CONDITIONEND_ABORT
};
enum ConditionAttr_t
{
CONDITIONATTR_TYPE = 1,
CONDITIONATTR_ID = 2,
CONDITIONATTR_TICKS = 3,
CONDITIONATTR_HEALTHTICKS = 4,
CONDITIONATTR_HEALTHGAIN = 5,
CONDITIONATTR_MANATICKS = 6,
CONDITIONATTR_MANAGAIN = 7,
CONDITIONATTR_DELAYED = 8,
CONDITIONATTR_OWNER = 9,
CONDITIONATTR_INTERVALDATA = 10,
CONDITIONATTR_SPEEDDELTA = 11,
CONDITIONATTR_FORMULA_MINA = 12,
CONDITIONATTR_FORMULA_MINB = 13,
CONDITIONATTR_FORMULA_MAXA = 14,
CONDITIONATTR_FORMULA_MAXB = 15,
CONDITIONATTR_LIGHTCOLOR = 16,
CONDITIONATTR_LIGHTLEVEL = 17,
CONDITIONATTR_LIGHTTICKS = 18,
CONDITIONATTR_LIGHTINTERVAL = 19,
CONDITIONATTR_SOULTICKS = 20,
CONDITIONATTR_SOULGAIN = 21,
CONDITIONATTR_SKILLS = 22,
CONDITIONATTR_STATS = 23,
CONDITIONATTR_OUTFIT = 24,
CONDITIONATTR_PERIODDAMAGE = 25,
CONDITIONATTR_ISBUFF = 26,
CONDITIONATTR_SUBID = 27,
//reserved for serialization
CONDITIONATTR_END = 254
};
struct IntervalInfo
{
int32_t timeLeft;
int32_t value;
int32_t interval;
};
class Condition
{
public:
Condition(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~Condition(){}
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason) = 0;
virtual void addCondition(Creature* creature, const Condition* condition) = 0;
virtual uint32_t getIcons() const;
ConditionId_t getId() const {return id;}
uint32_t getSubId() const {return subId;}
virtual Condition* clone() const = 0;
ConditionType_t getType() const {return conditionType;}
int64_t getEndTime() const {return endTime;}
int32_t getTicks() const {return ticks;}
void setTicks(int32_t newTicks);
static Condition* createCondition(ConditionId_t _id, ConditionType_t _type, int32_t ticks, int32_t param = 0, bool _buff = false, uint32_t _subId = 0);
static Condition* createCondition(PropStream& propStream);
virtual bool setParam(ConditionParam_t param, int32_t value);
//serialization
bool unserialize(PropStream& propStream);
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
bool isPersistent() const;
protected:
ConditionId_t id;
uint32_t subId;
int32_t ticks;
int64_t endTime;
ConditionType_t conditionType;
bool isBuff;
virtual bool updateCondition(const Condition* addCondition);
};
class ConditionGeneric: public Condition
{
public:
ConditionGeneric(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionGeneric(){}
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual uint32_t getIcons() const;
virtual ConditionGeneric* clone() const { return new ConditionGeneric(*this); }
};
class ConditionManaShield : public ConditionGeneric
{
public:
ConditionManaShield(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0) : ConditionGeneric(_id, _type, _ticks, _buff, _subId) {}
virtual ~ConditionManaShield() {}
virtual ConditionManaShield* clone() const { return new ConditionManaShield(*this); }
};
class ConditionAttributes : public ConditionGeneric
{
public:
ConditionAttributes(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionAttributes(){}
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual bool setParam(ConditionParam_t param, int32_t value);
virtual ConditionAttributes* clone() const { return new ConditionAttributes(*this); }
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
int32_t skills[SKILL_LAST + 1];
int32_t skillsPercent[SKILL_LAST + 1];
int32_t stats[STAT_LAST + 1];
int32_t statsPercent[STAT_LAST + 1];
int32_t currentSkill;
int32_t currentStat;
void updatePercentStats(Player* player);
void updateStats(Player* player);
void updatePercentSkills(Player* player);
void updateSkills(Player* player);
};
class ConditionRegeneration : public ConditionGeneric
{
public:
ConditionRegeneration(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionRegeneration(){}
virtual void addCondition(Creature* creature, const Condition* addCondition);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual bool setParam(ConditionParam_t param, int32_t value);
virtual ConditionRegeneration* clone() const { return new ConditionRegeneration(*this); }
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
uint32_t internalHealthTicks;
uint32_t internalManaTicks;
uint32_t healthTicks;
uint32_t manaTicks;
uint32_t healthGain;
uint32_t manaGain;
};
class ConditionSoul : public ConditionGeneric
{
public:
ConditionSoul(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionSoul(){}
virtual void addCondition(Creature* creature, const Condition* addCondition);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual bool setParam(ConditionParam_t param, int32_t value);
virtual ConditionSoul* clone() const { return new ConditionSoul(*this); }
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
uint32_t internalSoulTicks;
uint32_t soulTicks;
uint32_t soulGain;
};
class ConditionInvisible: public ConditionGeneric
{
public:
ConditionInvisible(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionInvisible(){}
virtual bool startCondition(Creature* creature);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual ConditionInvisible* clone() const { return new ConditionInvisible(*this); }
};
class ConditionDamage: public Condition
{
public:
ConditionDamage(ConditionId_t _id, ConditionType_t _type, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionDamage(){}
static void generateDamageList(int32_t amount, int32_t start, std::list<int32_t>& list);
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual uint32_t getIcons() const;
virtual ConditionDamage* clone() const { return new ConditionDamage(*this); }
virtual bool setParam(ConditionParam_t param, int32_t value);
bool addDamage(int32_t rounds, int32_t time, int32_t value);
bool doForceUpdate() const {return forceUpdate;}
int32_t getTotalDamage() const;
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
int32_t maxDamage;
int32_t minDamage;
int32_t startDamage;
int32_t periodDamage;
int32_t periodDamageTick;
int32_t tickInterval;
bool forceUpdate;
bool delayed;
uint32_t owner;
bool init();
typedef std::list<IntervalInfo> DamageList;
DamageList damageList;
bool getNextDamage(int32_t& damage);
bool doDamage(Creature* creature, int32_t damage);
bool updateCondition(const ConditionDamage* addCondition);
};
class ConditionSpeed: public Condition
{
public:
ConditionSpeed(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff, uint32_t _subId, int32_t changeSpeed);
virtual ~ConditionSpeed(){}
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual uint32_t getIcons() const;
virtual ConditionSpeed* clone() const { return new ConditionSpeed(*this); }
virtual bool setParam(ConditionParam_t param, int32_t value);
void setFormulaVars(float _mina, float _minb, float _maxa, float _maxb);
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
void getFormulaValues(int32_t var, int32_t& min, int32_t& max) const;
int32_t speedDelta;
//formula variables
float mina;
float minb;
float maxa;
float maxb;
};
class ConditionOutfit: public Condition
{
public:
ConditionOutfit(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionOutfit(){}
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual ConditionOutfit* clone() const { return new ConditionOutfit(*this); }
void addOutfit(Outfit_t outfit);
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
std::vector<Outfit_t> outfits;
void changeOutfit(Creature* creature, int32_t index = -1);
};
class ConditionLight: public Condition
{
public:
ConditionLight(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff, uint32_t _subId, int32_t _lightlevel, int32_t _lightcolor);
virtual ~ConditionLight(){}
virtual bool startCondition(Creature* creature);
virtual bool executeCondition(Creature* creature, int32_t interval);
virtual void endCondition(Creature* creature, ConditionEnd_t reason);
virtual void addCondition(Creature* creature, const Condition* addCondition);
virtual ConditionLight* clone() const { return new ConditionLight(*this); }
virtual bool setParam(ConditionParam_t param, int32_t value);
//serialization
virtual bool serialize(PropWriteStream& propWriteStream);
virtual bool unserializeProp(ConditionAttr_t attr, PropStream& propStream);
protected:
LightInfo lightInfo;
uint32_t internalLightTicks;
uint32_t lightChangeInterval;
};
class ConditionSpellCooldown: public ConditionGeneric
{
public:
ConditionSpellCooldown(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionSpellCooldown(){}
virtual bool startCondition(Creature* creature);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual ConditionSpellCooldown* clone() const { return new ConditionSpellCooldown(*this); }
};
class ConditionSpellGroupCooldown: public ConditionGeneric
{
public:
ConditionSpellGroupCooldown(ConditionId_t _id, ConditionType_t _type, int32_t _ticks, bool _buff = false, uint32_t _subId = 0);
virtual ~ConditionSpellGroupCooldown(){}
virtual bool startCondition(Creature* creature);
virtual void addCondition(Creature* creature, const Condition* condition);
virtual ConditionSpellGroupCooldown* clone() const { return new ConditionSpellGroupCooldown(*this); }
};
#endif