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EQClasses.cpp
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/*
* MacroQuest: The extension platform for EverQuest
* Copyright (C) 2002-present MacroQuest Authors
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License, version 2, as published by
* the Free Software Foundation.
*
* 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.
*/
#include "pch.h"
#include "EQClasses.h"
#include "Globals.h"
#include "AltAbilities.h"
#include "RealEstate.h"
#pragma warning(push)
#pragma warning(disable:4740) // warning C4740: flow in or out of inline asm code suppresses global optimization
#pragma warning(disable:4530) // warning C4530: c++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
namespace eqlib {
//============================================================================
// AchievementManager
//============================================================================
int AchievementManager::GetAchievementCategoryIndexByName(std::string_view name) const
{
if (name.empty())
return -1;
for (int index = 0; index < categories.GetLength(); ++index)
{
const AchievementCategory& category = categories[index];
if (category.parentId <= 0 && mq::ci_equals(category.name, name))
return index;
}
return -1;
}
int AchievementManager::GetAchievementIndexByName(std::string_view name) const
{
if (name.empty())
return -1;
for (int index = 0; index < achievements.GetLength(); ++index)
{
const Achievement& achievement = achievements[index];
if (mq::ci_equals(achievement.name, name))
return index;
}
return -1;
}
bool AchievementManager::FillAchievementComponentInfoWithCounts(
SingleAchievementAndComponentsInfoWithCounts& outInfo, int achievementIndex) const
{
const SingleAchievementAndComponentsInfo* clientInfo = GetAchievementClientInfoByIndex(achievementIndex);
if (!clientInfo)
return false;
const Achievement* achievement = GetAchievementByIndex(achievementIndex);
if (!achievement)
return false;
outInfo.achievementState = clientInfo->achievementState;
outInfo.completionTimestamp = clientInfo->completionTimestamp;
outInfo.completionComponentStatusBitField = clientInfo->completionComponentStatusBitField;
outInfo.completionComponentCounts.SetLength(outInfo.completionComponentStatusBitField.GetNumBits());
for (int index = 0; index < achievement->componentsByType[AchievementComponentCompletion].GetLength(); ++index)
{
const AchievementComponent& component = achievement->componentsByType[AchievementComponentCompletion][index];
outInfo.completionComponentCounts[index] = component.count;
}
outInfo.indirectComponentStatusBitField = clientInfo->indirectComponentStatusBitField;
outInfo.indirectComponentCounts.SetLength(outInfo.indirectComponentStatusBitField.GetNumBits());
for (int index = 0; index < achievement->componentsByType[AchievementComponentIndirect].GetLength(); ++index)
{
const AchievementComponent& component = achievement->componentsByType[AchievementComponentIndirect][index];
outInfo.indirectComponentCounts[index] = component.count;
}
outInfo.unlockedComponentStatusBitField = clientInfo->unlockedComponentStatusBitField;
outInfo.unlockedComponentCounts.SetLength(outInfo.unlockedComponentStatusBitField.GetNumBits());
for (int index = 0; index < achievement->componentsByType[AchievementComponentUnlock].GetLength(); ++index)
{
const AchievementComponent& component = achievement->componentsByType[AchievementComponentUnlock][index];
outInfo.unlockedComponentCounts[index] = component.count;
}
return true;
}
//============================================================================
// CAltAbilityData
//============================================================================
const char* CAltAbilityData::GetNameString() const
{
return pDBStr->GetString(nName, eAltAbilityName);
}
const char* CAltAbilityData::GetDescriptionString() const
{
return pDBStr->GetString(nDesc, eAltAbilityDescription);
}
const char* CAltAbilityData::GetCategoryString() const
{
if (DisplayCategory != -1)
{
return pDBStr->GetString(DisplayCategory, eAltAbilityCategory);
}
return pDBStr->GetString(Expansion, eExpansionName);
}
const char* CAltAbilityData::GetExpansionString() const
{
return pDBStr->GetString(Expansion, eExpansionName);
}
const char* CAltAbilityData::GetShortName1() const
{
if (nShortName == -1)
return "";
return pDBStr->GetString(nShortName, eAltAbilityButton1);
}
const char* CAltAbilityData::GetShortName2() const
{
if (nShortName2 == -1)
return "";
return pDBStr->GetString(nShortName2, eAltAbilityButton2);
}
//============================================================================
// AltAdvManager
//============================================================================
CAltAbilityData* AltAdvManager::GetOwnedAbilityFromGroupID(PcZoneClient* pc, int groupId)
{
if (!pc)
return nullptr;
PcProfile* pProfile = pc->GetCurrentPcProfile();
if (!pProfile)
return nullptr;
for (int i = 0; i < AA_CHAR_MAX_REAL; ++i)
{
if (CAltAbilityData* pAbility = GetAAById(pProfile->GetAlternateAbilityId(i)))
{
if (pAbility != nullptr && pAbility->GroupID == groupId)
{
return pAbility;
}
}
}
return nullptr;
}
//============================================================================
// CGuild
//============================================================================
int64_t CGuild::GetGuildIndex(const char* name)
{
// TODO: implement me
return 0;
}
//============================================================================
// EQItemList
//============================================================================
#ifdef EQItemList__EQItemList_x
CONSTRUCTOR_AT_ADDRESS(EQItemList::EQItemList(), EQItemList__EQItemList);
#endif
//============================================================================
// EQWorldData
//============================================================================
bool EQWorldData::IsFlagSet(EQZoneIndex zoneId, uint64_t flag) const
{
EQZoneInfo* zoneInfo = GetZone(zoneId);
if (!zoneInfo)
return false;
return (zoneInfo->ZoneFlags & flag) != 0;;
}
//============================================================================
// MercenaryAlternateAdvancementManagerClient
//============================================================================
#if HAS_MERCENARY_AA
const char* MercenaryAbilitiesData::GetNameString() const
{
return pDBStr->GetString(nName, eMercenaryAbilityName);
}
const char* MercenaryAbilitiesData::GetDescriptionString() const
{
return pDBStr->GetString(nDesc, eMercenaryAbilityDescription);
}
const char* MercenaryAbilitiesData::GetTypeString() const
{
return pDBStr->GetString(Type, eMercenaryAbilityType);
}
bool MercenaryAbilitiesData::IsRequirementsMet() const
{
if (!pLocalPC)
return false;
auto& mgr = MercenaryAlternateAdvancementManagerClient::Instance();
for (int i = 0; i < AbilityReqs.GetCount(); ++i)
{
const MercenaryAbilityReq& req = AbilityReqs[i];
if (!IsRequirementMet(req))
return false;
}
return true;
}
bool MercenaryAbilitiesData::IsRequirementMet(const MercenaryAbilityReq& req) const
{
if (!pLocalPC)
return false;
auto& mgr = MercenaryAlternateAdvancementManagerClient::Instance();
const int* entry = mgr.GetFirstMercenaryAbilityIdByGroupId(req.ReqGroupID);
while (entry)
{
const MercenaryAbilitiesData* mercAbility = mgr.GetMercenaryAbility(*entry);
// is this an ability that satisfies the requirement?
if (mercAbility && mercAbility->GroupRank >= req.ReqGroupRank)
{
// do we own this ability?
if (pLocalPC->GetMercenaryAbilityInfo(mercAbility->AbilityID) != nullptr)
return true;
}
entry = mgr.GetNextMercenaryAbilityIdByGroupId(entry);
}
// if we didn't find anything then the requirements aren't met.
return false;
}
//----------------------------------------------------------------------------
const MercenaryAbilitiesData* MercenaryAlternateAdvancementManagerClient::GetMercenaryAbility(int abilityId) const
{
return MercenaryAbilities.FindFirst(abilityId);
}
const int* MercenaryAlternateAdvancementManagerClient::GetFirstMercenaryAbilityIdByGroupId(int groupId) const
{
return MercenaryAbilitiesByGroupID.FindFirst(groupId);
}
const int* MercenaryAlternateAdvancementManagerClient::GetNextMercenaryAbilityIdByGroupId(const int* abilityId) const
{
return MercenaryAbilitiesByGroupID.FindNext(abilityId);
}
int MercenaryAlternateAdvancementManagerClient::GetMercenaryMaxGroupRank(int abilityId) const
{
if (MercenaryAbilitiesData* data = MercenaryAbilities.FindFirst(abilityId))
{
if (MercenaryAbilityGroup* group = MercenaryAbilityGroups.FindFirst(data->GroupID))
{
return (int)group->size();
}
}
return 0;
}
int MercenaryAlternateAdvancementManagerClient::GetMercenaryMaxOwnedGroupRank(int abilityId) const
{
if (MercenaryAbilitiesData* data = MercenaryAbilities.FindFirst(abilityId))
{
if (int* ownedAbilityId = MercenaryAbilitiesOwnedByGroupID.FindFirst(data->GroupID))
{
if (MercenaryAbilitiesData* ownedData = MercenaryAbilities.FindFirst(*ownedAbilityId))
{
return ownedData->GroupRank;
}
}
}
return 0;
}
int MercenaryAlternateAdvancementManagerClient::GetMercenaryNextGroupAbility(int abilityId) const
{
if (MercenaryAbilitiesData* ability = MercenaryAbilities.FindFirst(abilityId))
{
if (MercenaryAbilityGroup* group = MercenaryAbilityGroups.FindFirst(ability->GroupID))
{
if (int* nextAbility = group->FindFirst(ability->GroupRank + 1))
return *nextAbility;
}
}
return 0;
}
const MercenaryAbilitiesData* MercenaryAlternateAdvancementManagerClient::GetFirstUnownedAbilityByGroupId(int groupId) const
{
MercenaryAbilityGroup* group = MercenaryAbilityGroups.FindFirst(groupId);
if (!group)
return nullptr;
const MercenaryAbilitiesData* ownedAbility = nullptr;
const MercenaryAbilitiesData* unOwnedAbility = nullptr;
int maxRanks = (int)group->size();
int curRank = 0;
if (int* ownedAbilityId = MercenaryAbilitiesOwnedByGroupID.FindFirst(groupId))
{
if (ownedAbility = GetMercenaryAbility(*ownedAbilityId))
curRank = ownedAbility->GroupRank;
}
if (!ownedAbility)
{
// no owned ability. Need to find the first one.
const int* pAbilityId = group->GetFirst();
while (pAbilityId)
{
if (const MercenaryAbilitiesData* pAbility = GetMercenaryAbility(*pAbilityId))
{
if (pAbility->GroupRank == 1)
{
unOwnedAbility = pAbility;
break;
}
}
pAbilityId = group->GetNext(pAbilityId);
}
}
else if (curRank < maxRanks)
{
// we own an ability. the next one is unowned.
if (int unownedAbilityId = GetMercenaryNextGroupAbility(ownedAbility->AbilityID))
unOwnedAbility = GetMercenaryAbility(unownedAbilityId);
}
return unOwnedAbility;
}
bool MercenaryAlternateAdvancementManagerClient::CanTrainAbility(int abilityId) const
{
if (pLocalPC == nullptr)
return false;
// already purchased?
if (pLocalPC->GetMercenaryAbilityInfo(abilityId) != nullptr)
return false;
if (const MercenaryAbilitiesData* pAbility = GetMercenaryAbility(abilityId))
{
// Player requirements met?
if (pLocalPC->MercAAPoints >= pAbility->Cost
&& pLocalPC->GetCurrentPcProfile()->Level >= pAbility->MinPlayerLevel)
{
// Ability requirements met?
if (pAbility->IsRequirementsMet())
return true;
}
}
return false;
}
#endif // HAS_MERCENARY_AA
//============================================================================
// RealEstateManagerClient
//============================================================================
const char* RealEstateTypeToString(RealEstateType type)
{
switch (type)
{
case RealEstateType_None: return "None";
case RealEstateType_Zone: return "Zone";
case RealEstateType_GuildHall: return "GuildHall";
case RealEstateType_PlayerHousing: return "PlayerHousing";
case RealEstateType_PlayerPlot: return "PlayerPlot";
case RealEstateType_Neighborhood: return "Neighborhood";
case RealEstateType_Town: return "Town";
case RealEstateType_MovingCrate: return "MovingCrate";
case RealEstateType_GuildPlot: return "GuildPlot";
case RealEstateType_Any: return "Any";
case RealEstateType_Unknown:
default:
return "Unknown";
}
}
const char* RealEstateSuperTypeToString(RealEstateSuperType type)
{
switch (type)
{
case RealEstateSuperType_None: return "None";
case RealEstateSuperType_Zone: return "Zone";
case RealEstateSuperType_House: return "House";
case RealEstateSuperType_Plot: return "Plot";
case RealEstateSuperType_Neighborhood: return "Neighborhood";
case RealEstateSuperType_Town: return "Town";
case RealEstateSuperType_MovingCrate: return "MovingCrate";
case RealEstateSuperType_Any: return "Any";
case RealEstateSuperType_Unknown:
default:
return "Unknown";
}
}
RealEstateSuperType RealEstateTypeToSuperType(RealEstateType type)
{
switch (type)
{
case RealEstateType_GuildHall:
case RealEstateType_PlayerHousing:
return RealEstateSuperType_House;
case RealEstateType_PlayerPlot:
case RealEstateType_GuildPlot:
return RealEstateSuperType_Plot;
case RealEstateType_Zone: return RealEstateSuperType_Zone;
case RealEstateType_Neighborhood: return RealEstateSuperType_Neighborhood;
case RealEstateType_Town: return RealEstateSuperType_Town;
case RealEstateType_MovingCrate: return RealEstateSuperType_MovingCrate;
case RealEstateType_Unknown: return RealEstateSuperType_Unknown;
case RealEstateType_Any: return RealEstateSuperType_Any;
default: return RealEstateSuperType_None;
}
}
RealEstateTypeFlag RealEstateTypeToFlags(RealEstateType type)
{
switch (type)
{
case RealEstateType_None: return RealEstateTypeFlag_None;
case RealEstateType_Zone: return RealEstateTypeFlag_Zone;
case RealEstateType_GuildHall: return RealEstateTypeFlag_GuildHall;
case RealEstateType_PlayerHousing: return RealEstateTypeFlag_PlayerHousing;
case RealEstateType_PlayerPlot: return RealEstateTypeFlag_PlayerPlot;
case RealEstateType_Neighborhood: return RealEstateTypeFlag_Neighborhood;
case RealEstateType_Town: return RealEstateTypeFlag_Town;
case RealEstateType_MovingCrate: return RealEstateTypeFlag_MovingCrate;
case RealEstateType_GuildPlot: return RealEstateTypeFlag_GuildPlot;
case RealEstateType_Unknown: return RealEstateTypeFlag_Unknown;
case RealEstateType_Any: return RealEstateTypeFlag_Any;
default: return RealEstateTypeFlag_None;
}
}
RealEstateTypeFlag RealEstateSuperTypeToFlags(RealEstateSuperType type)
{
switch (type)
{
case RealEstateSuperType_None: return RealEstateTypeFlag_None;
case RealEstateSuperType_Zone: return RealEstateTypeFlag_Zone;
case RealEstateSuperType_House: return static_cast<RealEstateTypeFlag>(RealEstateTypeFlag_GuildHall | RealEstateTypeFlag_PlayerHousing);
case RealEstateSuperType_Plot: return static_cast<RealEstateTypeFlag>(RealEstateTypeFlag_PlayerPlot | RealEstateTypeFlag_GuildPlot);
case RealEstateSuperType_Neighborhood: return RealEstateTypeFlag_Neighborhood;
case RealEstateSuperType_Town: return RealEstateTypeFlag_Town;
case RealEstateSuperType_MovingCrate: return RealEstateTypeFlag_MovingCrate;
case RealEstateSuperType_Unknown: return RealEstateTypeFlag_Unknown;
case RealEstateSuperType_Any: return RealEstateTypeFlag_Any;
default: return RealEstateTypeFlag_None;
}
}
const char* RealEstateAccessCategoryToString(RealEstateAccessCategories category)
{
switch (category)
{
case RealEstateAccessCategory_All: return "All";
case RealEstateAccessCategory_Individuals: return "Individuals";
case RealEstateAccessCategory_Groups: return "Groups";
case RealEstateAccessCategory_PermissionsGroupTotals: return "PermissionsGroupTotals";
case RealEstateAccessCategory_PermissionsGroup: return "PermissionsGroup";
default: return "Unknown";
}
}
const char* RealEstateAccessGroupToString(RealEstateAccessGroups group)
{
switch (group)
{
case RealEstateAccess_Everyone: return "Everyone";
case RealEstateAccess_Visitor: return "Visitor";
case RealEstateAccess_Acquaintance: return "Acquaintance";
case RealEstateAccess_Friend: return "Friend";
case RealEstateAccess_Trustee: return "Trustee";
case RealEstateAccess_CoOwner: return "Co-Owner";
case RealEstateAccess_Owner: return "Owner";
default: return "Unknown";
}
}
const char* RealEstateCapabilityToString(RealEstateCapabilities capability)
{
switch (capability)
{
case RealEstateCapability_ReceiveBuffs: return "ReceiveBuffs";
case RealEstateCapability_Enter: return "Enter";
case RealEstateCapability_WithdrawUpkeep: return "WithdrawUpkeep";
case RealEstateCapability_RemoveCrate: return "RemoveCrate";
case RealEstateCapability_AddCrate: return "AddCrate";
case RealEstateCapability_RemoveHouse: return "RemoveHouse";
case RealEstateCapability_AddHouse: return "AddHouse";
case RealEstateCapability_MailItem: return "MailItem";
case RealEstateCapability_RemoveItem: return "RemoveItem";
case RealEstateCapability_AddItem: return "AddItem";
case RealEstateCapability_MoveItem: return "MoveItem";
case RealEstateCapability_InteractItem: return "InteractItem";
case RealEstateCapability_Manage: return "Manage";
default: return "Unknown";
}
}
//----------------------------------------------------------------------------
const RealEstate* RealEstateManager::GetRealEstate(int realEstateId) const
{
RealEstate** realEstate = realEstates.FindFirst(realEstateId);
return realEstate ? *realEstate : nullptr;
}
const RealEstateAccess* RealEstateManager::GetRealEstateAccess(int realEstateId) const
{
RealEstateAccess** access = accessLists.FindFirst(realEstateId);
return access ? *access : nullptr;
}
const RealEstateItems* RealEstateManager::GetRealEstateItems(int realEstateId) const
{
RealEstateItems** items = itemLists.FindFirst(realEstateId);
return items ? *items : nullptr;
}
const RealEstateItem* RealEstateManagerClient::GetItemByRealEstateAndItemIds(int realEstateID, int realEstateItemID) const
{
if (const RealEstateItems* items = GetRealEstateItems(realEstateID))
{
return items->GetItem(realEstateItemID);
}
return nullptr;
}
//----------------------------------------------------------------------------
namespace UdpLibrary {
struct UdpPlatformGuardData
{
CRITICAL_SECTION CriticalSection;
};
void UdpLibrary::UdpPlatformGuardObject::Enter() const
{
EnterCriticalSection(&m_data->CriticalSection);
}
void UdpLibrary::UdpPlatformGuardObject::Leave() const
{
LeaveCriticalSection(&m_data->CriticalSection);
}
}
#pragma warning(pop)
} // namespace eqlib
#if __has_include("../private/EQClasses-private.cpp")
#include "../private/EQClasses-private.cpp"
#endif