/* EQ2Emulator: Everquest II Server Emulator Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net) This file is part of EQ2Emulator. EQ2Emulator 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 3 of the License, or (at your option) any later version. EQ2Emulator 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 EQ2Emulator. If not, see . */ #include "Tradeskills.h" #include "../client.h" #include "../../common/ConfigReader.h" #include "../classes.h" //#include "../../common/debug.h" #include "../../common/Log.h" //#include "../zoneserver.h" //#include "../Skills.h" //#include "../classes.h" #include "../World.h" //#include "../LuaInterface.h" #include "../ClientPacketFunctions.h" #include "../WorldDatabase.h" #include "../Rules/Rules.h" extern Classes classes; extern ConfigReader configReader; extern MasterSkillList master_skill_list; extern MasterRecipeList master_recipe_list; extern MasterTradeskillEventsList master_tradeskillevent_list; extern WorldDatabase database; extern RuleManager rule_manager; TradeskillMgr::TradeskillMgr() { m_tradeskills.SetName("TradeskillMgr::tradeskillsList"); // % chance for each was made up by me (Jabantiz) and may need some tweaking // 2% for crit fail m_success = rule_manager.GetGlobalRule(R_World, TradeskillSuccessChance)->GetFloat(); m_critSuccess = rule_manager.GetGlobalRule(R_World, TradeskillCritSuccessChance)->GetFloat(); m_fail = rule_manager.GetGlobalRule(R_World, TradeskillFailChance)->GetFloat(); m_critFail = rule_manager.GetGlobalRule(R_World, TradeskillCritFailChance)->GetFloat(); m_eventChance = rule_manager.GetGlobalRule(R_World, TradeskillEventChance)->GetFloat(); if ((m_success + m_critSuccess + m_fail + m_critFail) != 100.0f) { LogWrite(TRADESKILL__ERROR, 0, "Tradeskills", "Success, crit success, fail, and crit fail MUST add up to 100, reverting to defaults..."); m_success = 87.0f; m_critSuccess = 2.0f; m_fail = 10.0f; m_critFail = 1.0f; } } TradeskillMgr::~TradeskillMgr() { m_tradeskills.writelock(__FUNCTION__, __LINE__); map::iterator itr; for (itr = tradeskillList.begin(); itr != tradeskillList.end(); itr++) safe_delete(itr->second); tradeskillList.clear(); m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); } void TradeskillMgr::Process() { m_tradeskills.writelock(__FUNCTION__, __LINE__); map::iterator itr = tradeskillList.begin(); while (itr != tradeskillList.end()) { Tradeskill* tradeskill = 0; tradeskill = itr->second; if (!tradeskill) continue; if (Timer::GetCurrentTime2() >= tradeskill->nextUpdateTime) { Client* client = itr->first; sint32 progress = 0; sint32 durability = 0; /* Following was grabbed from http://eq2.stratics.com/content/guides/padasher_crafting_2.php old but the base fail/succes should still be the same -100 Durability / -50 Progress (Critical Failure) -50 Durability / 0 Progress (Failure) -10 Durability / +50 Progress (Standard tick) +10 Durability / + 100 Progress (Critical Success) */ float roll = MakeRandomFloat(0, 100); int8 effect = 0; //1 is critical success, 2 is success, 3 is failure, and 4 is critical failure. float success = m_success; float crit_success = m_critSuccess; float fail = m_fail; float crit_fail = m_critFail; // Modify the % chance for success based off of stats fail -= client->GetPlayer()->stats[ITEM_STAT_SUCCESS_MOD]; success += client->GetPlayer()->stats[ITEM_STAT_SUCCESS_MOD]; // add values together for the if crit_success += crit_fail; fail += crit_success; success += fail; // Crit fail if (roll <= crit_fail) { progress = -50; durability = -100; effect = 4; client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Critical failure!"); } // Crit success else if (roll > crit_fail && roll <= crit_success) { progress = 100; durability = 10; effect = 1; client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Critical success!"); } // Fail else if (roll > crit_success && roll <= fail) { progress = 0; durability = -50; effect = 3; } // Success else if (roll > fail && roll <= success) { progress = 50; durability = -10; effect = 2; } else { // Just a debug, should never end up in this, if we do write out a log but treat as a success for the player LogWrite(TRADESKILL__ERROR, 0, "Tradeskills", "Process roll was not within valid range. roll = %f, crit fail = %f, crit success = %f, fail = %f, success = %f", roll, crit_fail, crit_success, fail, success); progress = 50; durability = -10; effect = 2; } // Check to see if there was an event, if there was give out the rewards/penalties for it if (tradeskill->CurrentEvent) { if (tradeskill->eventCountered) { progress += tradeskill->CurrentEvent->SuccessProgress; durability += tradeskill->CurrentEvent->SuccessDurability; } else { progress += tradeskill->CurrentEvent->FailProgress; durability += tradeskill->CurrentEvent->FailDurability; } } // Modify the progress/durability by the players stats progress += client->GetPlayer()->stats[ITEM_STAT_PROGRESS_ADD]; durability += client->GetPlayer()->stats[ITEM_STAT_DURABILITY_ADD]; tradeskill->currentDurability += durability; tradeskill->currentProgress += progress; PacketStruct* packet = configReader.getStruct("WS_UpdateCreateItem", client->GetVersion()); if (packet) { packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(tradeskill->table)); packet->setDataByName("effect", effect); packet->setDataByName("total_durability", tradeskill->currentDurability); packet->setDataByName("total_progress", tradeskill->currentProgress); packet->setDataByName("durability_change", durability); packet->setDataByName("progress_change", progress); if (tradeskill->currentProgress >= 1000) packet->setDataByName("progress_level", 4); else if (tradeskill->currentProgress >= 800) packet->setDataByName("progress_level", 3); else if (tradeskill->currentProgress >= 600) packet->setDataByName("progress_level", 2); else if (tradeskill->currentProgress >= 400) packet->setDataByName("progress_level", 1); else packet->setDataByName("progress_level", 0); // Reset the tradeskill event tradeskill->CurrentEvent = 0; tradeskill->eventChecked = false; tradeskill->eventCountered = false; // 15% chance for an event (change this to a rule probably) int eventRoll = MakeRandomFloat(0, 100); if (eventRoll <= m_eventChance) { // Get a vector of all possible events for this crafting technique vector* events = master_tradeskillevent_list.GetEventByTechnique(tradeskill->recipe->GetTechnique()); if (events) { // Get the size of the vector int size = events->size(); // Get a random number from 0 to size - 1 to use as an index int index = MakeRandomInt(0, size - 1); // use the index to get an event TradeskillEvent* TSEvent = events->at(index); if (TSEvent) { // Now that we got a random event set it in the packet packet->setDataByName("reaction_icon", TSEvent->Icon); packet->setDataByName("reaction_name", TSEvent->Name); // Set the current tradeskill event tradeskill->CurrentEvent = TSEvent; } } } client->QueuePacket(packet->serialize()); safe_delete(packet); } if (tradeskill->currentProgress >= 1000) { itr++; StopCrafting(client, false); continue; } else tradeskill->nextUpdateTime = Timer::GetCurrentTime2() + 4000; } itr++; } m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); } void TradeskillMgr::BeginCrafting(Client* client, vector components) { Recipe* recipe = master_recipe_list.GetRecipe(client->GetPlayer()->GetCurrentRecipe()); if (!recipe) { LogWrite(TRADESKILL__ERROR, 0, "Recipe", "Recipe (%u) not found in TradeskillMgr::BeginCrafting()", client->GetPlayer()->GetCurrentRecipe()); ClientPacketFunctions::StopCrafting(client); return; } ClientPacketFunctions::SendItemCreationUI(client, recipe); Tradeskill* tradeskill = new Tradeskill; tradeskill->player = client->GetPlayer(); tradeskill->table = client->GetPlayer()->GetTarget(); tradeskill->recipe = recipe; tradeskill->currentDurability = 1000; tradeskill->currentProgress = 0; tradeskill->nextUpdateTime = Timer::GetCurrentTime2() + 500; tradeskill->usedComponents = components; tradeskill->CurrentEvent = 0; tradeskill->eventChecked = false; tradeskill->eventCountered = false; m_tradeskills.writelock(__FUNCTION__, __LINE__); tradeskillList.insert(make_pair(client, tradeskill)); m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); // Unlock TS Spells and lock all others client->GetPlayer()->UnlockTSSpells(); // TODO: use the vecotr to lock inventory slots /*vector::iterator itr; for (itr = components.begin(); itr != components.end(); itr++) { Item* item = *itr; //client->GetPlayer()->SendInventoryUpdate item->details.inv_slot_id; }*/ } void TradeskillMgr::StopCrafting(Client* client, bool lock) { if (lock) m_tradeskills.writelock(__FUNCTION__, __LINE__); if (tradeskillList.count(client) == 0) { if (lock) m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); return; } Tradeskill* tradeskill = 0; tradeskill = tradeskillList[client]; //TODO: unlock inventory slots, give the product to the player, give tradeskill xp ClientPacketFunctions::StopCrafting(client); int32 dur = tradeskill->currentDurability; int32 progress = tradeskill->currentProgress; Recipe* recipe = tradeskill->recipe; vector::iterator itr; Item* item = 0; int32 item_id = 0; int8 i = 0; int8 qty = 0; // cycle through the list of used items and remove them for (itr = tradeskill->usedComponents.begin(); itr != tradeskill->usedComponents.end(); itr++, i++) { // get the quantity to remove, first item in the vectore is always the primary, last is always the fuel if (i == 0) qty = 1; else if (i == 1 && i != tradeskill->usedComponents.size() - 1) qty = recipe->GetBuild1ComponentQuantity(); else if (i == 2 && i != tradeskill->usedComponents.size() - 1) qty = recipe->GetBuild2ComponentQuantity(); else if (i == 3 && i != tradeskill->usedComponents.size() - 1) qty = recipe->GetBuild3ComponentQuantity(); else if (i == 4 && i != tradeskill->usedComponents.size() - 1) qty = recipe->GetBuild4ComponentQuantity(); else if (i == 5 || i == tradeskill->usedComponents.size() - 1) qty = recipe->GetFuelComponentQuantity(); // Get the item in the players inventory and remove or reduce the quantity item = client->GetPlayer()->item_list.GetItemFromID(*itr); if (item->details.count <= qty) client->GetPlayer()->item_list.RemoveItem(item); else { item->details.count -= qty; item->save_needed = true; } } item = 0; qty = recipe->GetFuelComponentQuantity(); item_id = recipe->components[5][0]; if (progress >= 400 && progress < 600) { if (client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->GetHighestStage() < 1) { client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->SetHighestStage(1); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), 1); } if (recipe->products.count(1) > 0) { item_id = recipe->products[1]->product_id; qty = recipe->products[1]->product_qty; } } else if ((dur < 200 && progress >= 600) || (dur >= 200 && progress >= 600 && progress < 800)) { if (client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->GetHighestStage() < 2) { client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->SetHighestStage(2); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), 2); } if (recipe->products.count(2) > 0) { item_id = recipe->products[2]->product_id; qty = recipe->products[2]->product_qty; } } else if ((dur >= 200 && dur < 800 && progress >= 800) || (dur >= 800 && progress >= 800 && progress < 1000)) { if (client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->GetHighestStage() < 3) { client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->SetHighestStage(3); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), 3); } if (recipe->products.count(3) > 0) { item_id = recipe->products[3]->product_id; qty = recipe->products[3]->product_qty; } } else if (dur >= 800 && progress >= 1000) { if (client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->GetHighestStage() < 4) { client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID())->SetHighestStage(4); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), 4); } if (recipe->products.count(4) > 0) { item_id = recipe->products[4]->product_id; qty = recipe->products[4]->product_qty; } } item = new Item(master_item_list.GetItem(item_id)); if (!item) { LogWrite(TRADESKILL__ERROR, 0, "Tradeskills", "Item (%u) not found.", item_id); } else { item->details.count = qty; // use CHANNEL_COLOR_CHAT_RELATIONSHIP as that is the same value (4) as it is in a log for this message client->Message(CHANNEL_COLOR_CHAT_RELATIONSHIP, "You created \\aITEM %u 0:%s\\/a.", item->details.item_id, item->name.c_str()); client->AddItem(item); //Check for crafting quest updates int8 update_amt = 0; if(item->stack_count > 1) update_amt = 1; else update_amt = qty; client->GetPlayer()->CheckQuestsCraftUpdate(item, update_amt); } float xp = client->GetPlayer()->CalculateTSXP(recipe->GetLevel()); if (xp > 0) { int16 level = client->GetPlayer()->GetTSLevel(); if (client->GetPlayer()->AddTSXP((int32)xp)) { client->Message(CHANNEL_COLOR_EXP, "You gain %u Tradeskill XP!", (int32)xp); LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u tradeskill experience.", client->GetPlayer()->GetName(), (int32)xp); if(client->GetPlayer()->GetTSLevel() != level) client->ChangeTSLevel(level, client->GetPlayer()->GetTSLevel()); client->GetPlayer()->SetCharSheetChanged(true); } } tradeskillList.erase(client); safe_delete(tradeskill); if (lock) m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); // Lock TS spells and unlock all others client->GetPlayer()->LockTSSpells(); } bool TradeskillMgr::IsClientCrafting(Client* client) { bool ret = false; m_tradeskills.readlock(__FUNCTION__, __LINE__); ret = tradeskillList.count(client) > 0; m_tradeskills.releasereadlock(__FUNCTION__, __LINE__); return ret; } void TradeskillMgr::CheckTradeskillEvent(Client* client, int16 icon) { // Check to see if the given client is crafting if (!IsClientCrafting(client)) return; m_tradeskills.writelock(__FUNCTION__, __LINE__); // check to see if the client currently has an event and if it does if we had already tried to counter it this round if (tradeskillList[client]->CurrentEvent == 0 || tradeskillList[client]->eventChecked) { // No current event, or we already tried to counter it, return out m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); return; } // set the eventChecked flag so we don't try to counter it again tradeskillList[client]->eventChecked = true; // compare the event icon with the given spell icon to see if we countered it and store the result for the update bool countered = (icon == tradeskillList[client]->CurrentEvent->Icon); tradeskillList[client]->eventCountered = countered; // send the success or fail message to the client client->Message(CHANNEL_COLOR_WHITE, "You %s %s.", countered ? "successfully countered" : "failed to counter", tradeskillList[client]->CurrentEvent->Name); // unlock the list and send the result packet m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); ClientPacketFunctions::CounterReaction(client, countered); } Tradeskill* TradeskillMgr::GetTradeskill(Client* client) { if (tradeskillList.count(client) == 0) return 0; return tradeskillList[client]; } MasterTradeskillEventsList::MasterTradeskillEventsList() { m_eventList.SetName("MasterTradeskillEventsList::eventList"); } MasterTradeskillEventsList::~MasterTradeskillEventsList() { m_eventList.writelock(__FUNCTION__, __LINE__); map >::iterator itr; vector::iterator ts_itr; for (itr = eventList.begin(); itr != eventList.end(); itr++){ for (ts_itr = itr->second.begin(); ts_itr != itr->second.end(); ts_itr++){ safe_delete(*ts_itr); } } eventList.clear(); m_eventList.releasewritelock(__FUNCTION__, __LINE__); } void MasterTradeskillEventsList::AddEvent(TradeskillEvent* tradeskillEvent) { m_eventList.writelock(__FUNCTION__, __LINE__); eventList[tradeskillEvent->Technique].push_back(tradeskillEvent); m_eventList.releasewritelock(__FUNCTION__, __LINE__); } vector* MasterTradeskillEventsList::GetEventByTechnique(int32 technique) { if (eventList.count(technique) == 0) return 0; return &eventList[technique]; } int32 MasterTradeskillEventsList::Size() { int32 count = 0; m_eventList.readlock(__FUNCTION__, __LINE__); map >::iterator itr; for (itr = eventList.begin(); itr != eventList.end(); itr++) count += itr->second.size(); m_eventList.releasereadlock(__FUNCTION__, __LINE__); return count; }