/*
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;
}