/* 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 #include #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; if(!client->GetPlayer()) { continue; } SetClientIdleVisualState(client, tradeskill); 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 client->GetPlayer()->MStats.lock(); fail -= client->GetPlayer()->stats[ITEM_STAT_SUCCESS_MOD]; success += client->GetPlayer()->stats[ITEM_STAT_SUCCESS_MOD]; client->GetPlayer()->MStats.unlock(); // 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 client->GetPlayer()->MStats.lock(); progress += client->GetPlayer()->stats[ITEM_STAT_PROGRESS_ADD]; durability += client->GetPlayer()->stats[ITEM_STAT_DURABILITY_ADD]; client->GetPlayer()->MStats.unlock(); 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; } } } EQ2Packet* pack = packet->serialize(); //packet->PrintPacket(); client->QueuePacket(pack); 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; } // TODO: use the vecotr to lock inventory slots vector>::iterator itr; bool missingItem = false; int32 itemid = 0; vector tmpItems; for (itr = components.begin(); itr != components.end(); itr++) { itemid = itr->first; Item* item = client->GetPlayer()->item_list.GetItemFromUniqueID(itemid); int8 qty_req = 0; if(!item) { missingItem = true; break; } item->details.item_locked = true; tmpItems.push_back(item); } if(!recipe->ProvidedAllRequiredComponents(client, &tmpItems, &components)) { LogWrite(TRADESKILL__ERROR, 0, "Recipe", "Recipe (%u) quantity of items incorrect or component missing.", recipe->GetID()); missingItem = true; } if (missingItem) { LogWrite(TRADESKILL__ERROR, 0, "Recipe", "Recipe (%u) player missing item when attempting to create recipe.", recipe->GetID()); vector::iterator itemitr; for (itemitr = tmpItems.begin(); itemitr != tmpItems.end(); itemitr++) { Item* tmpItem = *itemitr; tmpItem->details.item_locked = false; } 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)); SetClientIdleVisualState(client, tradeskill); m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); // Unlock TS Spells and lock all others client->GetPlayer()->UnlockTSSpells(); client->ClearSentItemDetails(); EQ2Packet* outapp = client->GetPlayer()->SendInventoryUpdate(client->GetVersion()); if (outapp) client->QueuePacket(outapp); } 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; Recipe* playerRecipe = client->GetPlayer()->GetRecipeList()->GetRecipe(recipe->GetID()); if(!playerRecipe) { LogWrite(TRADESKILL__ERROR, 0, "Tradeskills", "%s: TradeskillMgr::StopCrafting Error finding player recipe in their recipe book for recipe id %u", client->GetPlayer()->GetName(), recipe->GetID()); client->Message(CHANNEL_COLOR_RED, "%s: StopCrafting Error finding player recipe in their recipe book for recipe id %u!", client->GetPlayer()->GetName(), recipe->GetID()); if (lock) m_tradeskills.releasewritelock(__FUNCTION__, __LINE__); return; } bool updateInvReq = false; // cycle through the list of used items and remove them for (itr = tradeskill->usedComponents.begin(); itr != tradeskill->usedComponents.end(); itr++, i++) { // Get the item in the players inventory and remove or reduce the quantity int32 itmid = itr->first; qty = itr->second > 0 ? itr->second : 1; item = client->GetPlayer()->item_list.GetItemFromUniqueID(itmid); if (item && item->details.count <= qty) { item->details.item_locked = false; client->GetPlayer()->item_list.RemoveItem(item); updateInvReq = true; } else if(item) { item->details.count -= qty; item->details.item_locked = false; item->save_needed = true; updateInvReq = true; } else { LogWrite(TRADESKILL__ERROR, 0, "Tradeskills", "%s: TradeskillMgr::StopCrafting Error finding item %u to remove quantity for recipe id %u", client->GetPlayer()->GetName(), itmid, recipe->GetID()); client->Message(CHANNEL_COLOR_RED, "%s: StopCrafting Error finding item %u to remove quantity for recipe id %u!", client->GetPlayer()->GetName(), itmid, recipe->GetID()); } } if(updateInvReq) { EQ2Packet* outapp = client->GetPlayer()->SendInventoryUpdate(client->GetVersion()); if (outapp) client->QueuePacket(outapp); } item = 0; qty = recipe->GetFuelComponentQuantity(); item_id = recipe->components[5][0]; int32 byproduct_itemid = 0; int16 byproduct_qty = 0; float tsx = 0; bool success = false; int8 HS = playerRecipe->GetHighestStage(); if (progress < 400) { //stage 0 if (recipe->products.count(0) > 0) { item_id = recipe->products[0]->product_id; qty = recipe->products[0]->product_qty; byproduct_itemid = recipe->products[0]->byproduct_id; byproduct_qty = recipe->products[0]->byproduct_qty; } tsx = 1; } else if (progress >= 400 && progress < 600) { //stage 1 if (HS & (1 << (1 - 1))) { } else { playerRecipe->SetHighestStage(HS + 1 ); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), playerRecipe->GetHighestStage()); } if (recipe->products.count(1) > 0) { item_id = recipe->products[1]->product_id; qty = recipe->products[1]->product_qty; byproduct_itemid = recipe->products[1]->byproduct_id; byproduct_qty = recipe->products[1]->byproduct_qty; } tsx = .45; } //else if (progress >= 600 && progress < 800) { //stage 2 else if ((dur < 200 && progress >= 600) || (dur >= 200 && progress >= 600 && progress < 800)) { //stage 2 if (HS & (1 << (2 - 1))) { } else { playerRecipe->SetHighestStage(HS + 2); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), playerRecipe->GetHighestStage()); } if (recipe->products.count(2) > 0) { item_id = recipe->products[2]->product_id; qty = recipe->products[2]->product_qty; byproduct_itemid = recipe->products[2]->byproduct_id; byproduct_qty = recipe->products[2]->byproduct_qty; } tsx = .30; } else if ((dur >= 200 && dur < 800 && progress >= 800) || (dur >= 800 && progress >= 800 && progress < 1000)) { // stage 3 //else if (progress >= 800 && progress < 1000) { // stage 3 if (HS & (1 << (3 - 1))) { } else { playerRecipe->SetHighestStage(HS + 4); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), playerRecipe->GetHighestStage()); } if (recipe->products.count(3) > 0) { item_id = recipe->products[3]->product_id; qty = recipe->products[3]->product_qty; byproduct_itemid = recipe->products[3]->byproduct_id; byproduct_qty = recipe->products[3]->byproduct_qty; } tsx = .15; } else if (dur >= 800 && progress >= 1000) { // stage 4 //else if (progress >= 1000) { // stage 4 if (HS & (1 << (4 - 1))) { } else { playerRecipe->SetHighestStage(HS + 8); database.UpdatePlayerRecipe(client->GetPlayer(), recipe->GetID(), playerRecipe->GetHighestStage()); } if (recipe->products.count(4) > 0) { success = true; item_id = recipe->products[4]->product_id; qty = recipe->products[4]->product_qty; byproduct_itemid = recipe->products[4]->byproduct_id; byproduct_qty = recipe->products[4]->byproduct_qty; } } if(progress > 1000 && item_id < 1) { LogWrite(TRADESKILL__INFO, 0, "Tradeskills", "%s: TradeskillMgr::StopCrafting progress over 1000, but no item id set with recipe id %u, finding override. Highest Stage: %u, progress: %u, durability %u", client->GetPlayer()->GetName(), recipe->GetID(), HS, progress, dur); for(int i=4;i>=0;i--) { if (recipe->products.count(i) > 0) { item_id = recipe->products[i]->product_id; qty = recipe->products[i]->product_qty; byproduct_itemid = recipe->products[i]->byproduct_id; byproduct_qty = recipe->products[i]->byproduct_qty; break; } } } if(item_id) { LogWrite(TRADESKILL__INFO, 0, "Tradeskills", "%s: TradeskillMgr::StopCrafting crafted item %u with recipe id %u. Highest Stage: %u, progress: %u, durability %u", client->GetPlayer()->GetName(), item_id, recipe->GetID(), HS, progress, dur); 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 %s.", item->CreateItemLink(client->GetVersion()).c_str()); client->AddItem(item); if(byproduct_itemid) { Item* byproductItem = new Item(master_item_list.GetItem(byproduct_itemid)); byproductItem->details.count = byproduct_qty; client->Message(CHANNEL_COLOR_CHAT_RELATIONSHIP, "You received %s as a byproduct.", byproductItem->CreateItemLink(client->GetVersion()).c_str()); client->AddItem(byproductItem); } //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); } } else { LogWrite(TRADESKILL__WARNING, 0, "Tradeskills", "%s: TradeskillMgr::StopCrafting no item summoned for player with recipe id %u. Highest Stage: %u, progress: %u, durability %u", client->GetPlayer()->GetName(), recipe->GetID(), HS, progress, dur); } float xp = client->GetPlayer()->CalculateTSXP(recipe->GetLevel()); xp = xp - (xp * tsx); if (xp > 0) { int16 level = client->GetPlayer()->GetTSLevel(); if (client->GetPlayer()->AddTSXP((int32)xp)) { client->Message(CHANNEL_REWARD, "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); } } if(tradeskill && tradeskill->recipe) { if(success) { int32 success_anim = GetTechniqueSuccessAnim(client->GetVersion(), tradeskill->recipe->GetTechnique()); client->GetPlayer()->GetZone()->PlayAnimation(client->GetPlayer(), success_anim); } else { int32 failure_anim = GetTechniqueFailureAnim(client->GetVersion(), tradeskill->recipe->GetTechnique()); client->GetPlayer()->GetZone()->PlayAnimation(client->GetPlayer(), failure_anim); } } 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_NARRATIVE, "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]; } int32 TradeskillMgr::GetTechniqueSuccessAnim(int16 version, int32 technique) { switch(technique) { case SKILL_ID_SCULPTING: { if(version <= 561) { return 3007; // leatherworking_success } return 11785; // 3005 = failure, 3006 = idle. 11783 = failure, 11784 = idle break; } case SKILL_ID_ARTISTRY: { if(version <= 561) { return 2319; // cooking_success } return 11245; // 2317 = failure, 2318 = idle. 11243 = failure, 11244 = idle break; } case SKILL_ID_FLETCHING: { if(version <= 561) { return 2356; // woodworking_success } return 13309; // 2354 = failure, 2355 = idle. 13307 = failure, 13308 = idle break; } case SKILL_ID_METALWORKING: case SKILL_ID_METALSHAPING: { if(version <= 561) { return 2442; // metalworking_success } return 11813; // 2441 = failure, 1810 = idle. 11811 = failure, 11812 = idle break; } case SKILL_ID_TAILORING: { if(version <= 561) { return 2352; // tailoring_success } return 13040; // 2350 = failure, 2351 = idle. 13038 = failure, 13039 = idle break; } case SKILL_ID_CHEMISTRY:{ if(version <= 561) { return 2298; // alchemy_success } return 10749; // 2296 = failure, 2297 = idle. 10747 = failure, 10748 = idle break; } case SKILL_ID_ARTIFICING:{ if(version <= 561) { return 2304; // artificing_success } return 10767; // 2302 = failure, 2303 = idle. 10765 = failure, 10766 = idle break; } case SKILL_ID_SCRIBING: { if(version <= 561) { return 0; // ??? } return 0; // ??? = failure, 3131 = idle. ??? = failure, 12193 = idle break; } } return 0; } int32 TradeskillMgr::GetTechniqueFailureAnim(int16 version, int32 technique) { switch(technique) { case SKILL_ID_SCULPTING: { if(version <= 561) { return 3005; // leatherworking_failure } return 11783; // 3005 = failure, 3006 = idle. 11783 = failure, 11784 = idle break; } case SKILL_ID_ARTISTRY: { if(version <= 561) { return 2317; // cooking_failure } return 11243; // 2317 = failure, 2318 = idle. 11243 = failure, 11244 = idle break; } case SKILL_ID_FLETCHING: { if(version <= 561) { return 2354; // woodworking_failure } return 13307; // 2354 = failure, 2355 = idle. 13307 = failure, 13308 = idle break; } case SKILL_ID_METALWORKING: case SKILL_ID_METALSHAPING: { if(version <= 561) { return 2441; // metalworking_failure } return 11811; // 2441 = failure, 1810 = idle. 11811 = failure, 11812 = idle break; } case SKILL_ID_TAILORING: { if(version <= 561) { return 2350; // tailoring_failure } return 13038; // 2350 = failure, 2351 = idle. 13038 = failure, 13039 = idle break; } case SKILL_ID_CHEMISTRY:{ if(version <= 561) { return 2298; // alchemy_success } return 10749; // 2296 = failure, 2297 = idle. 10747 = failure, 10748 = idle break; } case SKILL_ID_ARTIFICING:{ if(version <= 561) { return 2302; // artificing_failure } return 10765; // 2302 = failure, 2303 = idle. 10765 = failure, 10766 = idle break; } case SKILL_ID_SCRIBING: { if(version <= 561) { return 0; // ??? } return 0; // ??? = failure, 3131 = idle. ??? = failure, 12193 = idle break; } } return 0; } int32 TradeskillMgr::GetTechniqueIdleAnim(int16 version, int32 technique) { switch(technique) { case SKILL_ID_SCULPTING: { if(version <= 561) { return 3006; // leatherworking_idle } return 11784; // 3005 = failure, 3006 = idle. 11783 = failure, 11784 = idle break; } case SKILL_ID_ARTISTRY: { if(version <= 561) { return 2318; // cooking_idle } return 11244; // 2317 = failure, 2318 = idle. 11243 = failure, 11244 = idle break; } case SKILL_ID_FLETCHING: { if(version <= 561) { return 2355; // woodworking_idle } return 13308; // 2354 = failure, 2355 = idle. 13307 = failure, 13308 = idle break; } case SKILL_ID_METALWORKING: case SKILL_ID_METALSHAPING: { if(version <= 561) { return 1810; // metalworking_idle } return 11812; // 2441 = failure, 1810 = idle. 11811 = failure, 11812 = idle break; } case SKILL_ID_TAILORING: { if(version <= 561) { return 2351; // tailoring_idle } return 13039; // 2350 = failure, 2351 = idle. 13038 = failure, 13039 = idle break; } case SKILL_ID_CHEMISTRY:{ if(version <= 561) { return 2297; // alchemy_idle } return 10748; // 2296 = failure, 2297 = idle. 10747 = failure, 10748 = idle break; } case SKILL_ID_ARTIFICING:{ if(version <= 561) { return 2303; // artificing_idle } return 10766; // 2302 = failure, 2303 = idle. 10765 = failure, 10766 = idle break; } case SKILL_ID_SCRIBING: { if(version <= 561) { return 3131; // scribing_idle } return 12193; // ??? = failure, 3131 = idle. ??? = failure, 12193 = idle break; } } return 0; } int32 TradeskillMgr::GetMissTargetAnim(int16 version) { if(version <= 561) { return 1144; } return 11814; // 11815 seems also possible? } int32 TradeskillMgr::GetKillMissTargetAnim(int16 version) { if(version <= 561) { return 33912; } return 44582; // 44583 seems also possible? } void TradeskillMgr::SetClientIdleVisualState(Client* client, Tradeskill* ts) { if(!client || !ts || !client->GetPlayer()) { return; } int32 idle_anim = 0; if(ts->recipe) { idle_anim = GetTechniqueIdleAnim(client->GetVersion(), ts->recipe->GetTechnique()); } if(idle_anim) { client->GetPlayer()->SetTempVisualState(idle_anim); } } 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; }