/* 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 "GroundSpawn.h" #include "World.h" #include "Spells.h" #include "../common/MiscFunctions.h" #include "../common/Log.h" extern ConfigReader configReader; extern MasterSpellList master_spell_list; extern World world; GroundSpawn::GroundSpawn(){ packet_num = 0; appearance.encounter_level = 0; spawn_type = 2; appearance.pos.state = 129; number_harvests = 0; num_attempts_per_harvest = 0; groundspawn_id = 0; MHarvest.SetName("GroundSpawn::MHarvest"); MHarvestUse.SetName("GroundSpawn::MHarvestUse"); } GroundSpawn::~GroundSpawn(){ } EQ2Packet* GroundSpawn::serialize(Player* player, int16 version){ return spawn_serialize(player, version); } int8 GroundSpawn::GetNumberHarvests(){ return number_harvests; } void GroundSpawn::SetNumberHarvests(int8 val){ number_harvests = val; } int8 GroundSpawn::GetAttemptsPerHarvest(){ return num_attempts_per_harvest; } void GroundSpawn::SetAttemptsPerHarvest(int8 val){ num_attempts_per_harvest = val; } int32 GroundSpawn::GetGroundSpawnEntryID(){ return groundspawn_id; } void GroundSpawn::SetGroundSpawnEntryID(int32 val){ groundspawn_id = val; } void GroundSpawn::SetCollectionSkill(const char* val){ if(val) collection_skill = string(val); } const char* GroundSpawn::GetCollectionSkill(){ return collection_skill.c_str(); } void GroundSpawn::ProcessHarvest(Client* client) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Process harvesting for player '%s' (%u)", client->GetPlayer()->GetName(), client->GetPlayer()->GetID()); MHarvest.lock(); vector* groundspawn_entries = GetZone()->GetGroundSpawnEntries(groundspawn_id); vector* groundspawn_items = GetZone()->GetGroundSpawnEntryItems(groundspawn_id); Item* master_item = 0; Item* master_rare = 0; Item* item = 0; Item* item_rare = 0; int16 lowest_skill_level = 0; int16 table_choice = 0; int32 item_choice = 0; int32 rare_choice = 0; int8 harvest_type = 0; int32 item_harvested = 0; int8 reward_total = 1; int32 rare_harvested = 0; int8 rare_item = 0; bool is_collection = false; if (!groundspawn_entries || !groundspawn_items) { LogWrite(GROUNDSPAWN__ERROR, 3, "GSpawn", "No groundspawn entries or items assigned to groundspawn id: %u", groundspawn_id); client->Message(CHANNEL_COLOR_RED, "Error: There are no groundspawn entries or items assigned to groundspawn id: %u", groundspawn_id); MHarvest.unlock(); return; } if (number_harvests == 0) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Total harvests depleated for groundspawn id: %u", groundspawn_id); client->SimpleMessage(CHANNEL_COLOR_RED, "Error: This spawn has nothing more to harvest!"); MHarvest.unlock(); return; } Skill* skill = 0; if (collection_skill == "Collecting") { skill = client->GetPlayer()->GetSkillByName("Gathering"); is_collection = true; } else skill = client->GetPlayer()->GetSkillByName(collection_skill.c_str(), true); if (!skill) { LogWrite(GROUNDSPAWN__WARNING, 3, "GSpawn", "Player '%s' lacks the skill: '%s'", client->GetPlayer()->GetName(), collection_skill.c_str()); client->Message(CHANNEL_COLOR_RED, "Error: You do not have the '%s' skill!", collection_skill.c_str()); MHarvest.unlock(); return; } for (int8 i = 0; i < num_attempts_per_harvest; i++) { vector mod_groundspawn_entries; if (groundspawn_entries) { vector highest_match; vector::iterator itr; GroundSpawnEntry* entry = 0; // current data GroundSpawnEntry* selected_table = 0; // selected table data // first, iterate through groundspawn_entries, discard tables player cannot use for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++) { entry = *itr; // if player lacks skill, skip table if (entry->min_skill_level > skill->current_val) continue; // if bonus, but player lacks level, skip table if (entry->bonus_table && (client->GetPlayer()->GetLevel() < entry->min_adventure_level)) continue; // build modified entries table mod_groundspawn_entries.push_back(entry); LogWrite(GROUNDSPAWN__DEBUG, 5, "GSpawn", "Keeping groundspawn_entry: %i", entry->min_skill_level); } // if anything remains, find lowest min_skill_level in remaining set(s) if (mod_groundspawn_entries.size() > 0) { vector::iterator itr; GroundSpawnEntry* entry = 0; for (itr = mod_groundspawn_entries.begin(); itr != mod_groundspawn_entries.end(); itr++) { entry = *itr; // find the low range of available tables for random roll if (lowest_skill_level > entry->min_skill_level || lowest_skill_level == 0) lowest_skill_level = entry->min_skill_level; } LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Lowest Skill Level: %i", lowest_skill_level); } else { // if no tables chosen, you must lack the skills // TODO: move this check to LUA when harvest command is first selected client->Message(CHANNEL_COLOR_RED, "You lack the skills to harvest this node!"); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "All groundspawn_entry tables tossed! No Skills? Something broke?"); MHarvest.unlock(); return; } // now roll to see which table to use table_choice = MakeRandomInt(lowest_skill_level, skill->current_val); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Random INT for Table by skill level: %i", table_choice); int16 highest_score = 0; for (itr = mod_groundspawn_entries.begin(); itr != mod_groundspawn_entries.end(); itr++) { entry = *itr; // determines the highest min_skill_level in the current set of tables (if multiple tables) if (table_choice >= entry->min_skill_level && (highest_score == 0 || highest_score < table_choice)) { // removes old highest for the new one highest_match.clear(); highest_score = entry->min_skill_level; } // if the score = level, push into highest_match set if (highest_score == entry->min_skill_level) highest_match.push_back(entry); } // if there is STILL more than 1 table player qualifies for, rand() and pick one if (highest_match.size() > 1) { int16 rand_index = rand() % highest_match.size(); selected_table = highest_match.at(rand_index); } else if (highest_match.size() > 0) selected_table = highest_match.at(0); // by this point, we should have 1 table who's min skill matches the score (selected_table) if (selected_table) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Using Table: %i, %i, %i, %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %i", selected_table->min_skill_level, selected_table->min_adventure_level, selected_table->bonus_table, selected_table->harvest1, selected_table->harvest3, selected_table->harvest5, selected_table->harvest_imbue, selected_table->harvest_rare, selected_table->harvest10, selected_table->harvest_coin); // roll 1-100 for chance-to-harvest percentage float chance = MakeRandomFloat(0, 100); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Random FLOAT for harvest percentages: %.2f", chance); // starting with the lowest %, select a harvest type + reward qty if (chance <= selected_table->harvest10 && is_collection == false) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 10 items + Rare Item from table : %i", selected_table->min_skill_level); harvest_type = 6; reward_total = 10; } else if (chance <= selected_table->harvest_rare && is_collection == false) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest Rare Item from table : %i", selected_table->min_skill_level); harvest_type = 5; } else if (chance <= selected_table->harvest_imbue && is_collection == false) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest Imbue Item from table : %i", selected_table->min_skill_level); harvest_type = 4; } else if (chance <= selected_table->harvest5 && is_collection == false) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 5 Items from table : %i", selected_table->min_skill_level); harvest_type = 3; reward_total = 5; } else if (chance <= selected_table->harvest3 && is_collection == false) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 3 Items from table : %i", selected_table->min_skill_level); harvest_type = 2; reward_total = 3; } else if (chance <= selected_table->harvest1 || skill->current_val == skill->max_val || is_collection) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 1 Item from table : %i", selected_table->min_skill_level); harvest_type = 1; } else LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest nothing..."); } // once you know how many and what type of item to harvest, pick an item from the list if (harvest_type) { vector mod_groundspawn_items; vector mod_groundspawn_rares; vector mod_groundspawn_imbue; vector::iterator itr; GroundSpawnEntryItem* entry = 0; // iterate through groundspawn_items, discard items player cannot roll for for (itr = groundspawn_items->begin(); itr != groundspawn_items->end(); itr++) { entry = *itr; // if this is a Rare, or an Imbue, but is_rare flag is 0, skip item if ((harvest_type == 5 || harvest_type == 4) && entry->is_rare == 0) continue; // if it is a 1, 3, or 5 and is_rare = 1, skip else if (harvest_type < 4 && entry->is_rare == 1) continue; // if the grid_id on the item matches player grid, or is 0, keep the item if (!entry->grid_id || (entry->grid_id == client->GetPlayer()->appearance.pos.grid_id)) { // build modified entries table if ((entry->is_rare == 1 && harvest_type == 5) || (entry->is_rare == 1 && harvest_type == 6)) { // if the matching item is rare, or harvest10 push to mod rares mod_groundspawn_rares.push_back(entry); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Keeping groundspawn_rare_item: %u", entry->item_id); } if (entry->is_rare == 0 && harvest_type != 4 && harvest_type != 5) { // if the matching item is normal,or harvest 10 push to mod items mod_groundspawn_items.push_back(entry); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Keeping groundspawn_common_item: %u", entry->item_id); } if (entry->is_rare == 2 && harvest_type == 4) { // if the matching item is imbue item, push to mod imbue mod_groundspawn_imbue.push_back(entry); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Keeping groundspawn_imbue_item: %u", entry->item_id); } } } // if any items remain in the list, random to see which one gets awarded if (mod_groundspawn_items.size() > 0) { // roll to see which item index to use item_choice = rand() % mod_groundspawn_items.size(); LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Random INT for which item to award: %i", item_choice); // set item_id to be awarded item_harvested = mod_groundspawn_items[item_choice]->item_id; // if reward is rare, set flag rare_item = mod_groundspawn_items[item_choice]->is_rare; LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID to award: %u, Rare = %i", item_harvested, item_rare); // if 10+rare, handle additional "rare" reward if (harvest_type == 6) { // make sure there is a rare table to choose from! if (mod_groundspawn_rares.size() > 0) { // roll to see which rare index to use rare_choice = rand() % mod_groundspawn_rares.size(); // set (rare) item_id to be awarded rare_harvested = mod_groundspawn_rares[rare_choice]->item_id; // we're picking a rare here, so obviously this is true ;) rare_item = 1; LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "RARE Item ID to award: %u", rare_harvested); } else { // all rare entries were eliminated above, or none are assigned. Either way, shouldn't be here! LogWrite(GROUNDSPAWN__ERROR, 3, "GSpawn", "Groundspawn Entry for '%s' (%i) has no RARE items!", GetName(), GetID()); } } } else if (mod_groundspawn_rares.size() > 0) { // roll to see which rare index to use item_choice = rand() % mod_groundspawn_rares.size(); // set (rare) item_id to be awarded item_harvested = mod_groundspawn_rares[item_choice]->item_id; // we're picking a rare here, so obviously this is true ;) rare_item = 1; LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "RARE Item ID to award: %u", rare_harvested); } else if (mod_groundspawn_imbue.size() > 0) { // roll to see which rare index to use item_choice = rand() % mod_groundspawn_imbue.size(); // set (rare) item_id to be awarded item_harvested = mod_groundspawn_imbue[item_choice]->item_id; // we're picking a rare here, so obviously this is true ;) rare_item = 0; LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "imbue Item ID to award: %u", rare_harvested); } else { // all item entries were eliminated above, or none are assigned. Either way, shouldn't be here! LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Groundspawn Entry for '%s' (%i) has no items!", GetName(), GetID()); } // if an item was harvested, send updates to client, add item to inventory if (item_harvested) { char tmp[200] = { 0 }; // set Normal item harvested master_item = master_item_list.GetItem(item_harvested); if (master_item) { // set details of Normal item item = new Item(master_item); // set how many of this item the player receives item->details.count = reward_total; // chat box update for normal item (todo: verify output text) client->Message(CHANNEL_HARVESTING, "You %s %i %s from the %s.", GetHarvestMessageName(true).c_str(), item->details.count, item->CreateItemLink(client->GetVersion(), true).c_str(), GetName()); // add Normal item to player inventory client->AddItem(item); //Check if the player has a harvesting quest for this client->GetPlayer()->CheckQuestsHarvestUpdate(item, reward_total); // if this is a 10+rare, handle sepErately if (harvest_type == 6 && rare_item == 1) { LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID %u is Normal. Qty %i", item_harvested, item->details.count); // send Normal harvest message to client sprintf(tmp, "\\#64FFFFYou have %s:\12\\#C8FFFF%i %s", GetHarvestMessageName().c_str(), item->details.count, item->name.c_str()); client->SendPopupMessage(10, tmp, "ui_harvested_normal", 2.25, 0xFF, 0xFF, 0xFF); client->GetPlayer()->UpdatePlayerStatistic(STAT_PLAYER_ITEMS_HARVESTED, item->details.count); // set Rare item harvested master_rare = master_item_list.GetItem(rare_harvested); if (master_rare) { // set details of Rare item item_rare = new Item(master_rare); // count of Rare is always 1 item_rare->details.count = 1; LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID %u is RARE!", rare_harvested); // send Rare harvest message to client sprintf(tmp, "\\#FFFF6ERare item found!\12%s: \\#C8FFFF%i %s", GetHarvestMessageName().c_str(), item_rare->details.count, item_rare->name.c_str()); client->Message(CHANNEL_HARVESTING, "You have found a rare item!"); client->SendPopupMessage(11, tmp, "ui_harvested_rare", 2.25, 0xFF, 0xFF, 0xFF); client->GetPlayer()->UpdatePlayerStatistic(STAT_PLAYER_RARES_HARVESTED, item_rare->details.count); // chat box update for rare item (todo: verify output text) client->Message(CHANNEL_HARVESTING, "You %s %i %s from the %s.", GetHarvestMessageName(true).c_str(), item_rare->details.count, item->CreateItemLink(client->GetVersion(), true).c_str(), GetName()); // add Rare item to player inventory client->AddItem(item_rare); //Check if the player has a harvesting quest for this client->GetPlayer()->CheckQuestsHarvestUpdate(item_rare, 1); } } else if (rare_item == 1) { // if harvest signaled rare or imbue type LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID %u is RARE! Qty: %i", item_harvested, item->details.count); // send Rare harvest message to client sprintf(tmp, "\\#FFFF6ERare item found!\12%s: \\#C8FFFF%i %s", GetHarvestMessageName().c_str(), item->details.count, item->name.c_str()); client->Message(CHANNEL_HARVESTING, "You have found a rare item!"); client->SendPopupMessage(11, tmp, "ui_harvested_rare", 2.25, 0xFF, 0xFF, 0xFF); client->GetPlayer()->UpdatePlayerStatistic(STAT_PLAYER_RARES_HARVESTED, item->details.count); } else { // send Normal harvest message to client LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID %u is Normal. Qty %i", item_harvested, item->details.count); sprintf(tmp, "\\#64FFFFYou have %s:\12\\#C8FFFF%i %s", GetHarvestMessageName().c_str(), item->details.count, item->name.c_str()); client->SendPopupMessage(10, tmp, "ui_harvested_normal", 2.25, 0xFF, 0xFF, 0xFF); client->GetPlayer()->UpdatePlayerStatistic(STAT_PLAYER_ITEMS_HARVESTED, item->details.count); } } else { // error! LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Error: Item ID Not Found - %u", item_harvested); client->Message(CHANNEL_COLOR_RED, "Error: Unable to find item id %u", item_harvested); } // decrement # of pulls on this node before it despawns number_harvests--; } else { // if no item harvested LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "No item_harvested"); client->Message(CHANNEL_HARVESTING, "You failed to %s anything from %s.", GetHarvestMessageName(true, true).c_str(), GetName()); } } else { // if no harvest type LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "No harvest_type"); client->Message(CHANNEL_HARVESTING, "You failed to %s anything from %s.", GetHarvestMessageName(true, true).c_str(), GetName()); } } } // cycle through num_attempts_per_harvest MHarvest.unlock(); LogWrite(GROUNDSPAWN__DEBUG, 0, "GSpawn", "Process harvest complete for player '%s' (%u)", client->GetPlayer()->GetName(), client->GetPlayer()->GetID()); } string GroundSpawn::GetHarvestMessageName(bool present_tense, bool failure){ string ret = ""; if((collection_skill == "Gathering" ||collection_skill == "Collecting") && !present_tense) ret = "gathered"; else if(collection_skill == "Gathering" || collection_skill == "Collecting") ret = "gather"; else if(collection_skill == "Mining" && !present_tense) ret = "mined"; else if(collection_skill == "Mining") ret = "mine"; else if (collection_skill == "Fishing" && !present_tense) ret = "fished"; else if(collection_skill == "Fishing") ret = "fish"; else if(collection_skill == "Trapping" && !present_tense && !failure) ret = "acquired"; else if(collection_skill == "Trapping" && failure) ret = "trap"; else if(collection_skill == "Trapping") ret = "acquire"; else if(collection_skill == "Foresting" && !present_tense) ret = "forested"; else if(collection_skill == "Foresting") ret = "forest"; else if (collection_skill == "Collecting") ret = "collect"; return ret; } string GroundSpawn::GetHarvestSpellType(){ string ret = ""; if(collection_skill == "Gathering" || collection_skill == "Collecting") ret = "gather"; else if(collection_skill == "Mining") ret = "mine"; else if(collection_skill == "Trapping") ret = "trap"; else if(collection_skill == "Foresting") ret = "chop"; else if(collection_skill == "Fishing") ret = "fish"; return ret; } string GroundSpawn::GetHarvestSpellName() { string ret = ""; if (collection_skill == "Collecting") ret = "Gathering"; else ret = collection_skill; return ret; } void GroundSpawn::HandleUse(Client* client, string type){ if(!client || type.length() == 0) return; //The following check disables the use of the groundspawn if spawn access is not granted if (client) { bool meets_quest_reqs = MeetsSpawnAccessRequirements(client->GetPlayer()); if (!meets_quest_reqs && (GetQuestsRequiredOverride() & 2) == 0) return; else if (meets_quest_reqs && appearance.show_command_icon != 1) return; } MHarvestUse.lock(); if (type == GetHarvestSpellType() && MeetsSpawnAccessRequirements(client->GetPlayer())) { Spell* spell = master_spell_list.GetSpellByName(GetHarvestSpellName().c_str()); if (spell) client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget(), true, true); } else if (appearance.show_command_icon == 1 && MeetsSpawnAccessRequirements(client->GetPlayer())) { EntityCommand* entity_command = FindEntityCommand(type); if (entity_command) client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget()); } MHarvestUse.unlock(); }