/*
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.difficulty = 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");
randomize_heading = true; // we by default randomize heading of groundspawns DB overrides
}
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;
}
int16 totalSkill = skill->current_val;
int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
if(skillID != 0xFFFFFFFF)
{
((Entity*)client->GetPlayer())->MStats.lock();
totalSkill += ((Entity*)client->GetPlayer())->stats[skillID];
((Entity*)client->GetPlayer())->MStats.unlock();
}
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 > totalSkill)
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, totalSkill);
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 || totalSkill >= 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()->GetLocation())) {
// 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
bool itemDeleted = false;
client->AddItem(item, &itemDeleted);
if(!itemDeleted) {
//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();
}