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- /*
- 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 <http://www.gnu.org/licenses/>.
- */
- #include "GroundSpawn.h"
- #include "World.h"
- #include "Spells.h"
- #include "Rules/Rules.h"
- #include "../common/MiscFunctions.h"
- #include "../common/Log.h"
- extern ConfigReader configReader;
- extern MasterSpellList master_spell_list;
- extern World world;
- extern RuleManager rule_manager;
- 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<GroundSpawnEntry*>* groundspawn_entries = GetZone()->GetGroundSpawnEntries(groundspawn_id);
- vector<GroundSpawnEntryItem*>* 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()); // Fix: #576 - don't skill up yet with GetSkillByName(skill, true), we might be trying to harvest low level
-
- 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);
- int16 max_skill_req_groundspawn = 0;
- 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<GroundSpawnEntry*> mod_groundspawn_entries;
- if (groundspawn_entries) {
- vector<GroundSpawnEntry*> highest_match;
- vector<GroundSpawnEntry*>::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(entry->min_skill_level > max_skill_req_groundspawn)
- max_skill_req_groundspawn = entry->min_skill_level;
-
- // 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<GroundSpawnEntry*>::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...");
-
- float node_maxskill_multiplier = rule_manager.GetGlobalRule(R_Player, HarvestSkillUpMultiplier)->GetFloat();
- if(node_maxskill_multiplier <= 0.0f) {
- node_maxskill_multiplier = 1.0f;
- }
- int16 skillup_max_skill_allowed = (int16)((float)max_skill_req_groundspawn*node_maxskill_multiplier);
- if (!is_collection && skill && skill->current_val < skillup_max_skill_allowed) {
- skill = client->GetPlayer()->GetSkillByName(collection_skill.c_str(), true); // Fix: #576 - skill up after min skill and adv level checks
- }
- }
- // once you know how many and what type of item to harvest, pick an item from the list
- if (harvest_type) {
- vector<GroundSpawnEntryItem*> mod_groundspawn_items;
- vector<GroundSpawnEntryItem*> mod_groundspawn_rares;
- vector<GroundSpawnEntryItem*> mod_groundspawn_imbue;
- vector<GroundSpawnEntryItem*>::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();
- }
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