This commit is contained in:
Arthur Ice
2014-12-05 20:16:13 -08:00
124 changed files with 63220 additions and 2537 deletions
+26 -68
View File
@@ -15,75 +15,33 @@
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "../common/debug.h"
#include <iostream>
#include <stdlib.h>
#include <math.h>
#ifdef _WINDOWS
#define snprintf _snprintf
#endif
#include "forage.h"
#include "entity.h"
#include "masterentity.h"
#include "npc.h"
#include "water_map.h"
#include "titles.h"
#include "string_ids.h"
#include "../common/misc_functions.h"
#include "../common/string_util.h"
#include "../common/rulesys.h"
#include "../common/string_util.h"
#include "entity.h"
#include "forage.h"
#include "npc.h"
#include "quest_parser_collection.h"
#include "string_ids.h"
#include "titles.h"
#include "water_map.h"
#include "zonedb.h"
#include <iostream>
#ifdef _WINDOWS
#define snprintf _snprintf
#endif
#include "quest_parser_collection.h"
struct NPCType;
//max number of items which can be in the foraging table
//for a given zone.
#define FORAGE_ITEM_LIMIT 50
/*
The fishing and foraging need some work...
foraging currently gives each item an equal chance of dropping
fishing gives items which come in last from the select a very
very low chance of dropping.
Schema:
CREATE TABLE forage (
id int(11) NOT NULL auto_increment,
zoneid int(4) NOT NULL default '0',
Itemid int(11) NOT NULL default '0',
level smallint(6) NOT NULL default '0',
chance smallint(6) NOT NULL default '0',
PRIMARY KEY (id)
) TYPE=MyISAM;
old table upgrade:
alter table forage add chance smallint(6) NOT NULL default '0';
update forage set chance=100;
CREATE TABLE fishing (
id int(11) NOT NULL auto_increment,
zoneid int(4) NOT NULL default '0',
Itemid int(11) NOT NULL default '0',
skill_level smallint(6) NOT NULL default '0',
chance smallint(6) NOT NULL default '0',
npc_id int NOT NULL default 0,
npc_chance int NOT NULL default 0,
PRIMARY KEY (id)
) TYPE=MyISAM;
*/
// This allows EqEmu to have zone specific foraging - BoB
uint32 ZoneDatabase::GetZoneForage(uint32 ZoneID, uint8 skill) {
uint32 item[FORAGE_ITEM_LIMIT];
@@ -125,7 +83,7 @@ uint32 ZoneDatabase::GetZoneForage(uint32 ZoneID, uint8 skill) {
ret = 0;
uint32 rindex = MakeRandomInt(1, chancepool);
uint32 rindex = zone->random.Int(1, chancepool);
for(int i = 0; i < index; i++) {
if(rindex <= chance[i]) {
@@ -178,7 +136,7 @@ uint32 ZoneDatabase::GetZoneFishing(uint32 ZoneID, uint8 skill, uint32 &npc_id,
if (index <= 0)
return 0;
uint32 random = MakeRandomInt(1, chancepool);
uint32 random = zone->random.Int(1, chancepool);
for (int i = 0; i < index; i++)
{
if (random > chance[i])
@@ -301,18 +259,18 @@ void Client::GoFish()
fishing_skill = 100+((fishing_skill-100)/2);
}
if (MakeRandomInt(0,175) < fishing_skill) {
if (zone->random.Int(0,175) < fishing_skill) {
uint32 food_id = 0;
//25% chance to fish an item.
if (MakeRandomInt(0, 399) <= fishing_skill ) {
if (zone->random.Int(0, 399) <= fishing_skill ) {
uint32 npc_id = 0;
uint8 npc_chance = 0;
food_id = database.GetZoneFishing(m_pp.zone_id, fishing_skill, npc_id, npc_chance);
//check for add NPC
if(npc_chance > 0 && npc_id) {
if(npc_chance < MakeRandomInt(0, 99)) {
if(npc_chance < zone->random.Int(0, 99)) {
const NPCType* tmp = database.GetNPCType(npc_id);
if(tmp != nullptr) {
auto positionNPC = GetPosition();
@@ -334,7 +292,7 @@ void Client::GoFish()
DeleteItemInInventory(bslot, 1, true); //do we need client update?
if(food_id == 0) {
int index = MakeRandomInt(0, MAX_COMMON_FISH_IDS-1);
int index = zone->random.Int(0, MAX_COMMON_FISH_IDS-1);
food_id = common_fish_ids[index];
}
@@ -369,11 +327,11 @@ void Client::GoFish()
else
{
//chance to use bait when you dont catch anything...
if (MakeRandomInt(0, 4) == 1) {
if (zone->random.Int(0, 4) == 1) {
DeleteItemInInventory(bslot, 1, true); //do we need client update?
Message_StringID(MT_Skills, FISHING_LOST_BAIT); //You lost your bait!
} else {
if (MakeRandomInt(0, 15) == 1) //give about a 1 in 15 chance to spill your beer. we could make this a rule, but it doesn't really seem worth it
if (zone->random.Int(0, 15) == 1) //give about a 1 in 15 chance to spill your beer. we could make this a rule, but it doesn't really seem worth it
//TODO: check for & consume an alcoholic beverage from inventory when this triggers, and set it as a rule that's disabled by default
Message_StringID(MT_Skills, FISHING_SPILL_BEER); //You spill your beer while bringing in your line.
else
@@ -386,7 +344,7 @@ void Client::GoFish()
//chance to break fishing pole...
//this is potentially exploitable in that they can fish
//and then swap out items in primary slot... too lazy to fix right now
if (MakeRandomInt(0, 49) == 1) {
if (zone->random.Int(0, 49) == 1) {
Message_StringID(MT_Skills, FISHING_POLE_BROKE); //Your fishing pole broke!
DeleteItemInInventory(MainPrimary, 0, true);
}
@@ -415,18 +373,18 @@ void Client::ForageItem(bool guarantee) {
};
// these may need to be fine tuned, I am just guessing here
if (guarantee || MakeRandomInt(0,199) < skill_level) {
if (guarantee || zone->random.Int(0,199) < skill_level) {
uint32 foragedfood = 0;
uint32 stringid = FORAGE_NOEAT;
if (MakeRandomInt(0,99) <= 25) {
if (zone->random.Roll(25)) {
foragedfood = database.GetZoneForage(m_pp.zone_id, skill_level);
}
//not an else in case theres no DB food
if(foragedfood == 0) {
uint8 index = 0;
index = MakeRandomInt(0, MAX_COMMON_FOOD_IDS-1);
index = zone->random.Int(0, MAX_COMMON_FOOD_IDS-1);
foragedfood = common_food_ids[index];
}
@@ -483,7 +441,7 @@ void Client::ForageItem(bool guarantee) {
}
int ChanceSecondForage = aabonuses.ForageAdditionalItems + itembonuses.ForageAdditionalItems + spellbonuses.ForageAdditionalItems;
if(!guarantee && MakeRandomInt(0,99) < ChanceSecondForage) {
if(!guarantee && zone->random.Roll(ChanceSecondForage)) {
Message_StringID(MT_Skills, FORAGE_MASTERY);
ForageItem(true);
}