/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org) This program 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; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; 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 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 #include #include #ifdef _WINDOWS #define snprintf _snprintf #endif #include "forage.h" #include "entity.h" #include "masterentity.h" #include "npc.h" #include "watermap.h" #include "titles.h" #include "StringIDs.h" #include "../common/MiscFunctions.h" #include "../common/StringUtil.h" #include "../common/rulesys.h" #include "zonedb.h" #ifdef _WINDOWS #define snprintf _snprintf #endif #include "QuestParserCollection.h" //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 nullptr auto_increment, zoneid int(4) NOT nullptr default '0', Itemid int(11) NOT nullptr default '0', level smallint(6) NOT nullptr default '0', chance smallint(6) NOT nullptr default '0', PRIMARY KEY (id) ) TYPE=MyISAM; old table upgrade: alter table forage add chance smallint(6) NOT nullptr default '0'; update forage set chance=100; CREATE TABLE fishing ( id int(11) NOT nullptr auto_increment, zoneid int(4) NOT nullptr default '0', Itemid int(11) NOT nullptr default '0', skill_level smallint(6) NOT nullptr default '0', chance smallint(6) NOT nullptr default '0', npc_id int NOT nullptr default 0, npc_chance int NOT nullptr default 0, PRIMARY KEY (id) ) TYPE=MyISAM; */ // This allows EqEmu to have zone specific foraging - BoB uint32 ZoneDatabase::GetZoneForage(uint32 ZoneID, uint8 skill) { char errbuf[MYSQL_ERRMSG_SIZE]; char *query = 0; MYSQL_RES *result; MYSQL_ROW row; uint8 index = 0; uint32 item[FORAGE_ITEM_LIMIT]; uint32 chance[FORAGE_ITEM_LIMIT]; uint32 ret; for (int c=0; c < FORAGE_ITEM_LIMIT; c++) { item[c] = 0; } uint32 chancepool = 0; if (RunQuery(query, MakeAnyLenString(&query, "SELECT itemid,chance FROM forage WHERE zoneid= '%i' and level <= '%i' LIMIT %i", ZoneID, skill, FORAGE_ITEM_LIMIT), errbuf, &result)) { safe_delete_array(query); while ((row = mysql_fetch_row(result)) && (index < FORAGE_ITEM_LIMIT)) { item[index] = atoi(row[0]); chance[index] = atoi(row[1])+chancepool; LogFile->write(EQEMuLog::Error, "Possible Forage: %d with a %d chance", item[index], chance[index]); chancepool = chance[index]; index++; } mysql_free_result(result); } else { LogFile->write(EQEMuLog::Error, "Error in Forage query '%s': %s", query, errbuf); safe_delete_array(query); return 0; } if(chancepool == 0 || index < 1) return(0); if(index == 1) { return(item[0]); } ret = 0; uint32 rindex = MakeRandomInt(1, chancepool); for(int i = 0; i < index; i++) { if(rindex <= chance[i]) { ret = item[i]; break; } } return ret; } uint32 ZoneDatabase::GetZoneFishing(uint32 ZoneID, uint8 skill, uint32 &npc_id, uint8 &npc_chance) { char errbuf[MYSQL_ERRMSG_SIZE]; char *query = 0; MYSQL_RES *result; MYSQL_ROW row; uint8 index = 0; uint32 item[50]; uint32 chance[50]; uint32 npc_ids[50]; uint32 npc_chances[50]; uint32 chancepool = 0; uint32 ret = 0; for (int c=0; c<50; c++) { item[c]=0; chance[c]=0; } if (RunQuery(query, MakeAnyLenString(&query, "SELECT itemid,chance,npc_id,npc_chance FROM fishing WHERE (zoneid= '%i' || zoneid = 0) and skill_level <= '%i'",ZoneID, skill ), errbuf, &result)) { safe_delete_array(query); while ((row = mysql_fetch_row(result))&&(index<50)) { item[index] = atoi(row[0]); chance[index] = atoi(row[1])+chancepool; chancepool = chance[index]; npc_ids[index] = atoi(row[2]); npc_chances[index] = atoi(row[3]); index++; } mysql_free_result(result); } else { std::cerr << "Error in Fishing query '" << query << "' " << errbuf << std::endl; safe_delete_array(query); return 0; } npc_id = 0; npc_chance = 0; if (index>0) { uint32 random = MakeRandomInt(1, chancepool); for (int i = 0; i < index; i++) { if (random <= chance[i]) { ret = item[i]; npc_id = npc_ids[i]; npc_chance = npc_chances[i]; break; } } } else { ret = 0; } return ret; } //we need this function to immediately determine, after we receive OP_Fishing, if we can even try to fish, otherwise we have to wait a while to get the failure bool Client::CanFish() { //make sure we still have a fishing pole on: const ItemInst* Pole = m_inv[SLOT_PRIMARY]; int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal); const ItemInst* Bait = nullptr; if(bslot != SLOT_INVALID) Bait = m_inv.GetItem(bslot); if(!Pole || !Pole->IsType(ItemClassCommon) || Pole->GetItem()->ItemType != ItemTypeFishingPole) { if (m_inv.HasItemByUse(ItemTypeFishingPole, 1, invWhereWorn|invWherePersonal|invWhereBank|invWhereSharedBank|invWhereTrading|invWhereCursor)) //We have a fishing pole somewhere, just not equipped Message_StringID(MT_Skills, FISHING_EQUIP_POLE); //You need to put your fishing pole in your primary hand. else //We don't have a fishing pole anywhere Message_StringID(MT_Skills, FISHING_NO_POLE); //You can't fish without a fishing pole, go buy one. return false; } if (!Bait || !Bait->IsType(ItemClassCommon) || Bait->GetItem()->ItemType != ItemTypeFishingBait) { Message_StringID(MT_Skills, FISHING_NO_BAIT); //You can't fish without fishing bait, go buy some. return false; } if(zone->zonemap!=nullptr && zone->watermap != nullptr && RuleB(Watermap, CheckForWaterWhenFishing)) { float RodX, RodY, RodZ; // Tweak Rod and LineLength if required const float RodLength = RuleR(Watermap, FishingRodLength); const float LineLength = RuleR(Watermap, FishingLineLength); int HeadingDegrees; HeadingDegrees = (int) ((GetHeading()*360)/256); HeadingDegrees = HeadingDegrees % 360; RodX = x_pos + RodLength * sin(HeadingDegrees * M_PI/180.0f); RodY = y_pos + RodLength * cos(HeadingDegrees * M_PI/180.0f); // Do BestZ to find where the line hanging from the rod intersects the water (if it is water). // and go 1 unit into the water. VERTEX dest; dest.x = RodX; dest.y = RodY; dest.z = z_pos+10; NodeRef n = zone->zonemap->SeekNode( zone->zonemap->GetRoot(), dest.x, dest.y); if(n != NODE_NONE) { RodZ = zone->zonemap->FindBestZ(n, dest, nullptr, nullptr) - 1; bool in_lava = zone->watermap->InLava(RodX, RodY, RodZ); bool in_water = zone->watermap->InWater(RodX, RodY, RodZ) || zone->watermap->InVWater(RodX, RodY, RodZ); //Message(0, "Rod is at %4.3f, %4.3f, %4.3f, InWater says %d, InLava says %d", RodX, RodY, RodZ, in_water, in_lava); if (in_lava) { Message_StringID(MT_Skills, FISHING_LAVA); //Trying to catch a fire elemental or something? return false; } if((!in_water) || (z_pos-RodZ)>LineLength) { //Didn't hit the water OR the water is too far below us Message_StringID(MT_Skills, FISHING_LAND); //Trying to catch land sharks perhaps? return false; } } } return true; } void Client::GoFish() { //TODO: generate a message if we're already fishing /*if (!fishing_timer.Check()) { //this isn't the right check, may need to add something to the Client class like 'bool is_fishing' Message_StringID(0, ALREADY_FISHING); //You are already fishing! return; }*/ fishing_timer.Disable(); //we're doing this a second time (1st in Client::Handle_OP_Fishing) to make sure that, between when we started fishing & now, we're still able to fish (in case we move, change equip, etc) if (!CanFish()) //if we can't fish here, we don't need to bother with the rest return; //multiple entries yeilds higher probability of dropping... uint32 common_fish_ids[MAX_COMMON_FISH_IDS] = { 1038, // Tattered Cloth Sandals 1038, // Tattered Cloth Sandals 1038, // Tattered Cloth Sandals 13019, // Fresh Fish 13076, // Fish Scales 13076, // Fish Scales 7007, // Rusty Dagger 7007, // Rusty Dagger 7007 // Rusty Dagger }; //success formula is not researched at all int fishing_skill = GetSkill(FISHING); //will take into account skill bonuses on pole & bait //make sure we still have a fishing pole on: int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal); const ItemInst* Bait = nullptr; if(bslot != SLOT_INVALID) Bait = m_inv.GetItem(bslot); //if the bait isnt equipped, need to add its skill bonus if(bslot >= IDX_INV && Bait->GetItem()->SkillModType == FISHING) { fishing_skill += Bait->GetItem()->SkillModValue; } if (fishing_skill > 100) { fishing_skill = 100+((fishing_skill-100)/2); } if (MakeRandomInt(0,175) < fishing_skill) { uint32 food_id = 0; //25% chance to fish an item. if (MakeRandomInt(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)) { const NPCType* tmp = database.GetNPCType(npc_id); if(tmp != nullptr) { NPC* npc = new NPC(tmp, nullptr, GetX()+3, GetY(), GetZ(), GetHeading(), FlyMode3); npc->AddLootTable(); npc->AddToHateList(this, 1, 0, false); //no help yelling entity_list.AddNPC(npc); Message(MT_Emote, "You fish up a little more than you bargained for..."); } } } } //consume bait, should we always consume bait on success? DeleteItemInInventory(bslot, 1, true); //do we need client update? if(food_id == 0) { int index = MakeRandomInt(0, MAX_COMMON_FISH_IDS-1); food_id = common_fish_ids[index]; } const Item_Struct* food_item = database.GetItem(food_id); Message_StringID(MT_Skills, FISHING_SUCCESS); ItemInst* inst = database.CreateItem(food_item, 1); if(inst != nullptr) { if(CheckLoreConflict(inst->GetItem())) { Message_StringID(0, DUP_LORE); safe_delete(inst); } else { PushItemOnCursor(*inst); SendItemPacket(SLOT_CURSOR,inst,ItemPacketSummonItem); if(RuleB(TaskSystem, EnableTaskSystem)) UpdateTasksForItem(ActivityFish, food_id); safe_delete(inst); inst = m_inv.GetItem(SLOT_CURSOR); } } std::vector args; args.push_back(inst); parse->EventPlayer(EVENT_FISH_SUCCESS, this, "", inst != nullptr ? inst->GetItem()->ID : 0, &args); } else { //chance to use bait when you dont catch anything... if (MakeRandomInt(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 //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 Message_StringID(MT_Skills, FISHING_FAILED); //You didn't catch anything. } parse->EventPlayer(EVENT_FISH_FAILURE, this, "", 0); } //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) { Message_StringID(MT_Skills, FISHING_POLE_BROKE); //Your fishing pole broke! DeleteItemInInventory(13,0,true); } if(CheckIncreaseSkill(FISHING, nullptr, 5)) { if(title_manager.IsNewTradeSkillTitleAvailable(FISHING, GetRawSkill(FISHING))) NotifyNewTitlesAvailable(); } } void Client::ForageItem(bool guarantee) { int skill_level = GetSkill(FORAGE); //be wary of the string ids in switch below when changing this. uint32 common_food_ids[MAX_COMMON_FOOD_IDS] = { 13046, // Fruit 13045, // Berries 13419, // Vegetables 13048, // Rabbit Meat 13047, // Roots 13044, // Pod Of Water 14905, // mushroom 13106 // Fishing Grubs }; // these may need to be fine tuned, I am just guessing here if (guarantee || MakeRandomInt(0,199) < skill_level) { uint32 foragedfood = 0; uint32 stringid = FORAGE_NOEAT; if (MakeRandomInt(0,99) <= 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); foragedfood = common_food_ids[index]; } const Item_Struct* food_item = database.GetItem(foragedfood); if(!food_item) { LogFile->write(EQEMuLog::Error, "nullptr returned from database.GetItem in ClientForageItem"); return; } if(foragedfood == 13106) stringid = FORAGE_GRUBS; else switch(food_item->ItemType) { case ItemTypeFood: stringid = FORAGE_FOOD; break; case ItemTypeDrink: if(strstr(food_item->Name, "ater")) stringid = FORAGE_WATER; else stringid = FORAGE_DRINK; break; default: break; } Message_StringID(MT_Skills, stringid); ItemInst* inst = database.CreateItem(food_item, 1); if(inst != nullptr) { // check to make sure it isn't a foraged lore item if(CheckLoreConflict(inst->GetItem())) { Message_StringID(0, DUP_LORE); safe_delete(inst); } else { PushItemOnCursor(*inst); SendItemPacket(SLOT_CURSOR, inst, ItemPacketSummonItem); if(RuleB(TaskSystem, EnableTaskSystem)) UpdateTasksForItem(ActivityForage, foragedfood); safe_delete(inst); inst = m_inv.GetItem(SLOT_CURSOR); } } std::vector args; args.push_back(inst); parse->EventPlayer(EVENT_FORAGE_SUCCESS, this, "", inst ? inst->GetItem()->ID : 0, &args); int ChanceSecondForage = aabonuses.ForageAdditionalItems + itembonuses.ForageAdditionalItems + spellbonuses.ForageAdditionalItems; if(!guarantee && MakeRandomInt(0,99) < ChanceSecondForage) { Message_StringID(MT_Skills, FORAGE_MASTERY); ForageItem(true); } } else { Message_StringID(MT_Skills, FORAGE_FAILED); parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0); } CheckIncreaseSkill(FORAGE, nullptr, 5); }