eqemu-server/zone/forage.cpp
2013-02-16 16:14:39 -08:00

488 lines
14 KiB
C++

/* 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 <iostream>
using namespace std;
#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 "watermap.h"
#include "titles.h"
#include "StringIDs.h"
#include "../common/MiscFunctions.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 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) {
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 {
cerr << "Error in Fishing query '" << query << "' " << errbuf << 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 = NULL;
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!=NULL && zone->watermap != NULL && 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, NULL, NULL) - 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 = NULL;
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 != NULL) {
NPC* npc = new NPC(tmp, NULL, 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);
const ItemInst* inst = database.CreateItem(food_item, 1);
if(inst != NULL) {
if(CheckLoreConflict(inst->GetItem()))
{
this->Message_StringID(0,DUP_LORE);
}
else
{
PushItemOnCursor(*inst); // changed from PutItemInInventory(SLOT_CURSOR, *inst); - was additional overhead
SendItemPacket(SLOT_CURSOR,inst,ItemPacketSummonItem);
if(RuleB(TaskSystem, EnableTaskSystem))
UpdateTasksForItem(ActivityFish, food_id);
}
safe_delete(inst);
}
parse->EventPlayer(EVENT_FISH_SUCCESS, this, "", inst != NULL ? inst->GetItem()->ID : 0);
}
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, NULL, 5))
{
if(title_manager.IsNewTradeSkillTitleAvailable(FISHING, GetRawSkill(FISHING)))
NotifyNewTitlesAvailable();
}
}
void Client::ForageItem() {
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 (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, "NULL 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);
const ItemInst* inst = database.CreateItem(food_item, 1);
if(inst != NULL) {
// check to make sure it isn't a foraged lore item
if(CheckLoreConflict(inst->GetItem()))
{
this->Message_StringID(0,DUP_LORE);
}
else {
PushItemOnCursor(*inst);
SendItemPacket(SLOT_CURSOR, inst, ItemPacketSummonItem);
if(RuleB(TaskSystem, EnableTaskSystem))
UpdateTasksForItem(ActivityForage, foragedfood);
}
safe_delete(inst);
}
parse->EventPlayer(EVENT_FORAGE_SUCCESS, this, "", inst != NULL ? inst->GetItem()->ID : 0);
} else {
Message_StringID(MT_Skills, FORAGE_FAILED);
parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0);
}
CheckIncreaseSkill(FORAGE, NULL, 5);
}