576 lines
23 KiB
C++
576 lines
23 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GroundSpawn.h"
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#include "World.h"
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#include "Spells.h"
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#include "Rules/Rules.h"
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#include "../common/MiscFunctions.h"
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#include "../common/Log.h"
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extern ConfigReader configReader;
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extern MasterSpellList master_spell_list;
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extern World world;
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extern RuleManager rule_manager;
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GroundSpawn::GroundSpawn(){
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packet_num = 0;
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appearance.difficulty = 0;
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spawn_type = 2;
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appearance.pos.state = 129;
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number_harvests = 0;
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num_attempts_per_harvest = 0;
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groundspawn_id = 0;
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MHarvest.SetName("GroundSpawn::MHarvest");
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MHarvestUse.SetName("GroundSpawn::MHarvestUse");
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randomize_heading = true; // we by default randomize heading of groundspawns DB overrides
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}
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GroundSpawn::~GroundSpawn(){
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}
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EQ2Packet* GroundSpawn::serialize(Player* player, int16 version){
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return spawn_serialize(player, version);
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}
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int8 GroundSpawn::GetNumberHarvests(){
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return number_harvests;
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}
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void GroundSpawn::SetNumberHarvests(int8 val){
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number_harvests = val;
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}
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int8 GroundSpawn::GetAttemptsPerHarvest(){
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return num_attempts_per_harvest;
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}
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void GroundSpawn::SetAttemptsPerHarvest(int8 val){
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num_attempts_per_harvest = val;
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}
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int32 GroundSpawn::GetGroundSpawnEntryID(){
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return groundspawn_id;
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}
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void GroundSpawn::SetGroundSpawnEntryID(int32 val){
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groundspawn_id = val;
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}
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void GroundSpawn::SetCollectionSkill(const char* val){
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if(val)
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collection_skill = string(val);
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}
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const char* GroundSpawn::GetCollectionSkill(){
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return collection_skill.c_str();
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}
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void GroundSpawn::ProcessHarvest(Client* client) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Process harvesting for player '%s' (%u)", client->GetPlayer()->GetName(), client->GetPlayer()->GetID());
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MHarvest.lock();
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vector<GroundSpawnEntry*>* groundspawn_entries = GetZone()->GetGroundSpawnEntries(groundspawn_id);
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vector<GroundSpawnEntryItem*>* groundspawn_items = GetZone()->GetGroundSpawnEntryItems(groundspawn_id);
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Item* master_item = 0;
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Item* master_rare = 0;
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Item* item = 0;
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Item* item_rare = 0;
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int16 lowest_skill_level = 0;
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int16 table_choice = 0;
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int32 item_choice = 0;
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int32 rare_choice = 0;
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int8 harvest_type = 0;
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int32 item_harvested = 0;
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int8 reward_total = 1;
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int32 rare_harvested = 0;
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int8 rare_item = 0;
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bool is_collection = false;
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if (!groundspawn_entries || !groundspawn_items) {
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LogWrite(GROUNDSPAWN__ERROR, 3, "GSpawn", "No groundspawn entries or items assigned to groundspawn id: %u", groundspawn_id);
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client->Message(CHANNEL_COLOR_RED, "Error: There are no groundspawn entries or items assigned to groundspawn id: %u", groundspawn_id);
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MHarvest.unlock();
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return;
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}
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if (number_harvests == 0) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Total harvests depleated for groundspawn id: %u", groundspawn_id);
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client->SimpleMessage(CHANNEL_COLOR_RED, "Error: This spawn has nothing more to harvest!");
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MHarvest.unlock();
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return;
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}
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Skill* skill = 0;
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if (collection_skill == "Collecting") {
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skill = client->GetPlayer()->GetSkillByName("Gathering");
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is_collection = true;
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}
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else
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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
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if (!skill) {
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LogWrite(GROUNDSPAWN__WARNING, 3, "GSpawn", "Player '%s' lacks the skill: '%s'", client->GetPlayer()->GetName(), collection_skill.c_str());
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client->Message(CHANNEL_COLOR_RED, "Error: You do not have the '%s' skill!", collection_skill.c_str());
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MHarvest.unlock();
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return;
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}
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int16 totalSkill = skill->current_val;
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int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
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int16 max_skill_req_groundspawn = 0;
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if(skillID != 0xFFFFFFFF)
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{
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((Entity*)client->GetPlayer())->MStats.lock();
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totalSkill += ((Entity*)client->GetPlayer())->stats[skillID];
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((Entity*)client->GetPlayer())->MStats.unlock();
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}
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for (int8 i = 0; i < num_attempts_per_harvest; i++) {
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vector<GroundSpawnEntry*> mod_groundspawn_entries;
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if (groundspawn_entries) {
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vector<GroundSpawnEntry*> highest_match;
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vector<GroundSpawnEntry*>::iterator itr;
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GroundSpawnEntry* entry = 0; // current data
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GroundSpawnEntry* selected_table = 0; // selected table data
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// first, iterate through groundspawn_entries, discard tables player cannot use
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for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++) {
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entry = *itr;
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if(entry->min_skill_level > max_skill_req_groundspawn)
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max_skill_req_groundspawn = entry->min_skill_level;
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// if player lacks skill, skip table
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if (entry->min_skill_level > totalSkill)
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continue;
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// if bonus, but player lacks level, skip table
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if (entry->bonus_table && (client->GetPlayer()->GetLevel() < entry->min_adventure_level))
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continue;
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// build modified entries table
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mod_groundspawn_entries.push_back(entry);
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LogWrite(GROUNDSPAWN__DEBUG, 5, "GSpawn", "Keeping groundspawn_entry: %i", entry->min_skill_level);
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}
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// if anything remains, find lowest min_skill_level in remaining set(s)
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if (mod_groundspawn_entries.size() > 0) {
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vector<GroundSpawnEntry*>::iterator itr;
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GroundSpawnEntry* entry = 0;
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for (itr = mod_groundspawn_entries.begin(); itr != mod_groundspawn_entries.end(); itr++) {
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entry = *itr;
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// find the low range of available tables for random roll
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if (lowest_skill_level > entry->min_skill_level || lowest_skill_level == 0)
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lowest_skill_level = entry->min_skill_level;
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}
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Lowest Skill Level: %i", lowest_skill_level);
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}
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else {
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// if no tables chosen, you must lack the skills
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// TODO: move this check to LUA when harvest command is first selected
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client->Message(CHANNEL_COLOR_RED, "You lack the skills to harvest this node!");
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "All groundspawn_entry tables tossed! No Skills? Something broke?");
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MHarvest.unlock();
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return;
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}
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// now roll to see which table to use
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table_choice = MakeRandomInt(lowest_skill_level, totalSkill);
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Random INT for Table by skill level: %i", table_choice);
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int16 highest_score = 0;
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for (itr = mod_groundspawn_entries.begin(); itr != mod_groundspawn_entries.end(); itr++) {
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entry = *itr;
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// determines the highest min_skill_level in the current set of tables (if multiple tables)
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if (table_choice >= entry->min_skill_level && (highest_score == 0 || highest_score < table_choice)) {
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// removes old highest for the new one
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highest_match.clear();
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highest_score = entry->min_skill_level;
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}
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// if the score = level, push into highest_match set
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if (highest_score == entry->min_skill_level)
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highest_match.push_back(entry);
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}
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// if there is STILL more than 1 table player qualifies for, rand() and pick one
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if (highest_match.size() > 1) {
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int16 rand_index = rand() % highest_match.size();
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selected_table = highest_match.at(rand_index);
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}
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else if (highest_match.size() > 0)
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selected_table = highest_match.at(0);
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// by this point, we should have 1 table who's min skill matches the score (selected_table)
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if (selected_table) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Using Table: %i, %i, %i, %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %i",
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selected_table->min_skill_level,
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selected_table->min_adventure_level,
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selected_table->bonus_table,
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selected_table->harvest1,
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selected_table->harvest3,
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selected_table->harvest5,
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selected_table->harvest_imbue,
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selected_table->harvest_rare,
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selected_table->harvest10,
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selected_table->harvest_coin);
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// roll 1-100 for chance-to-harvest percentage
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float chance = MakeRandomFloat(0, 100);
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Random FLOAT for harvest percentages: %.2f", chance);
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// starting with the lowest %, select a harvest type + reward qty
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if (chance <= selected_table->harvest10 && is_collection == false) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 10 items + Rare Item from table : %i", selected_table->min_skill_level);
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harvest_type = 6;
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reward_total = 10;
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}
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else if (chance <= selected_table->harvest_rare && is_collection == false) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest Rare Item from table : %i", selected_table->min_skill_level);
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harvest_type = 5;
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}
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else if (chance <= selected_table->harvest_imbue && is_collection == false) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest Imbue Item from table : %i", selected_table->min_skill_level);
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harvest_type = 4;
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}
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else if (chance <= selected_table->harvest5 && is_collection == false) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 5 Items from table : %i", selected_table->min_skill_level);
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harvest_type = 3;
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reward_total = 5;
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}
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else if (chance <= selected_table->harvest3 && is_collection == false) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 3 Items from table : %i", selected_table->min_skill_level);
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harvest_type = 2;
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reward_total = 3;
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}
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else if (chance <= selected_table->harvest1 || totalSkill >= skill->max_val || is_collection) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest 1 Item from table : %i", selected_table->min_skill_level);
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harvest_type = 1;
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}
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else
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Harvest nothing...");
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float node_maxskill_multiplier = rule_manager.GetGlobalRule(R_Player, HarvestSkillUpMultiplier)->GetFloat();
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if(node_maxskill_multiplier <= 0.0f) {
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node_maxskill_multiplier = 1.0f;
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}
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int16 skillup_max_skill_allowed = (int16)((float)max_skill_req_groundspawn*node_maxskill_multiplier);
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if (!is_collection && skill && skill->current_val < skillup_max_skill_allowed) {
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skill = client->GetPlayer()->GetSkillByName(collection_skill.c_str(), true); // Fix: #576 - skill up after min skill and adv level checks
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}
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}
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// once you know how many and what type of item to harvest, pick an item from the list
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if (harvest_type) {
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vector<GroundSpawnEntryItem*> mod_groundspawn_items;
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vector<GroundSpawnEntryItem*> mod_groundspawn_rares;
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vector<GroundSpawnEntryItem*> mod_groundspawn_imbue;
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vector<GroundSpawnEntryItem*>::iterator itr;
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GroundSpawnEntryItem* entry = 0;
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// iterate through groundspawn_items, discard items player cannot roll for
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for (itr = groundspawn_items->begin(); itr != groundspawn_items->end(); itr++) {
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entry = *itr;
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// if this is a Rare, or an Imbue, but is_rare flag is 0, skip item
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if ((harvest_type == 5 || harvest_type == 4) && entry->is_rare == 0)
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continue;
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// if it is a 1, 3, or 5 and is_rare = 1, skip
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else if (harvest_type < 4 && entry->is_rare == 1)
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continue;
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// if the grid_id on the item matches player grid, or is 0, keep the item
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if (!entry->grid_id || (entry->grid_id == client->GetPlayer()->GetLocation())) {
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// build modified entries table
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if ((entry->is_rare == 1 && harvest_type == 5) || (entry->is_rare == 1 && harvest_type == 6)) {
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// if the matching item is rare, or harvest10 push to mod rares
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mod_groundspawn_rares.push_back(entry);
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Keeping groundspawn_rare_item: %u", entry->item_id);
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}
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if (entry->is_rare == 0 && harvest_type != 4 && harvest_type != 5) {
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// if the matching item is normal,or harvest 10 push to mod items
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mod_groundspawn_items.push_back(entry);
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Keeping groundspawn_common_item: %u", entry->item_id);
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}
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if (entry->is_rare == 2 && harvest_type == 4) {
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// if the matching item is imbue item, push to mod imbue
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mod_groundspawn_imbue.push_back(entry);
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Keeping groundspawn_imbue_item: %u", entry->item_id);
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}
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}
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}
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// if any items remain in the list, random to see which one gets awarded
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if (mod_groundspawn_items.size() > 0) {
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// roll to see which item index to use
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item_choice = rand() % mod_groundspawn_items.size();
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Random INT for which item to award: %i", item_choice);
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// set item_id to be awarded
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item_harvested = mod_groundspawn_items[item_choice]->item_id;
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// if reward is rare, set flag
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rare_item = mod_groundspawn_items[item_choice]->is_rare;
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID to award: %u, Rare = %i", item_harvested, item_rare);
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// if 10+rare, handle additional "rare" reward
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if (harvest_type == 6) {
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// make sure there is a rare table to choose from!
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if (mod_groundspawn_rares.size() > 0) {
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// roll to see which rare index to use
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rare_choice = rand() % mod_groundspawn_rares.size();
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// set (rare) item_id to be awarded
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rare_harvested = mod_groundspawn_rares[rare_choice]->item_id;
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// we're picking a rare here, so obviously this is true ;)
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rare_item = 1;
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "RARE Item ID to award: %u", rare_harvested);
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}
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else {
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// all rare entries were eliminated above, or none are assigned. Either way, shouldn't be here!
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LogWrite(GROUNDSPAWN__ERROR, 3, "GSpawn", "Groundspawn Entry for '%s' (%i) has no RARE items!", GetName(), GetID());
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}
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}
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}
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else if (mod_groundspawn_rares.size() > 0) {
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// roll to see which rare index to use
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item_choice = rand() % mod_groundspawn_rares.size();
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// set (rare) item_id to be awarded
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item_harvested = mod_groundspawn_rares[item_choice]->item_id;
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// we're picking a rare here, so obviously this is true ;)
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rare_item = 1;
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "RARE Item ID to award: %u", rare_harvested);
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}
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else if (mod_groundspawn_imbue.size() > 0) {
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// roll to see which rare index to use
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item_choice = rand() % mod_groundspawn_imbue.size();
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// set (rare) item_id to be awarded
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item_harvested = mod_groundspawn_imbue[item_choice]->item_id;
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// we're picking a rare here, so obviously this is true ;)
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rare_item = 0;
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "imbue Item ID to award: %u", rare_harvested);
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}
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else {
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// all item entries were eliminated above, or none are assigned. Either way, shouldn't be here!
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LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Groundspawn Entry for '%s' (%i) has no items!", GetName(), GetID());
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}
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// if an item was harvested, send updates to client, add item to inventory
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if (item_harvested) {
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char tmp[200] = { 0 };
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// set Normal item harvested
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master_item = master_item_list.GetItem(item_harvested);
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if (master_item) {
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// set details of Normal item
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item = new Item(master_item);
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// set how many of this item the player receives
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item->details.count = reward_total;
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// chat box update for normal item (todo: verify output text)
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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());
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// add Normal item to player inventory
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bool itemDeleted = false;
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client->AddItem(item, &itemDeleted);
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if(!itemDeleted) {
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//Check if the player has a harvesting quest for this
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client->GetPlayer()->CheckQuestsHarvestUpdate(item, reward_total);
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// if this is a 10+rare, handle sepErately
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if (harvest_type == 6 && rare_item == 1) {
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LogWrite(GROUNDSPAWN__DEBUG, 3, "GSpawn", "Item ID %u is Normal. Qty %i", item_harvested, item->details.count);
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// send Normal harvest message to client
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sprintf(tmp, "\\#64FFFFYou have %s:\12\\#C8FFFF%i %s", GetHarvestMessageName().c_str(), item->details.count, item->name.c_str());
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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();
|
|
}
|