Exemplo n.º 1
0
// Internal Method: Checks an inventory queue type bucket for a particular item
int16 Inventory::_HasItem(ItemInstQueue& iqueue, uint32 item_id, uint8 quantity)
{
	iter_queue it;
	iter_contents itb;
	uint8 quantity_found = 0;

	// Read-only iteration of queue
	for (it = iqueue.begin(); it != iqueue.end(); ++it) {
		ItemInst* inst = *it;
		if (inst)
		{
			if (inst->GetID() == item_id) {
				quantity_found += (inst->GetCharges() <= 0) ? 1 : inst->GetCharges();
				if (quantity_found >= quantity)
					return SLOT_CURSOR;
			}
		}
		// Go through bag, if bag
		if (inst && inst->IsType(ItemClassContainer)) {

			for (itb = inst->_begin(); itb != inst->_end(); ++itb) {
				ItemInst* baginst = itb->second;
				if (baginst->GetID() == item_id) {
					quantity_found += (baginst->GetCharges() <= 0) ? 1 : baginst->GetCharges();
					if (quantity_found >= quantity)
						return Inventory::CalcSlotId(SLOT_CURSOR, itb->first);
				}
			}
		}
	}

	// Not found
	return SLOT_INVALID;
}
Exemplo n.º 2
0
// Internal Method: Checks an inventory bucket for a particular item
int16 Inventory::_HasItem(std::map<int16, ItemInst*>& bucket, uint32 item_id, uint8 quantity)
{
	iter_inst it;
	iter_contents itb;
	ItemInst* inst = nullptr;
	uint8 quantity_found = 0;

	// Check item: After failed checks, check bag contents (if bag)
	for (it = bucket.begin(); it != bucket.end(); ++it) {
		inst = it->second;
		if (inst) {
			if (inst->GetID() == item_id) {
				quantity_found += (inst->GetCharges() <= 0) ? 1 : inst->GetCharges();
				if (quantity_found >= quantity)
					return it->first;
			}
		}
		// Go through bag, if bag
		if (inst && inst->IsType(ItemClassContainer)) {

			for (itb = inst->_begin(); itb != inst->_end(); ++itb) {
				ItemInst* baginst = itb->second;
				if (baginst->GetID() == item_id) {
					quantity_found += (baginst->GetCharges() <= 0) ? 1 : baginst->GetCharges();
					if (quantity_found >= quantity)
						return Inventory::CalcSlotId(it->first, itb->first);
				}
			}
		}
	}

	// Not found
	return SLOT_INVALID;
}
Exemplo n.º 3
0
// Internal Method: Checks an inventory bucket for a particular item
sint16 Inventory::_HasItem(map<sint16, ItemInst*>& bucket, uint32 item_id, uint8 quantity)
{
	iter_inst it;
	iter_contents itb;
	ItemInst* inst = NULL;
	uint8 quantity_found = 0;
	
	// Check item: After failed checks, check bag contents (if bag)
	for (it=bucket.begin(); it!=bucket.end(); it++) {
		inst = it->second;
		if (inst) {
			if (inst->GetID() == item_id) {
				quantity_found += (inst->GetCharges()<=0) ? 1 : inst->GetCharges();
				if (quantity_found >= quantity)
					return it->first;
			}
		 
			for(int i = 0; i < MAX_AUGMENT_SLOTS; i++) {
				if (inst->GetAugmentItemID(i) == item_id && quantity <= 1) 
					return SLOT_AUGMENT; // Only one augment per slot.
			}
		}
		// Go through bag, if bag
		if (inst && inst->IsType(ItemClassContainer)) {
			
			for (itb=inst->_begin(); itb!=inst->_end(); itb++) {
				ItemInst* baginst = itb->second;
				if (baginst->GetID() == item_id) {
					quantity_found += (baginst->GetCharges()<=0) ? 1 : baginst->GetCharges();
					if (quantity_found >= quantity)
						return Inventory::CalcSlotId(it->first, itb->first);
				}
				for(int i = 0; i < MAX_AUGMENT_SLOTS; i++) {
					if (baginst->GetAugmentItemID(i) == item_id && quantity <= 1) 
						return SLOT_AUGMENT; // Only one augment per slot.
				}
			}
		}
	}
	
	// Not found
	return SLOT_INVALID;
}
Exemplo n.º 4
0
void Client::ForageItem(bool guarantee) {

	int skill_level = GetSkill(SkillForage);

	//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 || zone->random.Int(0,199) < skill_level) {
		uint32 foragedfood = 0;
		uint32 stringid = FORAGE_NOEAT;

		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 = zone->random.Int(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(MainCursor, inst, ItemPacketSummonItem);
				if(RuleB(TaskSystem, EnableTaskSystem))
					UpdateTasksForItem(ActivityForage, foragedfood);

				safe_delete(inst);
				inst = m_inv.GetItem(MainCursor);
			}

			if(inst) {
				std::vector<EQEmu::Any> args;
				args.push_back(inst);
				parse->EventPlayer(EVENT_FORAGE_SUCCESS, this, "", inst->GetID(), &args);
			}
		}

		int ChanceSecondForage = aabonuses.ForageAdditionalItems + itembonuses.ForageAdditionalItems + spellbonuses.ForageAdditionalItems;
		if(!guarantee && zone->random.Roll(ChanceSecondForage)) {
			Message_StringID(MT_Skills, FORAGE_MASTERY);
			ForageItem(true);
		}

	} else {
		Message_StringID(MT_Skills, FORAGE_FAILED);
		parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0);
	}

	CheckIncreaseSkill(SkillForage, nullptr, 5);

}
Exemplo n.º 5
0
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(SkillFishing);	//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 != INVALID_INDEX)
		Bait = m_inv.GetItem(bslot);

	//if the bait isnt equipped, need to add its skill bonus
	if(bslot >= EmuConstants::GENERAL_BEGIN && Bait->GetItem()->SkillModType == SkillFishing) {
		fishing_skill += Bait->GetItem()->SkillModValue;
	}

	if (fishing_skill > 100)
	{
		fishing_skill = 100+((fishing_skill-100)/2);
	}

	if (zone->random.Int(0,175) < fishing_skill) {
		uint32 food_id = 0;

		//25% chance to fish an item.
		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 < zone->random.Int(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 = zone->random.Int(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(MainCursor, inst, ItemPacketSummonItem);
				if(RuleB(TaskSystem, EnableTaskSystem))
					UpdateTasksForItem(ActivityFish, food_id);

				safe_delete(inst);
				inst = m_inv.GetItem(MainCursor);
			}

			if(inst) {
				std::vector<EQEmu::Any> args;
				args.push_back(inst);
				parse->EventPlayer(EVENT_FISH_SUCCESS, this, "", inst->GetID(), &args);
			}
		}
	}
	else
	{
		//chance to use bait when you dont catch anything...
		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 (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
				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 (zone->random.Int(0, 49) == 1) {
		Message_StringID(MT_Skills, FISHING_POLE_BROKE);	//Your fishing pole broke!
		DeleteItemInInventory(MainPrimary, 0, true);
	}

	if(CheckIncreaseSkill(SkillFishing, nullptr, 5))
	{
		if(title_manager.IsNewTradeSkillTitleAvailable(SkillFishing, GetRawSkill(SkillFishing)))
			NotifyNewTitlesAvailable();
	}
}
Exemplo n.º 6
0
uint32 Client::CalcCurrentWeight() {

	const Item_Struct* TempItem = 0;
	ItemInst* ins;
	uint32 Total = 0;
	int x;
	for (x = MainCursor; x <= EmuConstants::GENERAL_END; x++)
	{
		TempItem = 0;
		ins = GetInv().GetItem(x);
		if (ins)
			TempItem = ins->GetItem();
		if (TempItem)
			Total += TempItem->Weight;

		ItemInst* baginst = ins;
		ItemInst* inst;
		const Item_Struct* Item = 0;
		if (baginst && baginst->GetItem() && baginst->IsType(ItemClassContainer))
		{
			uint32 bag_weight = 0;
			int i;
			for (i = 0; i < baginst->GetItem()->BagSlots; i++) 
			{
				inst = GetInv().GetItem(m_inv.CalcSlotId(x, i));
				if (inst)
					Item = inst->GetItem();
				if (Item)
				{
					bag_weight += Item->Weight;
				}
			}

			int reduction = baginst->GetItem()->BagWR;
			if (reduction > 0 && bag_weight > 0)
				bag_weight -= bag_weight*reduction/100;

			Total += bag_weight;
		}
	}

	uint32 coin_weight = (m_pp.platinum + m_pp.gold + m_pp.silver + m_pp.copper) / 4;

	// Coin purses only work when in a main inventory slot
	const Item_Struct* CoinItem = 0;
	ItemInst* cins;
	uint32 coin_reduction = 0;
	for (x = EmuConstants::GENERAL_BEGIN; x <= EmuConstants::GENERAL_END; x++)
	{
		CoinItem = 0;
		cins = GetInv().GetItem(x);
		if (cins && cins->GetID() >= 17201 && cins->GetID() <= 17230)
		{
			CoinItem = cins->GetItem();
			if(CoinItem)
				coin_reduction = CoinItem->BagWR > coin_reduction ? CoinItem->BagWR : coin_reduction;
		}
	}

	coin_weight -= coin_weight*coin_reduction/100;
	Total += coin_weight;

	float Packrat = (float)spellbonuses.Packrat + (float)aabonuses.Packrat + (float)itembonuses.Packrat;
	if (Packrat > 0)
		Total = (uint32)((float)Total * (1.0f - ((Packrat * 1.0f) / 100.0f)));	//AndMetal: 1% per level, up to 5% (calculated from Titanium client). verified thru client that it reduces coin weight by the same %
																				//without casting to float & back to uint32, this didn't work right
	return Total;
}