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// TMW2 Script
// Evol functions.
// Authors:
//    gumi
//    omatt
//    Travolta
//    Jesusalva
// Description:
//    Fishing functions.
// Variable
//    .dir
//         DOWN    Never try or pulled too late
//         UP      Bait dropped
//         LEFT    Fish bite bait
//
// player log on .dir is DOWN, start by choose bait menu
// player chooses bait, script addtimer in npc .dir is UP
// if player pulls before signal npc, bait is lost, set .bait to DOWN goto choose bait
// if player pulls after pull delay max, bait is lost, set .bait to DOWN goto choose bait
// npc signal .dir is LEFT
// player pulls between npc signal and pulls delay max, got the fish, set .dir to DOWN goto choose bait

function	script	fishing_cleanup	{
    .@npc$ = getarg(0, "");
    if (.@npc$ == "") end;

    set getvariableofnpc(.char_id, .@npc$), 0; // clean acc id
    set getvariableofnpc(.account_id, .@npc$), 0; // clean char id
    set getvariableofnpc(.last_used, .@npc$), gettimetick(2); // set last used time
    setnpcdir .@npc$, DOWN; // reset direction
    return;
}

-	script	global fishing handler	32767,{
    end;

OnBite:
    if (getnpcdir(@fishing_spot$) != UP)
        end;

    setnpcdir @fishing_spot$, LEFT;
    @fishing_tick = gettimetick(0);
    .@bite_fx=getvariableofnpc(.bite_fx, @fishing_spot$);
    specialeffect(.@bite_fx ? .@bite_fx : 30, SELF, playerattached());
    end;

OnCleanUp:
    dispbottom l("You waited too long and lost the bait...");
    specialeffect(getvariableofnpc(.failure_fx, @fishing_spot$), SELF, playerattached()); // event fail
OnPCLogoutEvent:
    fishing_cleanup @fishing_spot$;
    @fishing_spot$ = ""; // unbind fishing npc
    end;
}

// Syntax: fishing()
// Syntax: fishing ( OFFSET, COMMON FISHES, RARE FISHES )
//          OFFSET: How many fishes are common
function	script	fishing	{

///////////////////////////////////////////
// Var initialization
    if (getarg(0, 0) == 0) {
        setarray .@common_fish,
            CommonCarp;
        setarray .@rare_fish,
            GrassCarp;
    } else {
        .@i=0;
        freeloop(true);
        for (.@i=1; .@i < getargcount(); .@i++) {
            if (.@i <= getarg(0)) {
                .@common_fish[.@i-1]=getarg(.@i);
            } else {
                .@rare_fish[.@i-1-getarg(0)]=getarg(.@i);
            }
        };
        freeloop(false);
    }
    //debugmes("[FISH] Initialized with %d common and %d rare fishes", getarraysize(.@common_fish), getarraysize(.@rare_fish));

    .@npc$ = strnpcinfo(0); // the full name of the fishing spot

    .@account_id = getvariableofnpc(.account_id, .@npc$); // the account id of the player using the fishing spot
    .@char_id = getvariableofnpc(.char_id, .@npc$); // the char id of the player using the fishing spot
    .@dir = getnpcdir(.@npc$); // direction of the fishing spot
    .@last_used = getvariableofnpc(.last_used, .@npc$); // when this fishing spot was last used
    .@baits = getvariableofnpc(.baits, .@npc$); // bait count

    .@rod = getvariableofnpc(.fishing_rod, .@npc$); // the fishing rod required for this spot
    .@rod = (.@rod ? .@rod : FishingRod);

    .@net_ratio = getvariableofnpc(.net_ratio, .@npc$); // How many fishes and baits are required?
    .@net_ratio = max(1, (.@net_ratio ? .@net_ratio : 1));

    .@regen_time = getvariableofnpc(.cooldown, .@npc$); // cooldown for the fishing spot
    .@regen_time = (.@regen_time ? .@regen_time : 20);

    .@bp_chance = getvariableofnpc(.bp_chance, .@npc$); // Blueprint chance
    .@bp_chance = (.@bp_chance ? .@bp_chance : 1);

    .@success_fx = getvariableofnpc(.success_fx, .@npc$); // effect to show on success
    .@success_fx = (.@success_fx ? .@success_fx : FX_SUCCESS);

    .@failure_fx = getvariableofnpc(.failure_fx, .@npc$); // effect to show on failure
    if (.@failure_fx < 1)
    {
        .@failure_fx = FX_FAILURE;
        set getvariableofnpc(.failure_fx, .@npc$), .@failure_fx; // needed by global handler
    }

    .@initial_fx = getvariableofnpc(.initial_fx, .@npc$); // effect to show when throwing the bait
    .@initial_fx = (.@initial_fx ? .@initial_fx : 29);

    .@bite_fx = getvariableofnpc(.bite_fx, .@npc$); // effect to show when something bites
    if (.@bite_fx < 1)
    {
        .@bite_fx = 30;
        set getvariableofnpc(.bite_fx, .@npc$), .@bite_fx; // needed by global handler
    }

    .@wait_time_min = getvariableofnpc(.wait_time_min, .@npc$); // min amount of time to wait for the line to sink
    .@wait_time_min = (.@wait_time_min ? .@wait_time_min : 4000);

    .@wait_time_max = getvariableofnpc(.wait_time_max, .@npc$); // max amount of time to wait for the line to sink
    .@wait_time_max = (.@wait_time_max ? .@wait_time_max : 18000);

    // During night time there are more fishes, and therefore, it is easier to fish
    // This will make they reply at most 30% faster. Default is a 6 second max delay gain
    if (is_night())
        .@wait_time_max = min(.@wait_time_min, .@wait_time_max*7/10);

    .@catch_time = getvariableofnpc(.catch_time, .@npc$); // the player must catch the fish within X ms after the line sinks
    .@catch_time = (.@catch_time ? .@catch_time : 5000);

    .@pull_rand_max = getvariableofnpc(.pull_rand_max, .@npc$);
    .@pull_rand_max = (.@pull_rand_max ? .@pull_rand_max : 800);

    .@fish_id = CommonCarp; // failsafe


    if (getvariableofnpc(.bait_ids[0], .@npc$) < 1)
    {
        // default baits (bait, chance booster) rand(0, 100)
        setarray getvariableofnpc(.bait_ids[0], .@npc$),
            SmallTentacles, 4,
            Bread, 4,
            Aquada, 8,
            Tentacles, 10,
            BugLeg, 2,
            CaveSnakeTongue, 6,
            LettuceLeaf, 1,
            Cheese, 3,
            RoastedMaggot, 6;

    }

    if (.@baits < 1)
    {
        // only count it once
        .@baits = getarraysize(getvariableofnpc(.bait_ids[0], .@npc$));
        set getvariableofnpc(.baits, .@npc$), .@baits;
    }


///////////////////////////////////////////
// Logic below

    if (countitem(.@rod) < 1)
    {
        dispbottom l("You don't have any @@.", getitemlink(.@rod));
        return -1;
    }

    if (.@account_id > 0 && !isloggedin(.@account_id, .@char_id))
    {
        fishing_cleanup .@npc$; // reset
        .@dir = DOWN;
    }

    if (.@char_id != getcharid(CHAR_ID_CHAR) && .@dir != DOWN)
    {
        dispbottom l("This fishing spot is already being used!");
        return -2;
    }


    // pull too soon
    if (.@dir == UP)
    {
        deltimer "global fishing handler::OnCleanUp"; // cancel auto cleanup
        deltimer "global fishing handler::OnBite";
        specialeffect(.@failure_fx, SELF, playerattached());  // event fail
        fishing_cleanup .@npc$; // do it manually instead
        dispbottom l("You pulled too soon and lost the bait.");
        return -3;
    }

    // pull maybe on time
    else if (.@dir == LEFT)
    {
        deltimer "global fishing handler::OnCleanUp"; // cancel auto cleanup
        fishing_cleanup .@npc$; // do it manually instead

        getmapxy .@mapbis$, .@xbis, .@ybis, UNITTYPE_PC; // get current char location

        // Leave spot, lost the bait
        if (.@mapbis$ != @fishing_loc$[0] || .@xbis != @fishing_loc[0] || .@ybis != @fishing_loc[1] || @fishing_spot$ != .@npc$)
        {
            dispbottom l("You left your fishing spot!");
            return -4;
        }


        // RNG to obtain a fish
        if (rand2(gettimetick(0) - @fishing_tick) <= .@pull_rand_max)
        {
            for (.@i=0 ; .@i < .@net_ratio ; .@i++) {
                // RNG to obtain a rare fish or common fish
                // Luck can increase up to 5% when it is at 100.
                // Level can increase up to 10% when it is at 100.
                .@boost=(readparam2(bLuk)/20)+(BaseLevel/10);
                .@bai=getvariableofnpc(.bait_ids[@bait_d+1], .@npc$);
                // Ancient Blueprint: 0.05% per bait bonus (no luck)
                if (rand2(2000) < .@bp_chance*.@bai) {
                    .@fish_id = AncientBlueprint;
                } else if (rand2(0, 100) < .@bai+.@boost) {
                    .@fish_id = any_of(.@rare_fish);
                } else {
                    .@fish_id = any_of(.@common_fish);
                }
                specialeffect(.@success_fx, SELF, playerattached());
                getexp getvariableofnpc(.bait_ids[@bait_d+1], .@npc$)+(BaseLevel/10), 0; // xp gain is equivalent to bait rarity + BaseLevel boost

                // MobPt gain is equivalent to bait rarity.
                if (MPQUEST)
                    Mobpt+=.@bai*limit(1, BaseLevel/10, 10);

                if(!checkweight(.@fish_id, 1))
                {
                    dispbottom l("You caught a @@ but had no room in your inventory to carry it.", getitemlink(.@fish_id));
                    makeitem .@fish_id, 1, .@mapbis$, .@xbis, .@ybis; // drop on the ground
                    return 0;
                }
                getitem .@fish_id, 1;
            }
        }
        else
        {
            dispbottom l("You pulled too late and lost the bait...");
            specialeffect(.@failure_fx, SELF, playerattached());  // event fail
            .@fish_id = 0;
        }

        @fishing_spot$="";
        return .@fish_id;
    }



    if (gettimetick(2) - .@last_used < .@regen_time)
    {
        dispbottom l("This fishing spot has just been used, give it a rest.");
        return -5;
    }

    // This "hack" will prevent you from fishing at two spots (buggy)
    // It'll cancel the previous fishing too, per logical rule.
    if (@fishing_spot$ != "") {
            deltimer "global fishing handler::OnCleanUp"; // cancel auto cleanup
            deltimer "global fishing handler::OnBite";
            fishing_cleanup(@fishing_spot$); // clean up manually
            @fishing_spot$="";
            dispbottom l("You left your fishing spot!");
            return -4;
    }

    // begin fishing
    narrator S_LAST_NEXT,
        l("You see some fish reflecting the sun on the surface of the water."),
        (.@net_ratio == 1 ? l("What will be the bait for the fish?") : l("You need @@ units of bait for this fishing spot. What will you use?", .@net_ratio));

    mes "##B" + l("Drag and drop an item from your inventory.") + "##b";

    .@bait = requestitem();
    .@bait_c = false;

    if (.@bait < .@net_ratio) {
        narrator S_FIRST_BLANK_LINE,
            l("You take your @@ and leave.", getitemlink(.@rod));

        return -6;
    }

    if (countitem(.@bait) < .@net_ratio) {
        mesc l("You do not have enough bait for fishing here.");
        return -6;
    }

    for (.@i = 0; .@i < .@baits; .@i += 2) {
        if (getvariableofnpc(.bait_ids[.@i], .@npc$) == .@bait)
        {
            .@bait_c = true;
            @bait_d = .@i;
            break;
        }
    }

    if (.@bait_c != true)
    {
        narrator S_FIRST_BLANK_LINE,
            l("This item cannot be used as bait here.");

        return -6;
    }

    if (getvariableofnpc(.char_id, .@npc$) > 0)
    {
        narrator S_FIRST_BLANK_LINE,
            l("Somebody took your place on this spot!"),
            l("You take your fishing rod and leave.");
        return -8;
    }

    @fishing_spot$ = .@npc$; // bind player to fishing spot
    set getvariableofnpc(.account_id, .@npc$), getcharid(CHAR_ID_ACCOUNT); // record account id
    set getvariableofnpc(.char_id, .@npc$), getcharid(CHAR_ID_CHAR); // record char id
    set getvariableofnpc(.last_used, .@npc$), gettimetick(2);
    getmapxy(@fishing_loc$[0], @fishing_loc[0], @fishing_loc[1], 0); // record char pos
    delitem .@bait, .@net_ratio;

    // The player uses this spot, his bait is ready, he just has to wait for the signal.
    closedialog;

    specialeffect(.@initial_fx, SELF); // throw the bait
    sleep2 800;    // wait 0.8s for synchronize the sound of "plop" in water with the npc dir UP.
    setnpcdir .@npc$, UP;

    dispbottom l("Wait for the bait to sink underwater.");

    .@delay = rand(.@wait_time_min, .@wait_time_max);

    addtimer .@delay, "global fishing handler::OnBite"; // bite logic
    addtimer (.@delay + .@catch_time), "global fishing handler::OnCleanUp"; // auto clean up

    return 0;
}