[2] | 1 | /* |
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[44] | 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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[2] | 3 | * |
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[44] | 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/> |
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| 5 | * |
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[2] | 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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[44] | 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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[2] | 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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[44] | 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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[2] | 19 | */ |
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| 20 | |
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| 21 | #include <stdlib.h> |
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| 22 | #include <functional> |
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| 23 | #include "ItemEnchantmentMgr.h" |
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| 24 | #include "Database/DatabaseEnv.h" |
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| 25 | #include "Log.h" |
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| 26 | #include "ObjectMgr.h" |
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| 27 | #include "ProgressBar.h" |
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| 28 | #include <list> |
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| 29 | #include <vector> |
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| 30 | #include "Util.h" |
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| 31 | |
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| 32 | struct EnchStoreItem |
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| 33 | { |
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| 34 | uint32 ench; |
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| 35 | float chance; |
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| 36 | |
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| 37 | EnchStoreItem() |
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| 38 | : ench(0), chance(0) {} |
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| 39 | |
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| 40 | EnchStoreItem(uint32 _ench, float _chance) |
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| 41 | : ench(_ench), chance(_chance) {} |
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| 42 | }; |
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| 43 | |
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| 44 | typedef std::vector<EnchStoreItem> EnchStoreList; |
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| 45 | typedef HM_NAMESPACE::hash_map<uint32, EnchStoreList> EnchantmentStore; |
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| 46 | |
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| 47 | static EnchantmentStore RandomItemEnch; |
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| 48 | |
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| 49 | void LoadRandomEnchantmentsTable() |
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| 50 | { |
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| 51 | RandomItemEnch.clear(); // for reload case |
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| 52 | |
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| 53 | EnchantmentStore::iterator tab; |
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| 54 | uint32 entry, ench; |
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| 55 | float chance; |
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| 56 | uint32 count = 0; |
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| 57 | |
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| 58 | QueryResult *result = WorldDatabase.Query("SELECT entry, ench, chance FROM item_enchantment_template"); |
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| 59 | |
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| 60 | if (result) |
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| 61 | { |
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| 62 | barGoLink bar(result->GetRowCount()); |
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| 63 | |
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| 64 | do |
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| 65 | { |
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| 66 | Field *fields = result->Fetch(); |
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| 67 | bar.step(); |
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| 68 | |
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| 69 | entry = fields[0].GetUInt32(); |
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| 70 | ench = fields[1].GetUInt32(); |
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| 71 | chance = fields[2].GetFloat(); |
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| 72 | |
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| 73 | if (chance > 0.000001f && chance <= 100.0f) |
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| 74 | RandomItemEnch[entry].push_back( EnchStoreItem(ench, chance) ); |
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| 75 | |
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| 76 | ++count; |
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| 77 | } while (result->NextRow()); |
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| 78 | |
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| 79 | delete result; |
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| 80 | |
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| 81 | sLog.outString(); |
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| 82 | sLog.outString( ">> Loaded %u Item Enchantment definitions", count ); |
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| 83 | } |
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| 84 | else |
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| 85 | { |
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| 86 | sLog.outString(); |
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| 87 | sLog.outErrorDb( ">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty."); |
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| 88 | } |
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| 89 | } |
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| 90 | |
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| 91 | uint32 GetItemEnchantMod(uint32 entry) |
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| 92 | { |
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| 93 | if (!entry) return 0; |
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| 94 | |
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| 95 | EnchantmentStore::iterator tab = RandomItemEnch.find(entry); |
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| 96 | |
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| 97 | if (tab == RandomItemEnch.end()) |
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| 98 | { |
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| 99 | sLog.outErrorDb("Item RandomProperty / RandomSuffix id #%u used in `item_template` but it doesn't have records in `item_enchantment_template` table.",entry); |
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| 100 | return 0; |
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| 101 | } |
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| 102 | |
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| 103 | double dRoll = rand_chance(); |
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| 104 | float fCount = 0; |
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| 105 | |
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| 106 | for(EnchStoreList::iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter) |
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| 107 | { |
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| 108 | fCount += ench_iter->chance; |
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| 109 | |
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| 110 | if (fCount > dRoll) return ench_iter->ench; |
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| 111 | } |
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| 112 | |
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| 113 | //we could get here only if sum of all enchantment chances is lower than 100% |
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| 114 | dRoll = (irand(0, (int)floor(fCount * 100) + 1)) / 100; |
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| 115 | fCount = 0; |
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| 116 | |
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| 117 | for(EnchStoreList::iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter) |
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| 118 | { |
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| 119 | fCount += ench_iter->chance; |
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| 120 | |
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| 121 | if (fCount > dRoll) return ench_iter->ench; |
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| 122 | } |
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| 123 | |
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| 124 | return 0; |
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| 125 | } |
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| 126 | |
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| 127 | uint32 GenerateEnchSuffixFactor(uint32 item_id) |
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| 128 | { |
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| 129 | ItemPrototype const *itemProto = objmgr.GetItemPrototype(item_id); |
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| 130 | |
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| 131 | if(!itemProto) |
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| 132 | return 0; |
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| 133 | if(!itemProto->RandomSuffix) |
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| 134 | return 0; |
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| 135 | |
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| 136 | RandomPropertiesPointsEntry const *randomProperty = sRandomPropertiesPointsStore.LookupEntry(itemProto->ItemLevel); |
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| 137 | if(!randomProperty) |
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| 138 | return 0; |
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| 139 | |
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| 140 | uint32 suffixFactor; |
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| 141 | switch(itemProto->InventoryType) |
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| 142 | { |
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| 143 | // Items of that type don`t have points |
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| 144 | case INVTYPE_NON_EQUIP: |
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| 145 | case INVTYPE_BAG: |
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| 146 | case INVTYPE_TABARD: |
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| 147 | case INVTYPE_AMMO: |
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| 148 | case INVTYPE_QUIVER: |
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| 149 | case INVTYPE_RELIC: |
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| 150 | return 0; |
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| 151 | // Select point coefficient |
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| 152 | case INVTYPE_HEAD: |
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| 153 | case INVTYPE_BODY: |
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| 154 | case INVTYPE_CHEST: |
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| 155 | case INVTYPE_LEGS: |
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| 156 | case INVTYPE_2HWEAPON: |
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| 157 | case INVTYPE_ROBE: |
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| 158 | suffixFactor = 0; |
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| 159 | break; |
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| 160 | case INVTYPE_SHOULDERS: |
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| 161 | case INVTYPE_WAIST: |
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| 162 | case INVTYPE_FEET: |
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| 163 | case INVTYPE_HANDS: |
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| 164 | case INVTYPE_TRINKET: |
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| 165 | suffixFactor = 1; |
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| 166 | break; |
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| 167 | case INVTYPE_NECK: |
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| 168 | case INVTYPE_WRISTS: |
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| 169 | case INVTYPE_FINGER: |
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| 170 | case INVTYPE_SHIELD: |
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| 171 | case INVTYPE_CLOAK: |
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| 172 | case INVTYPE_HOLDABLE: |
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| 173 | suffixFactor = 2; |
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| 174 | break; |
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| 175 | case INVTYPE_WEAPON: |
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| 176 | case INVTYPE_WEAPONMAINHAND: |
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| 177 | case INVTYPE_WEAPONOFFHAND: |
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| 178 | suffixFactor = 3; |
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| 179 | break; |
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| 180 | case INVTYPE_RANGED: |
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| 181 | case INVTYPE_THROWN: |
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| 182 | case INVTYPE_RANGEDRIGHT: |
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| 183 | suffixFactor = 4; |
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| 184 | break; |
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| 185 | default: |
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| 186 | return 0; |
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| 187 | } |
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| 188 | // Select rare/epic modifier |
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| 189 | switch (itemProto->Quality) |
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| 190 | { |
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| 191 | case ITEM_QUALITY_UNCOMMON: |
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| 192 | return randomProperty->UncommonPropertiesPoints[suffixFactor]; |
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| 193 | case ITEM_QUALITY_RARE: |
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| 194 | return randomProperty->RarePropertiesPoints[suffixFactor]; |
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| 195 | case ITEM_QUALITY_EPIC: |
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| 196 | return randomProperty->EpicPropertiesPoints[suffixFactor]; |
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| 197 | case ITEM_QUALITY_LEGENDARY: |
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| 198 | case ITEM_QUALITY_ARTIFACT: |
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| 199 | return 0; // not have random properties |
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| 200 | default: |
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| 201 | break; |
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| 202 | } |
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| 203 | return 0; |
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| 204 | } |
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