Files
TCPlayerbotCore/src/game/ItemEnchantmentMgr.cpp
T

215 lines
6.0 KiB
C++
Raw Normal View History

2008-10-02 16:23:55 -05:00
/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
2008-10-14 11:57:03 -05:00
*
2010-01-16 20:19:18 +03:00
* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
2008-10-02 16:23:55 -05:00
*
* 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; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
2008-10-02 16:23:55 -05:00
* 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
2008-10-02 16:23:55 -05:00
*/
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
#include <stdlib.h>
#include <functional>
#include "ItemEnchantmentMgr.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include <list>
#include <vector>
#include "Util.h"
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
struct EnchStoreItem
{
uint32 ench;
float chance;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
EnchStoreItem()
: ench(0), chance(0) {}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
EnchStoreItem(uint32 _ench, float _chance)
: ench(_ench), chance(_chance) {}
};
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
typedef std::vector<EnchStoreItem> EnchStoreList;
typedef UNORDERED_MAP<uint32, EnchStoreList> EnchantmentStore;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
static EnchantmentStore RandomItemEnch;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
void LoadRandomEnchantmentsTable()
{
RandomItemEnch.clear(); // for reload case
2009-10-17 15:51:44 -07:00
EnchantmentStore::const_iterator tab;
2008-10-02 16:23:55 -05:00
uint32 entry, ench;
float chance;
uint32 count = 0;
2009-10-17 15:51:44 -07:00
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, ench, chance FROM item_enchantment_template");
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
if (result)
{
barGoLink bar(result->GetRowCount());
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
do
{
Field *fields = result->Fetch();
bar.step();
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
entry = fields[0].GetUInt32();
ench = fields[1].GetUInt32();
chance = fields[2].GetFloat();
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
if (chance > 0.000001f && chance <= 100.0f)
2010-04-07 22:59:46 +02:00
RandomItemEnch[entry].push_back(EnchStoreItem(ench, chance));
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
++count;
} while (result->NextRow());
2009-10-17 15:51:44 -07:00
sLog.outString();
2010-04-07 22:59:46 +02:00
sLog.outString(">> Loaded %u Item Enchantment definitions", count);
2008-10-02 16:23:55 -05:00
}
else
{
sLog.outString();
2010-04-07 22:59:46 +02:00
sLog.outErrorDb(">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty.");
2008-10-02 16:23:55 -05:00
}
}
2009-10-17 15:51:44 -07:00
uint32 GetItemEnchantMod(int32 entry)
2008-10-02 16:23:55 -05:00
{
if (!entry)
return 0;
2009-10-17 15:51:44 -07:00
EnchantmentStore::const_iterator tab;
if (entry == -1)
{
tab = RandomItemEnch.begin();
entry = urand(1, RandomItemEnch.size()) - 1;
for (uint32 i = 0; i < entry; ++i)
++tab;
}
else
tab = RandomItemEnch.find(entry);
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
if (tab == RandomItemEnch.end())
{
sLog.outErrorDb("Item RandomProperty / RandomSuffix id #%u used in `item_template` but it does not have records in `item_enchantment_template` table.",entry);
2008-10-02 16:23:55 -05:00
return 0;
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
double dRoll = rand_chance();
float fCount = 0;
2009-10-17 15:51:44 -07:00
2009-10-17 16:20:24 -07:00
for (EnchStoreList::const_iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
2008-10-02 16:23:55 -05:00
{
fCount += ench_iter->chance;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
if (fCount > dRoll) return ench_iter->ench;
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
//we could get here only if sum of all enchantment chances is lower than 100%
dRoll = (irand(0, (int)floor(fCount * 100) + 1)) / 100;
fCount = 0;
2009-10-17 15:51:44 -07:00
2009-10-17 16:20:24 -07:00
for (EnchStoreList::const_iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
2008-10-02 16:23:55 -05:00
{
fCount += ench_iter->chance;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
if (fCount > dRoll) return ench_iter->ench;
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
return 0;
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
uint32 GenerateEnchSuffixFactor(uint32 item_id)
{
ItemPrototype const *itemProto = objmgr.GetItemPrototype(item_id);
2009-10-17 15:51:44 -07:00
2010-04-07 19:14:10 +02:00
if (!itemProto)
2008-10-02 16:23:55 -05:00
return 0;
2010-04-07 19:14:10 +02:00
if (!itemProto->RandomSuffix)
2008-10-02 16:23:55 -05:00
return 0;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
RandomPropertiesPointsEntry const *randomProperty = sRandomPropertiesPointsStore.LookupEntry(itemProto->ItemLevel);
2010-04-07 19:14:10 +02:00
if (!randomProperty)
2008-10-02 16:23:55 -05:00
return 0;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
uint32 suffixFactor;
switch(itemProto->InventoryType)
{
// Items of that type don`t have points
case INVTYPE_NON_EQUIP:
case INVTYPE_BAG:
case INVTYPE_TABARD:
case INVTYPE_AMMO:
case INVTYPE_QUIVER:
case INVTYPE_RELIC:
return 0;
// Select point coefficient
case INVTYPE_HEAD:
case INVTYPE_BODY:
case INVTYPE_CHEST:
case INVTYPE_LEGS:
case INVTYPE_2HWEAPON:
case INVTYPE_ROBE:
suffixFactor = 0;
break;
case INVTYPE_SHOULDERS:
case INVTYPE_WAIST:
case INVTYPE_FEET:
case INVTYPE_HANDS:
case INVTYPE_TRINKET:
suffixFactor = 1;
break;
case INVTYPE_NECK:
case INVTYPE_WRISTS:
case INVTYPE_FINGER:
case INVTYPE_SHIELD:
case INVTYPE_CLOAK:
case INVTYPE_HOLDABLE:
suffixFactor = 2;
break;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
suffixFactor = 3;
break;
case INVTYPE_RANGED:
case INVTYPE_THROWN:
case INVTYPE_RANGEDRIGHT:
suffixFactor = 4;
break;
default:
return 0;
}
// Select rare/epic modifier
switch (itemProto->Quality)
{
case ITEM_QUALITY_UNCOMMON:
return randomProperty->UncommonPropertiesPoints[suffixFactor];
case ITEM_QUALITY_RARE:
return randomProperty->RarePropertiesPoints[suffixFactor];
case ITEM_QUALITY_EPIC:
return randomProperty->EpicPropertiesPoints[suffixFactor];
case ITEM_QUALITY_LEGENDARY:
case ITEM_QUALITY_ARTIFACT:
return 0; // not have random properties
default:
break;
}
return 0;
}
2009-02-17 20:07:49 -06:00