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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
#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"
struct EnchStoreItem
{
uint32 ench ;
float chance ;
EnchStoreItem ()
: ench ( 0 ), chance ( 0 ) {}
EnchStoreItem ( uint32 _ench , float _chance )
: ench ( _ench ), chance ( _chance ) {}
};
typedef std :: vector < EnchStoreItem > EnchStoreList ;
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typedef UNORDERED_MAP < uint32 , EnchStoreList > EnchantmentStore ;
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static EnchantmentStore RandomItemEnch ;
void LoadRandomEnchantmentsTable ()
{
RandomItemEnch . clear (); // for reload case
EnchantmentStore :: iterator tab ;
uint32 entry , ench ;
float chance ;
uint32 count = 0 ;
QueryResult * result = WorldDatabase . Query ( "SELECT entry, ench, chance FROM item_enchantment_template" );
if ( result )
{
barGoLink bar ( result -> GetRowCount ());
do
{
Field * fields = result -> Fetch ();
bar . step ();
entry = fields [ 0 ]. GetUInt32 ();
ench = fields [ 1 ]. GetUInt32 ();
chance = fields [ 2 ]. GetFloat ();
if ( chance > 0.000001f && chance <= 100.0f )
RandomItemEnch [ entry ]. push_back ( EnchStoreItem ( ench , chance ) );
++ count ;
} while ( result -> NextRow ());
delete result ;
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sLog . outString ( "" );
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sLog . outString ( ">> Loaded %u Item Enchantment definitions" , count );
}
else
{
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sLog . outString ( "" );
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sLog . outErrorDb ( ">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty." );
}
}
uint32 GetItemEnchantMod ( uint32 entry )
{
if ( ! entry ) return 0 ;
EnchantmentStore :: iterator tab = RandomItemEnch . find ( entry );
if ( tab == RandomItemEnch . end ())
{
sLog . outErrorDb ( "Item RandomProperty / RandomSuffix id #%u used in `item_template` but it doesn't have records in `item_enchantment_template` table." , entry );
return 0 ;
}
double dRoll = rand_chance ();
float fCount = 0 ;
for ( EnchStoreList :: iterator ench_iter = tab -> second . begin (); ench_iter != tab -> second . end (); ++ ench_iter )
{
fCount += ench_iter -> chance ;
if ( fCount > dRoll ) return ench_iter -> ench ;
}
//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 ;
for ( EnchStoreList :: iterator ench_iter = tab -> second . begin (); ench_iter != tab -> second . end (); ++ ench_iter )
{
fCount += ench_iter -> chance ;
if ( fCount > dRoll ) return ench_iter -> ench ;
}
return 0 ;
}
uint32 GenerateEnchSuffixFactor ( uint32 item_id )
{
ItemPrototype const * itemProto = objmgr . GetItemPrototype ( item_id );
if ( ! itemProto )
return 0 ;
if ( ! itemProto -> RandomSuffix )
return 0 ;
RandomPropertiesPointsEntry const * randomProperty = sRandomPropertiesPointsStore . LookupEntry ( itemProto -> ItemLevel );
if ( ! randomProperty )
return 0 ;
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 ;
}
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