[svn] * Proper SVN structure
--HG-- branch : trunk
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* 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.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*/
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#include <stdlib.h>
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#include <functional>
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#include "ItemEnchantmentMgr.h"
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#include "Database/DatabaseEnv.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "ProgressBar.h"
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#include <list>
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#include <vector>
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#include "Util.h"
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struct EnchStoreItem
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{
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uint32 ench;
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float chance;
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EnchStoreItem()
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: ench(0), chance(0) {}
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EnchStoreItem(uint32 _ench, float _chance)
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: ench(_ench), chance(_chance) {}
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};
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typedef std::vector<EnchStoreItem> EnchStoreList;
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typedef HM_NAMESPACE::hash_map<uint32, EnchStoreList> EnchantmentStore;
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static EnchantmentStore RandomItemEnch;
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void LoadRandomEnchantmentsTable()
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{
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RandomItemEnch.clear(); // for reload case
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EnchantmentStore::iterator tab;
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uint32 entry, ench;
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float chance;
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uint32 count = 0;
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QueryResult *result = WorldDatabase.Query("SELECT entry, ench, chance FROM item_enchantment_template");
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if (result)
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{
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barGoLink bar(result->GetRowCount());
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do
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{
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Field *fields = result->Fetch();
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bar.step();
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entry = fields[0].GetUInt32();
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ench = fields[1].GetUInt32();
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chance = fields[2].GetFloat();
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if (chance > 0.000001f && chance <= 100.0f)
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RandomItemEnch[entry].push_back( EnchStoreItem(ench, chance) );
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++count;
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} while (result->NextRow());
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delete result;
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sLog.outString();
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sLog.outString( ">> Loaded %u Item Enchantment definitions", count );
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}
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else
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{
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sLog.outString();
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sLog.outErrorDb( ">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty.");
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}
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}
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uint32 GetItemEnchantMod(uint32 entry)
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{
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if (!entry) return 0;
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EnchantmentStore::iterator tab = RandomItemEnch.find(entry);
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if (tab == RandomItemEnch.end())
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{
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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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return 0;
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}
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double dRoll = rand_chance();
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float fCount = 0;
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for(EnchStoreList::iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
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{
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fCount += ench_iter->chance;
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if (fCount > dRoll) return ench_iter->ench;
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}
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//we could get here only if sum of all enchantment chances is lower than 100%
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dRoll = (irand(0, (int)floor(fCount * 100) + 1)) / 100;
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fCount = 0;
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for(EnchStoreList::iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
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{
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fCount += ench_iter->chance;
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if (fCount > dRoll) return ench_iter->ench;
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}
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return 0;
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}
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uint32 GenerateEnchSuffixFactor(uint32 item_id)
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{
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ItemPrototype const *itemProto = objmgr.GetItemPrototype(item_id);
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if(!itemProto)
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return 0;
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if(!itemProto->RandomSuffix)
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return 0;
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RandomPropertiesPointsEntry const *randomProperty = sRandomPropertiesPointsStore.LookupEntry(itemProto->ItemLevel);
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if(!randomProperty)
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return 0;
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uint32 suffixFactor;
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switch(itemProto->InventoryType)
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{
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// Items of that type don`t have points
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case INVTYPE_NON_EQUIP:
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case INVTYPE_BAG:
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case INVTYPE_TABARD:
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case INVTYPE_AMMO:
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case INVTYPE_QUIVER:
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case INVTYPE_RELIC:
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return 0;
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// Select point coefficient
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case INVTYPE_HEAD:
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case INVTYPE_BODY:
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case INVTYPE_CHEST:
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case INVTYPE_LEGS:
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case INVTYPE_2HWEAPON:
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case INVTYPE_ROBE:
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suffixFactor = 0;
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break;
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case INVTYPE_SHOULDERS:
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case INVTYPE_WAIST:
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case INVTYPE_FEET:
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case INVTYPE_HANDS:
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case INVTYPE_TRINKET:
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suffixFactor = 1;
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break;
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case INVTYPE_NECK:
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case INVTYPE_WRISTS:
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case INVTYPE_FINGER:
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case INVTYPE_SHIELD:
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case INVTYPE_CLOAK:
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case INVTYPE_HOLDABLE:
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suffixFactor = 2;
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break;
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case INVTYPE_WEAPON:
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case INVTYPE_WEAPONMAINHAND:
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case INVTYPE_WEAPONOFFHAND:
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suffixFactor = 3;
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break;
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case INVTYPE_RANGED:
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case INVTYPE_THROWN:
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case INVTYPE_RANGEDRIGHT:
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suffixFactor = 4;
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break;
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default:
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return 0;
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}
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// Select rare/epic modifier
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switch (itemProto->Quality)
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{
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case ITEM_QUALITY_UNCOMMON:
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return randomProperty->UncommonPropertiesPoints[suffixFactor];
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case ITEM_QUALITY_RARE:
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return randomProperty->RarePropertiesPoints[suffixFactor];
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case ITEM_QUALITY_EPIC:
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return randomProperty->EpicPropertiesPoints[suffixFactor];
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case ITEM_QUALITY_LEGENDARY:
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case ITEM_QUALITY_ARTIFACT:
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return 0; // not have random properties
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default:
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break;
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}
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return 0;
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}
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