
Based on the work of @stfx in commit: https://github.com/cmangos/mangos-classic/commit/48a84fb
125 lines
3.6 KiB
C++
125 lines
3.6 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2017 MaNGOS project <https://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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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 "Util.h"
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#include <list>
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#include <vector>
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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 UNORDERED_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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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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uint32 entry = fields[0].GetUInt32();
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uint32 ench = fields[1].GetUInt32();
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float 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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}
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while (result->NextRow());
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delete result;
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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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sLog.outErrorDb(">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty.");
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sLog.outString();
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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::const_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 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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const EnchStoreList &enchantList = tab->second;
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for (EnchStoreList::const_iterator ench_iter = enchantList.begin(); ench_iter != enchantList.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::const_iterator ench_iter = enchantList.begin(); ench_iter != enchantList.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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