mangos/src/game/Object/ItemEnchantmentMgr.cpp
2017-01-20 23:20:46 +00:00

125 lines
3.6 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2017 MaNGOS project <https://getmangos.eu>
*
* 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
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "ItemEnchantmentMgr.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "Util.h"
#include <list>
#include <vector>
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;
typedef UNORDERED_MAP<uint32, EnchStoreList> EnchantmentStore;
static EnchantmentStore RandomItemEnch;
void LoadRandomEnchantmentsTable()
{
RandomItemEnch.clear(); // for reload case
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();
uint32 entry = fields[0].GetUInt32();
uint32 ench = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
if (chance > 0.000001f && chance <= 100.0f)
{ RandomItemEnch[entry].push_back(EnchStoreItem(ench, chance)); }
++count;
}
while (result->NextRow());
delete result;
sLog.outString(">> Loaded %u Item Enchantment definitions", count);
}
else
sLog.outErrorDb(">> Loaded 0 Item Enchantment definitions. DB table `item_enchantment_template` is empty.");
sLog.outString();
}
uint32 GetItemEnchantMod(uint32 entry)
{
if (!entry) { return 0; }
EnchantmentStore::const_iterator tab = RandomItemEnch.find(entry);
if (tab == RandomItemEnch.end())
{
sLog.outErrorDb("Item RandomProperty 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;
const EnchStoreList &enchantList = tab->second;
for (EnchStoreList::const_iterator ench_iter = enchantList.begin(); ench_iter != enchantList.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::const_iterator ench_iter = enchantList.begin(); ench_iter != enchantList.end(); ++ench_iter)
{
fCount += ench_iter->chance;
if (fCount > dRoll) { return ench_iter->ench; }
}
return 0;
}