EQ2EMu/EQ2/source/WorldServer/Transmute.cpp

336 lines
No EOL
9.9 KiB
C++

#include "Transmute.h"
#include "../common/MiscFunctions.h"
#include "../common/PacketStruct.h"
#include "client.h"
#include "Items/Items.h"
#include <vector>
#include <sstream>
#include "zoneserver.h"
#include "SpellProcess.h"
#include "../common/Log.h"
#include "WorldDatabase.h"
extern ConfigReader configReader;
extern MasterSpellList master_spell_list;
using namespace std;
int32 Transmute::CreateItemRequest(Client* client, Player* player) {
PacketStruct* p = configReader.getStruct("WS_EqTargetItemCmd", client->GetVersion());
if (!p) return 0;
union {
sint32 signed_request_id;
int32 request_id;
};
do {
signed_request_id = MakeRandomInt(-2147483648, 2147483647);
} while (signed_request_id == 0);
map<int32, Item*>* il = player->GetItemList();
p->setDataByName("request_id", request_id);
p->setDataByName("request_type", 1);
p->setDataByName("unknownff", 0xff);
vector<int32> transmutables;
for (auto& itr : *il) {
if (!itr.second) continue;
if (ItemIsTransmutable(itr.second)) {
transmutables.push_back(itr.first);
}
}
p->setArrayLengthByName("item_array_size", transmutables.size());
for (int i = 0; i < transmutables.size(); i++) {
p->setArrayDataByName("item_id", transmutables[i], i);
}
client->QueuePacket(p->serialize());
delete il;
delete p;
client->SetTransmuteID(request_id);
return request_id;
}
bool Transmute::ItemIsTransmutable(Item* item) {
//Item level > 0 AND Item is not LORE_EQUP, LORE, NO_VALUE etc AND item rarity is >= 5
//(4 is treasured but the rarity used for journeyman spells)
//I think flag 16384 is NO-TRANSMUTE but not positive
const int32 disqualifyFlags = NO_ZONE | NO_VALUE | TEMPORARY | NO_DESTROY | NO_TRANSMUTE;
const int32 disqualityFlags2 = ORNATE;
if (item->generic_info.adventure_default_level > 0
&& (item->generic_info.item_flags & disqualifyFlags) == 0
&& (item->generic_info.item_flags2 & disqualityFlags2) == 0
&& item->details.tier >= 5
&& item->stack_count <= 1)
{
return true;
}
return false;
}
void Transmute::HandleItemResponse(Client* client, Player* player, int32 req_id, int32 item_id) {
Item* item = player->item_list.GetItemFromUniqueID(item_id);
if (!item) {
client->SimpleMessage(CHANNEL_COLOR_RED, "Could not find the item you wish to transmute. Please try again.");
return;
}
if (!ItemIsTransmutable(item)) {
client->Message(CHANNEL_COLOR_RED, "%s is not transmutable.", item->name.c_str());
return;
}
int32 item_level = item->generic_info.adventure_default_level;
Skill* skill = player->GetSkillByName("Transmuting");
int32 required_skill = (std::max<int32>(item_level, 5) - 5) * 5;
if (!skill || skill->current_val < required_skill) {
client->Message(CHANNEL_COLOR_RED, "You need at least %u Transmuting skill to transmute the %s."
" You have %u Transmuting skill.", required_skill, item->name.c_str(), skill ? skill->current_val : 0);
return;
}
client->SetTransmuteID(item_id);
SendConfirmRequest(client, req_id, item);
}
void Transmute::SendConfirmRequest(Client* client, int32 req_id, Item* item) {
PacketStruct* p = configReader.getStruct("WS_ChoiceWindow", client->GetVersion());
if (!p) {
client->SimpleMessage(CHANNEL_COLOR_RED, "Struct error for transmutation. Let a dev know.");
return;
}
ostringstream ss;
ss << "Are you sure you want to transmute the " << item->name << '?';
p->setMediumStringByName("text", ss.str().c_str());
p->setMediumStringByName("accept_text", "OK");
ss.str("");
ss << "targetitem " << req_id << ' ' << item->details.unique_id;
string cancel_command = ss.str();
ss << " 1";
string accept_command = ss.str();
p->setMediumStringByName("accept_command", accept_command.c_str());
p->setMediumStringByName("cancel_text", "Cancel");
p->setMediumStringByName("cancel_command", cancel_command.c_str());
client->QueuePacket(p->serialize());
delete p;
}
void Transmute::HandleConfirmResponse(Client* client, Player* player, int32 item_id) {
Item* item = player->item_list.GetItemFromUniqueID(item_id);
if (!item) {
client->SimpleMessage(CHANNEL_COLOR_RED, "Item no longer exists!");
return;
}
client->SetTransmuteID(item_id);
ZoneServer* zone = player->GetZone();
if (!zone) return;
const int32 transmute_item_spell = 5163;
Spell* spell = master_spell_list.GetSpell(transmute_item_spell, 1);
if (!spell) {
LogWrite(SPELL__ERROR, 0, "Transmute", "Could not find the Transmute Item spell : %u", transmute_item_spell);
return;
}
zone->GetSpellProcess()->ProcessSpell(zone, spell, player);
}
void Transmute::CompleteTransmutation(Client* client, Player* player) {
int32 item_id = client->GetTransmuteID();
Item* item = player->item_list.GetItemFromUniqueID(item_id);
if (!item) {
client->SimpleMessage(CHANNEL_COLOR_RED, "Item no longer exists!");
return;
}
int32 common_mat_id = 0;
int32 rare_mat_id = 0;
//Figure out the transmutation tier for our loot roll
int32 item_level = item->generic_info.adventure_default_level;
vector<TransmutingTier>& tiers = GetTransmutingTiers();
for (auto& itr : tiers) {
if (itr.min_level <= item_level && itr.max_level >= item_level) {
//This is the correct tier
int32 tier = item->details.tier;
if (tier >= ITEM_TAG_FABLED) {
common_mat_id = itr.infusion_id;
rare_mat_id = itr.mana_id;
}
else if (tier >= ITEM_TAG_LEGENDARY) {
common_mat_id = itr.powder_id;
rare_mat_id = itr.infusion_id;
}
else {
common_mat_id = itr.fragment_id;
rare_mat_id = itr.powder_id;
}
break;
}
}
if (common_mat_id == 0 || rare_mat_id == 0) {
client->SimpleMessage(CHANNEL_COLOR_RED, "Could not complete transmutation! Tell a dev!");
return;
}
//Do the loot roll
const int32 BOTH_ITEMS_CHANCE_PERCENT = 15;
//The common/rare roll only applies if the both items roll fails
const int32 COMMON_MAT_CHANCE_PERCENT = 75;
const int32 RARE_MAT_CHANCE_PERCENT = 25;
Item* item1 = nullptr;
Item* item2 = nullptr;
int32 roll = MakeRandomInt(1, 100);
if (roll <= BOTH_ITEMS_CHANCE_PERCENT) {
item1 = master_item_list.GetItem(rare_mat_id);
if (item1) item1 = new Item(item1);
item2 = master_item_list.GetItem(common_mat_id);
if (item2) item2 = new Item(item2);
}
else if (roll <= COMMON_MAT_CHANCE_PERCENT) {
item1 = master_item_list.GetItem(common_mat_id);
if (item1) item1 = new Item(item1);
}
else { //rare mat roll
item2 = master_item_list.GetItem(rare_mat_id);
if (item2) item2 = new Item(item2);
}
client->Message(89, "You transmute %s and create: ", item->CreateItemLink(false).c_str());
player->item_list.RemoveItem(item, true);
PacketStruct* packet = configReader.getStruct("WS_QuestComplete", client->GetVersion());
if (packet) {
packet->setDataByName("title", "Item Transmuted!");
}
if (item1) {
item1->details.count = 1;
client->Message(89, " %s", item1->CreateItemLink(false).c_str());
client->AddItem(item1);
if (packet) {
packet->setArrayDataByName("reward_id", item1->details.item_id, 0);
if (client->GetVersion() < 860)
packet->setItemArrayDataByName("item", item1, player, 0, 0, -1);
else if (client->GetVersion() < 1193)
packet->setItemArrayDataByName("item", item, player);
else
packet->setItemArrayDataByName("item", item1, player, 0, 0, 2);
}
}
if (item2) {
item2->details.count = 1;
client->Message(89, " %s", item2->CreateItemLink(false).c_str());
client->AddItem(item2);
if (packet) {
int32 dataIndex = 1;
if (!item1) {
packet->setArrayLengthByName("num_rewards", 1);
dataIndex = 0;
}
packet->setArrayDataByName("reward_id", item2->details.item_id, dataIndex);
if (client->GetVersion() < 860)
packet->setItemArrayDataByName("item", item2, player, dataIndex, 0, -1);
else if (client->GetVersion() < 1193)
packet->setItemArrayDataByName("item", item2, player, dataIndex);
else
packet->setItemArrayDataByName("item", item2, player, dataIndex, 0, 2);
}
}
if (packet) {
client->QueuePacket(packet->serialize());
delete packet;
}
//Check if we need to apply a skill-up
Skill* skill = player->GetSkillByName("Transmuting");
if (!skill) {
//Shouldn't happen, sanity check
LogWrite(SKILL__ERROR, 0, "Skill", "Unable to find the transmuting skill for the player %s", player->GetName());
return;
}
//Skill up roll
int32 max_trans_level = skill->current_val / 5 + 5;
int32 level_dif = max_trans_level - item_level;
if (level_dif >= 5 || skill->current_val >= skill->max_val) {
//No skill up possible
LogWrite(SKILL__DEBUG, 7, "Skill", "Transmuting skill up not possible. level_dif = %u, skill val = %u, skill max val = %u", level_dif, skill->current_val, skill->max_val);
return;
}
//40% Base chance of a skillup at max item level, 20% overall decrease per level difference
const int32 SKILLUP_PERCENT_CHANCE_MAX = 40;
int32 required_roll = SKILLUP_PERCENT_CHANCE_MAX * (1.f - (item_level <= 5 ? 0.f : (level_dif * .2f)));
roll = MakeRandomInt(1, 100);
//LogWrite(SKILL__ERROR, 0, "Skill", "Skill up roll results, roll = %u, required_roll = %u", roll, required_roll);
if (roll <= required_roll) {
player->skill_list.IncreaseSkill(skill, 1);
}
}
void WorldDatabase::LoadTransmuting() {
DatabaseResult result;
if (!database_new.Select(&result,
"SELECT min_level, max_level, fragment, powder, infusion, mana FROM `transmuting`")) {
LogWrite(DATABASE__ERROR, 0, "Transmuting", "Error loading transmuting data!");
return;
}
Transmute::ProcessDBResult(result);
}
vector<Transmute::TransmutingTier>& Transmute::GetTransmutingTiers() {
static vector<TransmutingTier> gTransmutingTiers;
return gTransmutingTiers;
}
void Transmute::ProcessDBResult(DatabaseResult& result) {
vector<TransmutingTier>& tiers = GetTransmutingTiers();
tiers.clear();
tiers.reserve(result.GetNumRows());
while (result.Next()) {
tiers.emplace_back();
TransmutingTier& t = tiers.back();
int32_t i = 0;
t.min_level = result.GetInt32(i++);
t.max_level = result.GetInt32(i++);
t.fragment_id = result.GetInt32(i++);
t.powder_id = result.GetInt32(i++);
t.infusion_id = result.GetInt32(i++);
t.mana_id = result.GetInt32(i++);
}
}