#include "Transmute.h" #include "../common/MiscFunctions.h" #include "../common/PacketStruct.h" #include "client.h" #include "Items/Items.h" #include #include #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* il = player->GetItemList(); p->setDataByName("request_id", request_id); p->setDataByName("request_type", 1); p->setDataByName("unknownff", 0xff); vector 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(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& 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(client->GetVersion(), 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(client->GetVersion(), 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(client->GetVersion(), 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::GetTransmutingTiers() { static vector gTransmutingTiers; return gTransmutingTiers; } void Transmute::ProcessDBResult(DatabaseResult& result) { vector& 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++); } }