Gem Perfection implemented:

- Add new DB table `skill_perfect_item_template` that holds information about "perfect" crafts that replace the normal result
- Implement this new DB table into core (SkillExtraItems.cpp, SkillExtraItems.h, SpellEffects.cpp)
- Add data about perfect crafts to new DB table (2015_09_11_00_world.sql)
- Add reload capability to this new table (latch onto skill_extra_item_template to avoid changing command IDs)

Random other change because I stumbled across it and it annoyed me:
- npc_professions.cpp no longer uses magic numbers for quest IDs and creature IDs.
This commit is contained in:
treeston
2015-09-11 20:44:53 +02:00
parent 2415646d9e
commit 4771740d42
7 changed files with 340 additions and 54 deletions

View File

@@ -20,11 +20,98 @@
#include "DatabaseEnv.h"
#include "Log.h"
#include "Player.h"
#include "ObjectMgr.h"
#include <map>
// some type definitions
// no use putting them in the header file, they're only used in this .cpp
// struct to store information about perfection procs
// one entry per spell
struct SkillPerfectItemEntry
{
// the spell id of the spell required - it's named "specialization" to conform with SkillExtraItemEntry
uint32 requiredSpecialization;
// perfection proc chance
float perfectCreateChance;
// itemid of the resulting perfect item
uint32 perfectItemType;
SkillPerfectItemEntry()
: requiredSpecialization(0), perfectCreateChance(0.0f), perfectItemType(0) { }
SkillPerfectItemEntry(uint32 rS, float pCC, uint32 pIT)
: requiredSpecialization(rS), perfectCreateChance(pCC), perfectItemType(pIT) { }
};
// map to store perfection info. key = spellId of the creation spell, value is the perfectitementry as specified above
typedef std::map<uint32, SkillPerfectItemEntry> SkillPerfectItemMap;
SkillPerfectItemMap SkillPerfectItemStore;
// loads the perfection proc info from DB
void LoadSkillPerfectItemTable()
{
uint32 oldMSTime = getMSTime();
SkillPerfectItemStore.clear(); // reload capability
// 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, perfectCreateChance, perfectItemType FROM skill_perfect_item_template");
if (!result)
{
TC_LOG_ERROR("server.loading", ">> Loaded 0 spell perfection definitions. DB table `skill_perfect_item_template` is empty.");
return;
}
uint32 count = 0;
do /* fetch data and run sanity checks */
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
if (!sSpellMgr->GetSpellInfo(spellId))
{
TC_LOG_ERROR("sql.sql", "Skill perfection data for spell %u has non-existent spell id in `skill_perfect_item_template`!", spellId);
continue;
}
uint32 requiredSpecialization = fields[1].GetUInt32();
if (!sSpellMgr->GetSpellInfo(requiredSpecialization))
{
TC_LOG_ERROR("sql.sql", "Skill perfection data for spell %u has non-existent required specialization spell id %u in `skill_perfect_item_template`!", spellId, requiredSpecialization);
continue;
}
float perfectCreateChance = fields[2].GetFloat();
if (perfectCreateChance <= 0.0f)
{
TC_LOG_ERROR("sql.sql", "Skill perfection data for spell %u has impossibly low proc chance in `skill_perfect_item_template`!", spellId);
continue;
}
uint32 perfectItemType = fields[3].GetUInt32();
if (!sObjectMgr->GetItemTemplate(perfectItemType))
{
TC_LOG_ERROR("sql.sql", "Skill perfection data for spell %u references non-existent perfect item id %u in `skill_perfect_item_template`!", spellId, perfectItemType);
continue;
}
SkillPerfectItemEntry& skillPerfectItemEntry = SkillPerfectItemStore[spellId];
skillPerfectItemEntry.requiredSpecialization = requiredSpecialization;
skillPerfectItemEntry.perfectCreateChance = perfectCreateChance;
skillPerfectItemEntry.perfectItemType = perfectItemType;
++count;
}
while (result->NextRow());
TC_LOG_INFO("server.loading", ">> Loaded %u spell perfection definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
// struct to store information about extra item creation
// one entry for every spell that is able to create an extra item
struct SkillExtraItemEntry
@@ -112,6 +199,30 @@ void LoadSkillExtraItemTable()
TC_LOG_INFO("server.loading", ">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
bool CanCreatePerfectItem(Player* player, uint32 spellId, float &perfectCreateChance, uint32 &perfectItemType)
{
SkillPerfectItemMap::const_iterator ret = SkillPerfectItemStore.find(spellId);
// no entry in DB means no perfection proc possible
if (ret == SkillPerfectItemStore.end())
return false;
SkillPerfectItemEntry const* thisEntry = &ret->second;
// lack of entry means no perfection proc possible
if (!thisEntry)
return false;
// if you don't have the spell needed, then no procs for you
if (!player->HasSpell(thisEntry->requiredSpecialization))
return false;
// set values as appropriate
perfectCreateChance = thisEntry->perfectCreateChance;
perfectItemType = thisEntry->perfectItemType;
// and tell the caller to start rolling the dice
return true;
}
bool CanCreateExtraItems(Player* player, uint32 spellId, float &additionalChance, uint8 &additionalMax)
{
// get the info for the specified spell