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