Core/DBC: 4.3.4 structure updates

This commit is contained in:
Shauren
2012-07-04 14:04:12 +02:00
parent 6fe1657fe9
commit ee06bef31b
6 changed files with 124 additions and 33 deletions

View File

@@ -0,0 +1 @@
ALTER TABLE `item_template_addon` DROP `BuyCount`;

View File

@@ -62,6 +62,9 @@ struct ItemSparseEntry
uint32 Quality; // 1
uint32 Flags; // 2
uint32 Flags2; // 3
float Unk430_1;
float Unk430_2;
uint32 BuyCount;
uint32 BuyPrice; // 4
uint32 SellPrice; // 5
uint32 InventoryType; // 6
@@ -109,7 +112,6 @@ struct ItemSparseEntry
uint32 RandomProperty; // 108
uint32 RandomSuffix; // 109
uint32 ItemSet; // 110
uint32 MaxDurability; // 111
uint32 Area; // 112
uint32 Map; // 113
uint32 BagFamily; // 114

View File

@@ -20,7 +20,7 @@
const char Itemfmt[]="niiiiiii";
const char ItemCurrencyCostfmt[]="xn";
const char ItemSparsefmt[]="niiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiifiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiisssssiiiiiiiiiiiiiiiiiiiiiiifiiifii";
const char ItemSparsefmt[]="niiiffiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiifiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiisssssiiiiiiiiiiiiiiiiiiiiiifiiifii";
const char ItemExtendedCostEntryfmt[]="nxxiiiiiiiiiiiixiiiiiiiiiixxxxx";
#endif
#endif

View File

@@ -1269,21 +1269,21 @@ struct LFGDungeonEntry
{
uint32 ID; // 0
//char* name[16]; // 1-17 Name lang
uint32 minlevel; // 18
uint32 maxlevel; // 19
uint32 reclevel; // 20
uint32 recminlevel; // 21
uint32 recmaxlevel; // 22
int32 map; // 23
uint32 difficulty; // 24
//uint32 unk; // 25
uint32 type; // 26
//uint32 unk2; // 27
//char* unk3; // 28
uint32 expansion; // 29
//uint32 unk4; // 30
uint32 grouptype; // 31
//char* desc; // 32 Description
uint32 minlevel; // 2
uint32 maxlevel; // 3
uint32 reclevel; // 4
uint32 recminlevel; // 5
uint32 recmaxlevel; // 6
int32 map; // 7
uint32 difficulty; // 8
//uint32 unk; // 9
uint32 type; // 10
//uint32 unk2; // 11
//char* unk3; // 12
uint32 expansion; // 13
//uint32 unk4; // 14
uint32 grouptype; // 15
//char* desc; // 16 Description
// Helpers
uint32 Entry() const { return ID + (type << 24); }
};
@@ -1850,7 +1850,8 @@ struct SpellPowerEntry
uint32 ManaCostPercentage; // 3 m_manaCostPct
uint32 manaPerSecond; // 4 m_manaPerSecond
//uint32 PowerDisplayId; // 5 m_powerDisplayID - id from PowerDisplay.dbc, new in 3.1
//uint32 unk1; // 6 4.0.0
//uint32 unk1; // 6 4.0.0
//float unk2; // 7 4.3.0
};
struct SpellRuneCostEntry
@@ -2216,6 +2217,9 @@ struct WorldMapAreaEntry
int32 virtual_map_id; // 8 -1 (map_id have correct map) other: virtual map where zone show (map_id - where zone in fact internally)
// int32 dungeonMap_id; // 9 pointer to DungeonMap.dbc (owerride x1, x2, y1, y2 coordinates)
// uint32 parentMapID; // 10
// uint32 minRecommendedLevel; // 12 Minimum recommended level displayed on world map
// uint32 maxRecommendedLevel; // 13 Maximum recommended level displayed on world map
};
#define MAX_WORLD_MAP_OVERLAY_AREA_IDX 4

View File

@@ -87,7 +87,7 @@ const char ItemLimitCategoryEntryfmt[]="nxii";
const char ItemRandomPropertiesfmt[]="nxiiixxs";
const char ItemRandomSuffixfmt[]="nsxiiiiiiiiii";
const char ItemSetEntryfmt[]="dsiiiiiiiiiixxxxxxxiiiiiiiiiiiiiiiiii";
const char LFGDungeonEntryfmt[]="nxiiiiiiixixxixixx";
const char LFGDungeonEntryfmt[]="nxiiiiiiixixxixixxxxx";
const char LiquidTypefmt[]="nxxixixxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx";
const char LockEntryfmt[]="niiiiiiiiiiiiiiiiiiiiiiiixxxxxxxx";
const char PhaseEntryfmt[]="nsi";
@@ -109,7 +109,7 @@ const char ScalingStatDistributionfmt[]="niiiiiiiiiiiiiiiiiiiixi";
const char ScalingStatValuesfmt[]="iniiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii";
const char SkillLinefmt[]="nisxixi";
const char SkillLineAbilityfmt[]="niiiixxiiiiixx";
const char SoundEntriesfmt[]="nxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx";
const char SoundEntriesfmt[]="nxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx";
const char SpellCastTimefmt[]="nixx";
const char SpellCategoriesEntryfmt[]="diiiiii";
const char SpellDifficultyfmt[]="niiii";
@@ -129,7 +129,7 @@ const char SpellReagentsEntryfmt[]="diiiiiiiiiiiiiiii";
const char SpellScalingEntryfmt[]="diiiiffffffffffi";
const char SpellTotemsEntryfmt[]="niiii";
const char SpellTargetRestrictionsEntryfmt[]="nxiiii";
const char SpellPowerEntryfmt[]="diiiixx";
const char SpellPowerEntryfmt[]="diiiixxx";
const char SpellInterruptsEntryfmt[]="dixixi";
const char SpellEquippedItemsEntryfmt[]="diii";
const char SpellAuraOptionsEntryfmt[]="niiii";
@@ -154,7 +154,7 @@ const char TotemCategoryEntryfmt[]="nxii";
const char VehicleEntryfmt[]="niffffiiiiiiiifffffffffffffffssssfifiixx";
const char VehicleSeatEntryfmt[]="niiffffffffffiiiiiifffffffiiifffiiiiiiiffiiiiixxxxxxxxxxxxxxxxxxxx";
const char WMOAreaTableEntryfmt[]="niiixxxxxiixxxx";
const char WorldMapAreaEntryfmt[]="xinxffffixxx";
const char WorldMapAreaEntryfmt[]="xinxffffixxxxx";
const char WorldMapOverlayEntryfmt[]="nxiiiixxxxxxxxx";
const char WorldSafeLocsEntryfmt[]="nifffx";

View File

@@ -2191,6 +2191,89 @@ uint32 FillItemArmor(uint32 itemlevel, uint32 itemClass, uint32 itemSubclass, ui
return uint32(shield->Value[quality] + 0.5f);
}
uint32 FillMaxDurability(uint32 itemClass, uint32 itemSubClass, uint32 inventoryType, uint32 quality, uint32 itemLevel)
{
if (itemClass != ITEM_CLASS_ARMOR && itemClass != ITEM_CLASS_WEAPON)
return 0;
static float const qualityMultipliers[MAX_ITEM_QUALITY] =
{
1.0f, 1.0f, 1.0f, 1.17f, 1.37f, 1.68f, 0.0f, 0.0f
};
static float const armorMultipliers[MAX_INVTYPE] =
{
0.00f, // INVTYPE_NON_EQUIP
0.59f, // INVTYPE_HEAD
0.00f, // INVTYPE_NECK
0.59f, // INVTYPE_SHOULDERS
0.00f, // INVTYPE_BODY
1.00f, // INVTYPE_CHEST
0.35f, // INVTYPE_WAIST
0.75f, // INVTYPE_LEGS
0.49f, // INVTYPE_FEET
0.35f, // INVTYPE_WRISTS
0.35f, // INVTYPE_HANDS
0.00f, // INVTYPE_FINGER
0.00f, // INVTYPE_TRINKET
0.00f, // INVTYPE_WEAPON
1.00f, // INVTYPE_SHIELD
0.00f, // INVTYPE_RANGED
0.00f, // INVTYPE_CLOAK
0.00f, // INVTYPE_2HWEAPON
0.00f, // INVTYPE_BAG
0.00f, // INVTYPE_TABARD
1.00f, // INVTYPE_ROBE
0.00f, // INVTYPE_WEAPONMAINHAND
0.00f, // INVTYPE_WEAPONOFFHAND
0.00f, // INVTYPE_HOLDABLE
0.00f, // INVTYPE_AMMO
0.00f, // INVTYPE_THROWN
0.00f, // INVTYPE_RANGEDRIGHT
0.00f, // INVTYPE_QUIVER
0.00f, // INVTYPE_RELIC
};
static float const weaponMultipliers[MAX_ITEM_SUBCLASS_WEAPON] =
{
0.89f, // ITEM_SUBCLASS_WEAPON_AXE
1.03f, // ITEM_SUBCLASS_WEAPON_AXE2
0.77f, // ITEM_SUBCLASS_WEAPON_BOW
0.77f, // ITEM_SUBCLASS_WEAPON_GUN
0.89f, // ITEM_SUBCLASS_WEAPON_MACE
1.03f, // ITEM_SUBCLASS_WEAPON_MACE2
1.03f, // ITEM_SUBCLASS_WEAPON_POLEARM
0.89f, // ITEM_SUBCLASS_WEAPON_SWORD
1.03f, // ITEM_SUBCLASS_WEAPON_SWORD2
0.00f, // ITEM_SUBCLASS_WEAPON_Obsolete
1.03f, // ITEM_SUBCLASS_WEAPON_STAFF
0.00f, // ITEM_SUBCLASS_WEAPON_EXOTIC
0.00f, // ITEM_SUBCLASS_WEAPON_EXOTIC2
0.64f, // ITEM_SUBCLASS_WEAPON_FIST_WEAPON
0.00f, // ITEM_SUBCLASS_WEAPON_MISCELLANEOUS
0.64f, // ITEM_SUBCLASS_WEAPON_DAGGER
0.64f, // ITEM_SUBCLASS_WEAPON_THROWN
0.00f, // ITEM_SUBCLASS_WEAPON_SPEAR
0.77f, // ITEM_SUBCLASS_WEAPON_CROSSBOW
0.64f, // ITEM_SUBCLASS_WEAPON_WAND
0.64f, // ITEM_SUBCLASS_WEAPON_FISHING_POLE
};
float levelPenalty = 1.0f;
if (itemLevel <= 28)
levelPenalty = 0.966f - float(28u - itemLevel) * 1.0f / 54.0f;
if (itemClass == ITEM_CLASS_ARMOR)
{
if (inventoryType > INVTYPE_ROBE)
return 0;
return 5 * uint32(23.0f * qualityMultipliers[quality] * armorMultipliers[inventoryType] * levelPenalty + 0.5f);
}
return 5 * uint32(17.0f * qualityMultipliers[quality] * weaponMultipliers[itemSubClass] * levelPenalty + 0.5f);
};
void FillDisenchantFields(uint32* disenchantID, uint32* requiredDisenchantSkill, ItemTemplate const& itemTemplate)
{
*disenchantID = 0;
@@ -2255,7 +2338,7 @@ void ObjectMgr::LoadItemTemplates()
itemTemplate.Quality = sparse->Quality;
itemTemplate.Flags = sparse->Flags;
itemTemplate.Flags2 = sparse->Flags2;
itemTemplate.BuyCount = 1;
itemTemplate.BuyCount = std::max(sparse->BuyCount, 1u);
itemTemplate.BuyPrice = sparse->BuyPrice;
itemTemplate.SellPrice = sparse->SellPrice;
itemTemplate.InventoryType = db2Data->InventoryType;
@@ -2315,7 +2398,7 @@ void ObjectMgr::LoadItemTemplates()
itemTemplate.RandomProperty = sparse->RandomProperty;
itemTemplate.RandomSuffix = sparse->RandomSuffix;
itemTemplate.ItemSet = sparse->ItemSet;
itemTemplate.MaxDurability = sparse->MaxDurability;
itemTemplate.MaxDurability = FillMaxDurability(db2Data->Class, db2Data->SubClass, sparse->Quality, sparse->InventoryType, sparse->ItemLevel);
itemTemplate.Area = sparse->Area;
itemTemplate.Map = sparse->Map;
itemTemplate.BagFamily = sparse->BagFamily;
@@ -2463,7 +2546,9 @@ void ObjectMgr::LoadItemTemplates()
itemTemplate.RandomProperty = fields[109].GetInt32();
itemTemplate.RandomSuffix = fields[110].GetInt32();
itemTemplate.ItemSet = fields[111].GetUInt32();
itemTemplate.MaxDurability = fields[112].GetUInt32();
itemTemplate.MaxDurability = FillMaxDurability(itemTemplate.Class, itemTemplate.SubClass,
itemTemplate.Quality, itemTemplate.InventoryType, itemTemplate.ItemLevel);
itemTemplate.Area = fields[113].GetUInt32();
itemTemplate.Map = fields[114].GetUInt32();
itemTemplate.BagFamily = fields[115].GetUInt32();
@@ -2525,7 +2610,7 @@ void ObjectMgr::LoadItemTemplateAddon()
uint32 oldMSTime = getMSTime();
uint32 count = 0;
QueryResult result = WorldDatabase.Query("SELECT Id, BuyCount, FoodType, MinMoneyLoot, MaxMoneyLoot, SpellPPMChance FROM item_template_addon");
QueryResult result = WorldDatabase.Query("SELECT Id, FoodType, MinMoneyLoot, MaxMoneyLoot, SpellPPMChance FROM item_template_addon");
if (result)
{
do
@@ -2545,9 +2630,9 @@ void ObjectMgr::LoadItemTemplateAddon()
buyCount = 1;
}
uint8 foodType = fields[2].GetUInt8();
uint32 minMoneyLoot = fields[3].GetUInt32();
uint32 maxMoneyLoot = fields[4].GetUInt32();
uint8 foodType = fields[1].GetUInt8();
uint32 minMoneyLoot = fields[2].GetUInt32();
uint32 maxMoneyLoot = fields[3].GetUInt32();
if (minMoneyLoot > maxMoneyLoot)
{
sLog->outErrorDb("Minimum money loot specified in `item_template_addon` for item %u was greater than maximum amount, swapping.", itemId);
@@ -2555,11 +2640,10 @@ void ObjectMgr::LoadItemTemplateAddon()
}
ItemTemplate& itemTemplate = _itemTemplateStore[itemId];
itemTemplate.BuyCount = buyCount;
itemTemplate.FoodType = foodType;
itemTemplate.MinMoneyLoot = minMoneyLoot;
itemTemplate.MaxMoneyLoot = maxMoneyLoot;
itemTemplate.SpellPPMRate = fields[5].GetFloat();
itemTemplate.SpellPPMRate = fields[4].GetFloat();
++count;
} while (result->NextRow());
}
@@ -2650,7 +2734,7 @@ void ObjectMgr::LoadItemSetNames()
if (setEntry->itemId[i])
itemSetItems.insert(setEntry->itemId[i]);
}
// 0 1 2
QueryResult result = WorldDatabase.Query("SELECT `entry`, `name`, `InventoryType` FROM `item_set_names`");