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This is an attempt to proofread standard error messages and system messages from both core and DB. The corrections span typos, grammar and punctuation. Because some of these messages can have multiple meanings depending on context, this PR will stay in "WIP" status until the corrections have been validated and approved. You are welcome to suggest improvements and files not yet included in this list. Thanks to @Kinzcool for suggesting this line of work. :)
250 lines
9.3 KiB
C++
250 lines
9.3 KiB
C++
/*
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SkillExtraItems.h"
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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 a non-existing spell id in the `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 a non-existing required specialization spell id %u in the `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 the `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 a non-existing perfect item id %u in the `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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{
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// the spell id of the specialization required to create extra items
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uint32 requiredSpecialization;
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// the chance to create one additional item
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float additionalCreateChance;
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// maximum number of extra items created per crafting
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uint8 additionalMaxNum;
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SkillExtraItemEntry()
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: requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) { }
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SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN)
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: requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) { }
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};
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// map to store the extra item creation info, the key is the spellId of the creation spell, the mapped value is the assigned SkillExtraItemEntry
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typedef std::map<uint32, SkillExtraItemEntry> SkillExtraItemMap;
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SkillExtraItemMap SkillExtraItemStore;
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// loads the extra item creation info from DB
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void LoadSkillExtraItemTable()
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{
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uint32 oldMSTime = getMSTime();
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SkillExtraItemStore.clear(); // need for reload
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// 0 1 2 3
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QueryResult result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
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if (!result)
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{
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TC_LOG_ERROR("server.loading", ">> Loaded 0 spell specialization definitions. DB table `skill_extra_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
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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 specialization %u has a non-existing spell id in the `skill_extra_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 specialization %u has a non-existing required specialization spell id %u in the `skill_extra_item_template`!", spellId, requiredSpecialization);
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continue;
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}
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float additionalCreateChance = fields[2].GetFloat();
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if (additionalCreateChance <= 0.0f)
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{
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TC_LOG_ERROR("sql.sql", "Skill specialization %u has too low additional create chance in the `skill_extra_item_template`!", spellId);
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continue;
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}
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uint8 additionalMaxNum = fields[3].GetUInt8();
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if (!additionalMaxNum)
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{
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TC_LOG_ERROR("sql.sql", "Skill specialization %u has 0 max number of extra items in the `skill_extra_item_template`!", spellId);
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continue;
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}
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SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];
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skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
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skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
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skillExtraItemEntry.additionalMaxNum = additionalMaxNum;
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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 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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SkillExtraItemMap::const_iterator ret = SkillExtraItemStore.find(spellId);
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if (ret == SkillExtraItemStore.end())
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return false;
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SkillExtraItemEntry const* specEntry = &ret->second;
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// if no entry, then no extra items can be created
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if (!specEntry)
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return false;
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// the player doesn't have the required specialization, return false
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if (!player->HasSpell(specEntry->requiredSpecialization))
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return false;
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// set the arguments to the appropriate values
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additionalChance = specEntry->additionalCreateChance;
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additionalMax = specEntry->additionalMaxNum;
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// enable extra item creation
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return true;
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}
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