mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-02-02 07:07:29 +01:00
- 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.
250 lines
9.2 KiB
C++
250 lines
9.2 KiB
C++
/*
|
|
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
|
|
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify it
|
|
* under the terms of the GNU General Public License as published by the
|
|
* Free Software Foundation; either version 2 of the License, or (at your
|
|
* option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
|
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
|
* more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along
|
|
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "SkillExtraItems.h"
|
|
#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
|
|
{
|
|
// the spell id of the specialization required to create extra items
|
|
uint32 requiredSpecialization;
|
|
// the chance to create one additional item
|
|
float additionalCreateChance;
|
|
// maximum number of extra items created per crafting
|
|
uint8 additionalMaxNum;
|
|
|
|
SkillExtraItemEntry()
|
|
: requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) { }
|
|
|
|
SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN)
|
|
: requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) { }
|
|
};
|
|
|
|
// map to store the extra item creation info, the key is the spellId of the creation spell, the mapped value is the assigned SkillExtraItemEntry
|
|
typedef std::map<uint32, SkillExtraItemEntry> SkillExtraItemMap;
|
|
|
|
SkillExtraItemMap SkillExtraItemStore;
|
|
|
|
// loads the extra item creation info from DB
|
|
void LoadSkillExtraItemTable()
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
SkillExtraItemStore.clear(); // need for reload
|
|
|
|
// 0 1 2 3
|
|
QueryResult result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
|
|
|
|
if (!result)
|
|
{
|
|
TC_LOG_ERROR("server.loading", ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
|
|
return;
|
|
}
|
|
|
|
uint32 count = 0;
|
|
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint32 spellId = fields[0].GetUInt32();
|
|
|
|
if (!sSpellMgr->GetSpellInfo(spellId))
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
|
|
continue;
|
|
}
|
|
|
|
uint32 requiredSpecialization = fields[1].GetUInt32();
|
|
if (!sSpellMgr->GetSpellInfo(requiredSpecialization))
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId, requiredSpecialization);
|
|
continue;
|
|
}
|
|
|
|
float additionalCreateChance = fields[2].GetFloat();
|
|
if (additionalCreateChance <= 0.0f)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
|
|
continue;
|
|
}
|
|
|
|
uint8 additionalMaxNum = fields[3].GetUInt8();
|
|
if (!additionalMaxNum)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId);
|
|
continue;
|
|
}
|
|
|
|
SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];
|
|
|
|
skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
|
|
skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
|
|
skillExtraItemEntry.additionalMaxNum = additionalMaxNum;
|
|
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
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
|
|
SkillExtraItemMap::const_iterator ret = SkillExtraItemStore.find(spellId);
|
|
if (ret == SkillExtraItemStore.end())
|
|
return false;
|
|
|
|
SkillExtraItemEntry const* specEntry = &ret->second;
|
|
|
|
// if no entry, then no extra items can be created
|
|
if (!specEntry)
|
|
return false;
|
|
|
|
// the player doesn't have the required specialization, return false
|
|
if (!player->HasSpell(specEntry->requiredSpecialization))
|
|
return false;
|
|
|
|
// set the arguments to the appropriate values
|
|
additionalChance = specEntry->additionalCreateChance;
|
|
additionalMax = specEntry->additionalMaxNum;
|
|
|
|
// enable extra item creation
|
|
return true;
|
|
}
|