/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Database/DatabaseEnv.h" #include "Log.h" #include "ProgressBar.h" #include "Policies/SingletonImp.h" #include "World.h" #include "Util.h" #include "SkillDiscovery.h" #include "SpellMgr.h" #include "Player.h" #include struct SkillDiscoveryEntry { uint32 spellId; // discavered spell uint32 reqSkillValue; // skill level limitation float chance; // chance SkillDiscoveryEntry() : spellId(0), reqSkillValue(0), chance(0) {} SkillDiscoveryEntry(uint32 _spellId, uint32 req_skill_val, float _chance) : spellId(_spellId), reqSkillValue(req_skill_val), chance(_chance) {} }; typedef std::list SkillDiscoveryList; typedef UNORDERED_MAP SkillDiscoveryMap; static SkillDiscoveryMap SkillDiscoveryStore; void LoadSkillDiscoveryTable() { SkillDiscoveryStore.clear(); // need for reload uint32 count = 0; // 0 1 2 3 QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template"); if (!result) { sLog.outString(); sLog.outString( ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty." ); return; } barGoLink bar(result->GetRowCount()); std::ostringstream ssNonDiscoverableEntries; std::set reportedReqSpells; do { Field *fields = result->Fetch(); bar.step(); uint32 spellId = fields[0].GetUInt32(); int32 reqSkillOrSpell = fields[1].GetInt32(); uint32 reqSkillValue = fields[2].GetInt32(); float chance = fields[3].GetFloat(); if (chance <= 0) // chance { ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n"; continue; } if (reqSkillOrSpell > 0) // spell case { SpellEntry const* reqSpellEntry = sSpellStore.LookupEntry(reqSkillOrSpell); if (!reqSpellEntry) { if(reportedReqSpells.count(reqSkillOrSpell)==0) { sLog.outErrorDb("Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table",spellId,reqSkillOrSpell); reportedReqSpells.insert(reqSkillOrSpell); } continue; } // mechanic discovery if (reqSpellEntry->Mechanic != MECHANIC_DISCOVERY && // explicit discovery ability !IsExplicitDiscoverySpell(reqSpellEntry)) { if (reportedReqSpells.count(reqSkillOrSpell)==0) { sLog.outErrorDb("Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc" " and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table", reqSkillOrSpell,spellId); reportedReqSpells.insert(reqSkillOrSpell); } continue; } SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) ); } else if (reqSkillOrSpell == 0) // skill case { SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellId); if (bounds.first==bounds.second) { sLog.outErrorDb("Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table",spellId); continue; } for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) ); } else { sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table",spellId); continue; } ++count; } while (result->NextRow()); delete result; sLog.outString(); sLog.outString( ">> Loaded %u skill discovery definitions", count ); if (!ssNonDiscoverableEntries.str().empty()) sLog.outErrorDb("Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s",ssNonDiscoverableEntries.str().c_str()); // report about empty data for explicit discovery spells for (uint32 spell_id = 1; spell_id < sSpellStore.GetNumRows(); ++spell_id) { SpellEntry const* spellEntry = sSpellStore.LookupEntry(spell_id); if (!spellEntry) continue; // skip not explicit discovery spells if (!IsExplicitDiscoverySpell(spellEntry)) continue; if (SkillDiscoveryStore.find(spell_id)==SkillDiscoveryStore.end()) sLog.outErrorDb("Spell (ID: %u) is 100%% chance random discovery ability but not have data in `skill_discovery_template` table",spell_id); } } uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player) { // explicit discovery spell chances (always success if case exist) // in this case we have both skill and spell SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId); if (tab == SkillDiscoveryStore.end()) return 0; SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellId); uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : 0; float full_chance = 0; for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) if (item_iter->reqSkillValue <= skillvalue) if (!player->HasSpell(item_iter->spellId)) full_chance += item_iter->chance; float rate = full_chance / 100.0f; float roll = rand_chance() * rate; // roll now in range 0..full_chance for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (item_iter->reqSkillValue > skillvalue) continue; if (player->HasSpell(item_iter->spellId)) continue; if (item_iter->chance > roll) return item_iter->spellId; roll -= item_iter->chance; } return 0; } uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player) { uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : 0; // check spell case SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId); if (tab != SkillDiscoveryStore.end()) { for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) && item_iter->reqSkillValue <= skillvalue && !player->HasSpell(item_iter->spellId)) return item_iter->spellId; } return 0; } if (!skillId) return 0; // check skill line case tab = SkillDiscoveryStore.find(-(int32)skillId); if (tab != SkillDiscoveryStore.end()) { for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) && item_iter->reqSkillValue <= skillvalue && !player->HasSpell(item_iter->spellId)) return item_iter->spellId; } return 0; } return 0; }