/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 . */ #include "SkillExtraItems.h" #include "DatabaseEnv.h" #include "Log.h" #include "ObjectMgr.h" #include "Player.h" #include "SpellMgr.h" #include // 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 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_INFO("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 a non-existing spell id in the `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 a non-existing required specialization spell id %u in the `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 the `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 a non-existing perfect item id %u in the `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 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_INFO("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 a non-existing spell id in the `skill_extra_item_template`!", spellId); continue; } uint32 requiredSpecialization = fields[1].GetUInt32(); if (!sSpellMgr->GetSpellInfo(requiredSpecialization)) { 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); 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 the `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 the `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; // 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; // 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; }