/*
* 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"
// 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, DIFFICULTY_NONE))
{
TC_LOG_ERROR("sql.sql", "Skill perfection data for spell {} has a non-existing spell id in the `skill_perfect_item_template`!", spellId);
continue;
}
uint32 requiredSpecialization = fields[1].GetUInt32();
if (!sSpellMgr->GetSpellInfo(requiredSpecialization, DIFFICULTY_NONE))
{
TC_LOG_ERROR("sql.sql", "Skill perfection data for spell {} has a non-existing required specialization spell id {} 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 {} 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 {} references a non-existing perfect item id {} 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 {} spell perfection definitions in {} 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, DIFFICULTY_NONE))
{
TC_LOG_ERROR("sql.sql", "Skill specialization {} has a non-existing spell id in the `skill_extra_item_template`!", spellId);
continue;
}
uint32 requiredSpecialization = fields[1].GetUInt32();
if (!sSpellMgr->GetSpellInfo(requiredSpecialization, DIFFICULTY_NONE))
{
TC_LOG_ERROR("sql.sql", "Skill specialization {} has a non-existing required specialization spell id {} 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 {} 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 {} 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 {} spell specialization definitions in {} 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;
}