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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "DatabaseEnv.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "SkillExtraItems.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 extra item creation
// one entry for every spell that is able to create an extra item
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)
{
LOG_INFO("server.loading", ">> Loaded 0 spell perfection definitions. DB table `skill_perfect_item_template` is empty.");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
do /* fetch data and run sanity checks */
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
if (!sSpellMgr->GetSpellInfo(spellId))
{
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))
{
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)
{
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))
{
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());
LOG_INFO("server.loading", ">> Loaded %u spell perfection definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
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
int32 newMaxOrEntry;
SkillExtraItemEntry()
: requiredSpecialization(0), additionalCreateChance(0.0f), newMaxOrEntry(0) {}
SkillExtraItemEntry(uint32 rS, float aCC, int32 nMOE)
: requiredSpecialization(rS), additionalCreateChance(aCC), newMaxOrEntry(nMOE) {}
};
// 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)
{
LOG_INFO("server.loading", ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
if (!sSpellMgr->GetSpellInfo(spellId))
{
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))
{
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)
{
LOG_ERROR("sql.sql", "Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
continue;
}
int32 newMaxOrEntry = fields[3].GetInt32();
if (!newMaxOrEntry)
{
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.newMaxOrEntry = newMaxOrEntry;
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
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, int32& newMaxOrEntry)
{
// 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;
newMaxOrEntry = specEntry->newMaxOrEntry;
// enable extra item creation
return true;
}
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