First Commit

For Azeroth!
This commit is contained in:
Yehonal
2016-06-26 10:39:44 +02:00
commit e8e94a0a66
3777 changed files with 1419268 additions and 0 deletions

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/*
* Copyright (C)
* Copyright (C)
*
* 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 "DatabaseEnv.h"
#include "Log.h"
#include "World.h"
#include "Util.h"
#include "SkillDiscovery.h"
#include "SpellMgr.h"
#include "Player.h"
#include "SpellInfo.h"
#include <map>
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<SkillDiscoveryEntry> SkillDiscoveryList;
typedef UNORDERED_MAP<int32, SkillDiscoveryList> SkillDiscoveryMap;
static SkillDiscoveryMap SkillDiscoveryStore;
void LoadSkillDiscoveryTable()
{
uint32 oldMSTime = getMSTime();
SkillDiscoveryStore.clear(); // need for reload
// 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
if (!result)
{
sLog->outErrorDb(">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
sLog->outString();
return;
}
uint32 count = 0;
std::ostringstream ssNonDiscoverableEntries;
std::set<uint32> reportedReqSpells;
do
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
uint32 reqSkillValue = fields[2].GetUInt16();
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
{
uint32 absReqSkillOrSpell = uint32(reqSkillOrSpell);
SpellInfo const* reqSpellInfo = sSpellMgr->GetSpellInfo(absReqSkillOrSpell);
if (!reqSpellInfo)
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
sLog->outErrorDb("Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table", spellId, reqSkillOrSpell);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
}
// mechanic discovery
if (reqSpellInfo->Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
!reqSpellInfo->IsExplicitDiscovery())
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
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",
absReqSkillOrSpell, spellId);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
}
else if (reqSkillOrSpell == 0) // skill case
{
SkillLineAbilityMapBounds bounds = sSpellMgr->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());
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 < sSpellMgr->GetSpellInfoStoreSize(); ++spell_id)
{
SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spell_id);
if (!spellEntry)
continue;
// skip not explicit discovery spells
if (!spellEntry->IsExplicitDiscovery())
continue;
if (SkillDiscoveryStore.find(int32(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);
}
sLog->outString(">> Loaded %u skill discovery definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
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(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return 0;
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : uint32(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 = (float)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)
{
// Update skill, not Book of Glyph Mastery
if (spellId != 64323)
player->UpdateGatherSkill(SKILL_INSCRIPTION, player->GetPureSkillValue(SKILL_INSCRIPTION), item_iter->reqSkillValue);
return item_iter->spellId;
}
roll -= item_iter->chance;
}
return 0;
}
bool HasDiscoveredAllSpells(uint32 spellId, Player* player)
{
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return true;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (!player->HasSpell(item_iter->spellId))
return false;
return true;
}
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : uint32(0);
// check spell case
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(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;
}

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/*
* Copyright (C)
* Copyright (C)
*
* 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/>.
*/
#ifndef TRINITY_SKILLDISCOVERY_H
#define TRINITY_SKILLDISCOVERY_H
#include "Common.h"
class Player;
void LoadSkillDiscoveryTable();
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player);
bool HasDiscoveredAllSpells(uint32 spellId, Player* player);
uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player);
#endif

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/*
* Copyright (C)
* Copyright (C)
*
* 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 <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 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, newMaxOrEntry FROM skill_extra_item_template");
if (!result)
{
sLog->outErrorDb(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
sLog->outString();
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
if (!sSpellMgr->GetSpellInfo(spellId))
{
sLog->outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
continue;
}
uint32 requiredSpecialization = fields[1].GetUInt32();
if (!sSpellMgr->GetSpellInfo(requiredSpecialization))
{
sLog->outError("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)
{
sLog->outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
continue;
}
int32 newMaxOrEntry = fields[3].GetInt32();
if (!newMaxOrEntry)
{
sLog->outError("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());
sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
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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/*
* Copyright (C)
* Copyright (C)
*
* 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/>.
*/
#ifndef TRINITY_SKILL_EXTRA_ITEMS_H
#define TRINITY_SKILL_EXTRA_ITEMS_H
#include "Common.h"
// predef classes used in functions
class Player;
// returns true and sets the appropriate info if the player can create extra items with the given spellId
bool canCreateExtraItems(Player* player, uint32 spellId, float &additionalChance, int32 &newMaxOrEntry);
// function to load the extra item creation info from DB
void LoadSkillExtraItemTable();
#endif