[7133] Re-implement explicit spell discovery code.

* Replace reqClass by reqSkillVlaue field in `skill_discovery_template`
  and check expected skill points amount for specific reipe discovery.
* Add new `spell_loot_template` loot table for store item selection data for spells.
  At this moment for expclicit recipes discovery spells.
* Code cleanups.
This commit is contained in:
VladimirMangos 2009-01-21 06:14:34 +03:00
parent 205957df0a
commit 2b91a790bc
15 changed files with 201 additions and 95 deletions

View file

@ -30,14 +30,14 @@
struct SkillDiscoveryEntry
{
uint32 spellId; // discavered spell
uint32 reqClass; // class limitation
uint32 reqSkillValue; // skill level limitation
float chance; // chance
SkillDiscoveryEntry()
: spellId(0), reqClass(0), chance(0) {}
: spellId(0), reqSkillValue(0), chance(0) {}
SkillDiscoveryEntry(uint16 _spellId, uint32 req_class, float _chance)
: spellId(_spellId), reqClass(req_class), chance(_chance) {}
SkillDiscoveryEntry(uint16 _spellId, uint32 req_skill_val, float _chance)
: spellId(_spellId), reqSkillValue(req_skill_val), chance(_chance) {}
};
typedef std::list<SkillDiscoveryEntry> SkillDiscoveryList;
@ -52,8 +52,8 @@ void LoadSkillDiscoveryTable()
uint32 count = 0;
// 0 1 2 3
QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqClass, chance FROM skill_discovery_template");
// 0 1 2 3
QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
if (result)
{
@ -68,18 +68,13 @@ void LoadSkillDiscoveryTable()
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
uint32 reqClass = fields[2].GetInt32();
uint32 reqSkillValue = fields[2].GetInt32();
float chance = fields[3].GetFloat();
if( chance <= 0 ) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " reqClass = " << reqClass << " chance = " << chance << "(chance problem)\n";
continue;
}
if(reqClass && (reqClass >= MAX_CLASSES || ((1 << (reqClass-1)) & CLASSMASK_ALL_PLAYABLE)==0))
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " reqClass = " << reqClass << " chance = " << chance << "(class problem)\n";
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
continue;
}
@ -101,7 +96,7 @@ void LoadSkillDiscoveryTable()
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqClass, chance) );
SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) );
}
else if( reqSkillOrSpell == 0 ) // skill case
{
@ -116,7 +111,7 @@ void LoadSkillDiscoveryTable()
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
{
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqClass, chance) );
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) );
}
}
else
@ -142,53 +137,57 @@ void LoadSkillDiscoveryTable()
}
}
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::iterator tab = SkillDiscoveryStore.find(spellId);
if(tab == SkillDiscoveryStore.end())
return 0;
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellId);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellId);
uint32 skillvalue = lower != upper ? player->GetSkillValue(lower->second->skillId) : 0;
float full_chance = 0;
for(SkillDiscoveryList::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::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::iterator tab = SkillDiscoveryStore.find(spellId);
if(tab != SkillDiscoveryStore.end())
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry (spellId);
if(!spellInfo)
return 0;
// explicit discovery spell chances (alwasy success if case exist)
if(IsExplicitDiscoverySpell(spellInfo))
{
float full_chance = 0;
for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if(!item_iter->reqClass || player->getClass ()==item_iter->reqClass)
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::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if(item_iter->reqClass && player->getClass ()!= item_iter->reqClass)
continue;
if(player->HasSpell(item_iter->spellId))
continue;
if(item_iter->chance > roll)
return item_iter->spellId;
roll -= item_iter->chance;
}
return 0;
}
for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if(item_iter->reqClass && player->getClass ()!= item_iter->reqClass)
continue;
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;
}
@ -205,10 +204,8 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if(item_iter->reqClass && player->getClass ()!= item_iter->reqClass)
continue;
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;
}