[7117] Implement explicit recipe discovery abilities.

* Implement SPELL_EFFECT_CREATE_ITEM_2 (157). This alos let work many item creating spells.
* Add `skill_discovery_template`.`reqClass` for allow clas specific racipes storing in table.
* Make primary key for `skill_discovery_template` pair (spellId,reqSpell) that allow have duplicate recipes for different reqSpells.
* Implement SPELL_EFFECT_SCRIPT (77) cases for explicit recipe discovery spells with learn spell selected by `skill_discovery_template` data.
Note: as expected explicit recipe discovery abilities always return some spell while exist any not learned yet for player class.
This commit is contained in:
VladimirMangos 2009-01-19 23:51:07 +03:00
parent ac9b14d70c
commit ee6072f232
10 changed files with 118 additions and 26 deletions

View file

@ -29,14 +29,15 @@
struct SkillDiscoveryEntry
{
uint32 spellId;
float chance;
uint32 spellId; // discavered spell
uint32 reqClass; // class limitation
float chance; // chance
SkillDiscoveryEntry()
: spellId(0), chance(0) {}
: spellId(0), reqClass(0), chance(0) {}
SkillDiscoveryEntry(uint16 _spellId, float _chance)
: spellId(_spellId), chance(_chance) {}
SkillDiscoveryEntry(uint16 _spellId, uint32 req_class, float _chance)
: spellId(_spellId), reqClass(req_class), chance(_chance) {}
};
typedef std::list<SkillDiscoveryEntry> SkillDiscoveryList;
@ -51,8 +52,8 @@ void LoadSkillDiscoveryTable()
uint32 count = 0;
// 0 1 2
QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, chance FROM skill_discovery_template");
// 0 1 2 3
QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqClass, chance FROM skill_discovery_template");
if (result)
{
@ -67,11 +68,18 @@ void LoadSkillDiscoveryTable()
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
float chance = fields[2].GetFloat();
uint32 reqClass = fields[2].GetInt32();
float chance = fields[3].GetFloat();
if( chance <= 0 ) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " chance = " << chance << "\n";
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";
continue;
}
@ -84,13 +92,16 @@ void LoadSkillDiscoveryTable()
continue;
}
if( spellEntry->Mechanic != MECHANIC_DISCOVERY )
// mechanic discovery
if (spellEntry->Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
!IsExplicitDiscoverySpell(spellEntry))
{
sLog.outErrorDb("Spell (ID: %u) not have have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc but listed in `skill_discovery_template` table",spellId);
sLog.outErrorDb("Spell (ID: %u) not have have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc and not 100% chance random discovery ability but listed in `skill_discovery_template` table",spellId);
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, chance) );
SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqClass, chance) );
}
else if( reqSkillOrSpell == 0 ) // skill case
{
@ -105,7 +116,7 @@ void LoadSkillDiscoveryTable()
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
{
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, chance) );
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqClass, chance) );
}
}
else
@ -113,6 +124,7 @@ void LoadSkillDiscoveryTable()
sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table",spellId);
continue;
}
++count;
} while (result->NextRow());
@ -137,8 +149,45 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
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))
&& !player->HasSpell(item_iter->spellId) )
return item_iter->spellId;
@ -147,12 +196,18 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
return 0;
}
if(!skillId)
return 0;
// check skill line case
tab = SkillDiscoveryStore.find(-(int32)skillId);
if(tab != SkillDiscoveryStore.end())
{
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))
&& !player->HasSpell(item_iter->spellId) )
return item_iter->spellId;