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* objmgr -> sObjectMgr * spellmgr -> sSpellMgr * WaypointMgr -> sWaypointMgr * poolhandler -> sPoolMgr * objaccessor -> sObjectAccessor * mapmgr -> sMapMgr * sInstanceSaveManager -> sInstanceSaveMgr * ticketmgr -> sTicketMgr * CreatureEAI_Mgr -> sEventAIMgr * auctionmgr -> sAuctionMgr * achievementmgr -> sAchievementMgr
238 lines
8.9 KiB
C++
238 lines
8.9 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Database/DatabaseEnv.h"
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#include "Log.h"
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#include "ProgressBar.h"
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#include "Policies/SingletonImp.h"
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#include "World.h"
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#include "Util.h"
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#include "SkillDiscovery.h"
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#include "SpellMgr.h"
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#include "Player.h"
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#include <map>
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struct SkillDiscoveryEntry
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{
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uint32 spellId; // discavered spell
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uint32 reqSkillValue; // skill level limitation
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float chance; // chance
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SkillDiscoveryEntry()
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: spellId(0), reqSkillValue(0), chance(0) {}
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SkillDiscoveryEntry(uint32 _spellId, uint32 req_skill_val, float _chance)
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: spellId(_spellId), reqSkillValue(req_skill_val), chance(_chance) {}
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};
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typedef std::list<SkillDiscoveryEntry> SkillDiscoveryList;
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typedef UNORDERED_MAP<int32, SkillDiscoveryList> SkillDiscoveryMap;
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static SkillDiscoveryMap SkillDiscoveryStore;
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void LoadSkillDiscoveryTable()
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{
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SkillDiscoveryStore.clear(); // need for reload
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uint32 count = 0;
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// 0 1 2 3
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QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
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if (!result)
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{
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sLog.outString();
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sLog.outString( ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty." );
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return;
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}
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barGoLink bar(result->GetRowCount());
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std::ostringstream ssNonDiscoverableEntries;
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std::set<uint32> reportedReqSpells;
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do
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{
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Field *fields = result->Fetch();
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bar.step();
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uint32 spellId = fields[0].GetUInt32();
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int32 reqSkillOrSpell = fields[1].GetInt32();
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uint32 reqSkillValue = fields[2].GetInt32();
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float chance = fields[3].GetFloat();
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if (chance <= 0) // chance
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{
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ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
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<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
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continue;
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}
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if (reqSkillOrSpell > 0) // spell case
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{
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SpellEntry const* reqSpellEntry = sSpellStore.LookupEntry(reqSkillOrSpell);
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if (!reqSpellEntry)
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{
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if(reportedReqSpells.count(reqSkillOrSpell)==0)
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{
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sLog.outErrorDb("Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table",spellId,reqSkillOrSpell);
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reportedReqSpells.insert(reqSkillOrSpell);
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}
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continue;
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}
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// mechanic discovery
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if (reqSpellEntry->Mechanic != MECHANIC_DISCOVERY &&
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// explicit discovery ability
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!IsExplicitDiscoverySpell(reqSpellEntry))
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{
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if (reportedReqSpells.count(reqSkillOrSpell)==0)
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{
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sLog.outErrorDb("Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc"
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" and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table",
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reqSkillOrSpell,spellId);
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reportedReqSpells.insert(reqSkillOrSpell);
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}
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continue;
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}
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SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) );
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}
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else if (reqSkillOrSpell == 0) // skill case
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{
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SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
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if (bounds.first==bounds.second)
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{
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sLog.outErrorDb("Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table",spellId);
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continue;
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}
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for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
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SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) );
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}
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else
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{
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sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table",spellId);
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continue;
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}
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++count;
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} while (result->NextRow());
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delete result;
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sLog.outString();
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sLog.outString( ">> Loaded %u skill discovery definitions", count );
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if (!ssNonDiscoverableEntries.str().empty())
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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());
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// report about empty data for explicit discovery spells
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for(uint32 spell_id = 1; spell_id < sSpellStore.GetNumRows(); ++spell_id)
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{
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SpellEntry const* spellEntry = sSpellStore.LookupEntry(spell_id);
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if (!spellEntry)
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continue;
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// skip not explicit discovery spells
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if (!IsExplicitDiscoverySpell(spellEntry))
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continue;
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if (SkillDiscoveryStore.find(spell_id)==SkillDiscoveryStore.end())
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sLog.outErrorDb("Spell (ID: %u) is 100%% chance random discovery ability but not have data in `skill_discovery_template` table",spell_id);
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}
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}
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uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
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{
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// explicit discovery spell chances (always success if case exist)
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// in this case we have both skill and spell
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SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);
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if (tab == SkillDiscoveryStore.end())
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return 0;
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SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
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uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : 0;
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float full_chance = 0;
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for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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if (item_iter->reqSkillValue <= skillvalue)
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if (!player->HasSpell(item_iter->spellId))
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full_chance += item_iter->chance;
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float rate = full_chance / 100.0f;
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float roll = rand_chance() * rate; // roll now in range 0..full_chance
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for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if (item_iter->reqSkillValue > skillvalue)
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continue;
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if (player->HasSpell(item_iter->spellId))
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continue;
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if (item_iter->chance > roll)
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return item_iter->spellId;
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roll -= item_iter->chance;
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}
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return 0;
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}
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uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
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{
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uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : 0;
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// check spell case
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SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);
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if (tab != SkillDiscoveryStore.end())
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{
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for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) &&
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item_iter->reqSkillValue <= skillvalue &&
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!player->HasSpell(item_iter->spellId))
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return item_iter->spellId;
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}
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return 0;
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}
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if (!skillId)
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return 0;
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// check skill line case
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tab = SkillDiscoveryStore.find(-(int32)skillId);
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if (tab != SkillDiscoveryStore.end())
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{
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for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) &&
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item_iter->reqSkillValue <= skillvalue &&
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!player->HasSpell(item_iter->spellId))
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return item_iter->spellId;
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}
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return 0;
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}
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return 0;
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}
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