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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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, 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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*/
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "ProgressBar.h"
#include "Policies/SingletonImp.h"
#include "World.h"
#include "Util.h"
#include "SkillDiscovery.h"
#include "SpellMgr.h"
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#include "Player.h"
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#include <map>
struct SkillDiscoveryEntry
{
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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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};
typedef std :: list < SkillDiscoveryEntry > SkillDiscoveryList ;
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typedef UNORDERED_MAP < int32 , SkillDiscoveryList > SkillDiscoveryMap ;
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static SkillDiscoveryMap SkillDiscoveryStore ;
void LoadSkillDiscoveryTable ()
{
SkillDiscoveryStore . clear (); // need for reload
uint32 count = 0 ;
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// 0 1 2 3
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 ();
sLog . outString ( ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty." );
return ;
}
barGoLink bar ( result -> GetRowCount ());
std :: ostringstream ssNonDiscoverableEntries ;
std :: set < uint32 > reportedReqSpells ;
do
{
Field * fields = result -> Fetch ();
bar . step ();
uint32 spellId = fields [ 0 ]. GetUInt32 ();
int32 reqSkillOrSpell = fields [ 1 ]. GetInt32 ();
uint32 reqSkillValue = fields [ 2 ]. GetInt32 ();
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
{
SpellEntry const * reqSpellEntry = sSpellStore . LookupEntry ( reqSkillOrSpell );
if ( ! reqSpellEntry )
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{
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if ( reportedReqSpells . count ( reqSkillOrSpell ) == 0 )
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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 ;
}
// mechanic discovery
if ( reqSpellEntry -> Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
! IsExplicitDiscoverySpell ( reqSpellEntry ))
{
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"
" and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table" ,
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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else if ( reqSkillOrSpell == 0 ) // skill case
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{
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SkillLineAbilityMapBounds bounds = spellmgr . GetSkillLineAbilityMapBounds ( spellId );
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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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 ) );
}
else
{
sLog . outErrorDb ( "Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table" , spellId );
continue ;
}
++ count ;
} while ( result -> NextRow ());
delete result ;
sLog . outString ();
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
for ( uint32 spell_id = 1 ; spell_id < sSpellStore . GetNumRows (); ++ spell_id )
{
SpellEntry const * spellEntry = sSpellStore . LookupEntry ( spell_id );
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if ( ! spellEntry )
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continue ;
// skip not explicit discovery spells
if ( ! IsExplicitDiscoverySpell ( spellEntry ))
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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uint32 GetExplicitDiscoverySpell ( uint32 spellId , Player * player )
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{
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// explicit discovery spell chances (always success if case exist)
// 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 = spellmgr . GetSkillLineAbilityMapBounds ( spellId );
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 )
if ( ! player -> HasSpell ( item_iter -> spellId ))
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full_chance += item_iter -> chance ;
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 ;
roll -= item_iter -> chance ;
}
return 0 ;
}
uint32 GetSkillDiscoverySpell ( uint32 skillId , uint32 spellId , Player * player )
{
uint32 skillvalue = skillId ? player -> GetSkillValue ( skillId ) : 0 ;
// 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 )) &&
item_iter -> reqSkillValue <= skillvalue &&
! player -> HasSpell ( item_iter -> spellId ))
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return item_iter -> spellId ;
}
return 0 ;
}
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if ( ! skillId )
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return 0 ;
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// check skill line case
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 )) &&
item_iter -> reqSkillValue <= skillvalue &&
! player -> HasSpell ( item_iter -> spellId ))
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return item_iter -> spellId ;
}
return 0 ;
}
return 0 ;
}
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