server/src/game/SkillExtraItems.cpp
VladimirMangos c870ef324d [11590] Cleanups for barGoLink
* Rename barGoLink -> BarGoLink as expected by mangos code style
* Add uint32/uint6 constructor versions for BarGoLink,
  and remove lot casts required before for BarGoLink use
2011-06-03 12:02:49 +04:00

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5.2 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "SkillExtraItems.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "ProgressBar.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
uint8 additionalMaxNum;
SkillExtraItemEntry()
: requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) {}
SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN)
: requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) {}
};
// 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 count = 0;
SkillExtraItemStore.clear(); // need for reload
// 0 1 2 3
QueryResult *result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
if (result)
{
BarGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.step();
uint32 spellId = fields[0].GetUInt32();
if (!sSpellStore.LookupEntry(spellId))
{
sLog.outError("Skill specialization %u has nonexistent spell id in `skill_extra_item_template`!", spellId);
continue;
}
uint32 requiredSpecialization = fields[1].GetUInt32();
if (!sSpellStore.LookupEntry(requiredSpecialization))
{
sLog.outError("Skill specialization %u have nonexistent 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;
}
uint8 additionalMaxNum = fields[3].GetUInt8();
if (!additionalMaxNum)
{
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.additionalMaxNum = additionalMaxNum;
++count;
} while (result->NextRow());
delete result;
sLog.outString();
sLog.outString(">> Loaded %u spell specialization definitions", count);
}
else
{
sLog.outString();
sLog.outString( ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty." );
}
}
bool canCreateExtraItems(Player * player, uint32 spellId, float &additionalChance, uint8 &additionalMax)
{
// 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;
additionalMax = specEntry->additionalMaxNum;
// enable extra item creation
return true;
}