[2] | 1 | /* |
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| 2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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| 3 | * |
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| 4 | * This program is free software; you can redistribute it and/or modify |
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| 5 | * it under the terms of the GNU General Public License as published by |
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| 6 | * the Free Software Foundation; either version 2 of the License, or |
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| 7 | * (at your option) any later version. |
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| 8 | * |
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| 9 | * This program is distributed in the hope that it will be useful, |
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| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 12 | * GNU General Public License for more details. |
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| 13 | * |
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| 14 | * You should have received a copy of the GNU General Public License |
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| 15 | * along with this program; if not, write to the Free Software |
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| 16 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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| 17 | */ |
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| 18 | |
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| 19 | #include "SkillExtraItems.h" |
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| 20 | #include "Database/DatabaseEnv.h" |
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| 21 | #include "Log.h" |
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| 22 | #include "ProgressBar.h" |
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| 23 | #include "Player.h" |
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| 24 | #include <map> |
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| 25 | |
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| 26 | // some type definitions |
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| 27 | // no use putting them in the header file, they're only used in this .cpp |
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| 28 | |
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| 29 | // struct to store information about extra item creation |
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| 30 | // one entry for every spell that is able to create an extra item |
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| 31 | struct SkillExtraItemEntry |
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| 32 | { |
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| 33 | // the spell id of the specialization required to create extra items |
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| 34 | uint32 requiredSpecialization; |
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| 35 | // the chance to create one additional item |
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| 36 | float additionalCreateChance; |
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| 37 | // maximum number of extra items created per crafting |
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| 38 | uint8 additionalMaxNum; |
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| 39 | |
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| 40 | SkillExtraItemEntry() |
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| 41 | : requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) {} |
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| 42 | |
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| 43 | SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN) |
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| 44 | : requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) {} |
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| 45 | }; |
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| 46 | |
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| 47 | // map to store the extra item creation info, the key is the spellId of the creation spell, the mapped value is the assigned SkillExtraItemEntry |
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| 48 | typedef std::map<uint32,SkillExtraItemEntry> SkillExtraItemMap; |
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| 49 | |
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| 50 | SkillExtraItemMap SkillExtraItemStore; |
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| 51 | |
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| 52 | // loads the extra item creation info from DB |
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| 53 | void LoadSkillExtraItemTable() |
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| 54 | { |
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| 55 | uint32 count = 0; |
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| 56 | |
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| 57 | SkillExtraItemStore.clear(); // need for reload |
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| 58 | |
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| 59 | // 0 1 2 3 |
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| 60 | QueryResult *result = WorldDatabase.PQuery("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template"); |
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| 61 | |
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| 62 | if (result) |
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| 63 | { |
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| 64 | barGoLink bar(result->GetRowCount()); |
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| 65 | |
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| 66 | do |
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| 67 | { |
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| 68 | Field *fields = result->Fetch(); |
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| 69 | bar.step(); |
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| 70 | |
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| 71 | uint32 spellId = fields[0].GetUInt32(); |
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| 72 | |
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| 73 | if(!sSpellStore.LookupEntry(spellId)) |
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| 74 | { |
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| 75 | sLog.outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId); |
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| 76 | continue; |
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| 77 | } |
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| 78 | |
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| 79 | uint32 requiredSpecialization = fields[1].GetUInt32(); |
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| 80 | if(!sSpellStore.LookupEntry(requiredSpecialization)) |
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| 81 | { |
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| 82 | sLog.outError("Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId,requiredSpecialization); |
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| 83 | continue; |
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| 84 | } |
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| 85 | |
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| 86 | float additionalCreateChance = fields[2].GetFloat(); |
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| 87 | if(additionalCreateChance <= 0.0f) |
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| 88 | { |
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| 89 | sLog.outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId); |
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| 90 | continue; |
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| 91 | } |
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| 92 | |
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| 93 | uint8 additionalMaxNum = fields[3].GetUInt8(); |
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| 94 | if(!additionalMaxNum) |
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| 95 | { |
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| 96 | sLog.outError("Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId); |
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| 97 | continue; |
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| 98 | } |
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| 99 | |
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| 100 | SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId]; |
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| 101 | |
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| 102 | skillExtraItemEntry.requiredSpecialization = requiredSpecialization; |
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| 103 | skillExtraItemEntry.additionalCreateChance = additionalCreateChance; |
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| 104 | skillExtraItemEntry.additionalMaxNum = additionalMaxNum; |
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| 105 | |
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| 106 | ++count; |
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| 107 | } while (result->NextRow()); |
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| 108 | |
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| 109 | delete result; |
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| 110 | |
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| 111 | sLog.outString(); |
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| 112 | sLog.outString( ">> Loaded %u spell specialization definitions", count ); |
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| 113 | } |
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| 114 | else |
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| 115 | { |
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| 116 | sLog.outString(); |
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| 117 | sLog.outString( ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty." ); |
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| 118 | } |
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| 119 | } |
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| 120 | |
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| 121 | bool canCreateExtraItems(Player * player, uint32 spellId, float &additionalChance, uint8 &additionalMax) |
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| 122 | { |
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| 123 | // get the info for the specified spell |
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| 124 | SkillExtraItemMap::const_iterator ret = SkillExtraItemStore.find(spellId); |
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| 125 | if(ret==SkillExtraItemStore.end()) |
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| 126 | return false; |
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| 127 | |
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| 128 | SkillExtraItemEntry const* specEntry = &ret->second; |
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| 129 | |
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| 130 | // if no entry, then no extra items can be created |
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| 131 | if(!specEntry) |
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| 132 | return false; |
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| 133 | |
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| 134 | // the player doesn't have the required specialization, return false |
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| 135 | if(!player->HasSpell(specEntry->requiredSpecialization)) |
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| 136 | return false; |
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| 137 | |
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| 138 | // set the arguments to the appropriate values |
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| 139 | additionalChance = specEntry->additionalCreateChance; |
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| 140 | additionalMax = specEntry->additionalMaxNum; |
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| 141 | |
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| 142 | // enable extra item creation |
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| 143 | return true; |
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| 144 | } |
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