/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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 // 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 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 non-existent spell id in `skill_extra_item_template`!", spellId); continue; } uint32 requiredSpecialization = fields[1].GetUInt32(); if(!sSpellStore.LookupEntry(requiredSpecialization)) { sLog.outError("Skill specialization %u have not existed 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; }