root/trunk/src/game/SkillExtraItems.cpp @ 242

Revision 173, 5.3 kB (checked in by yumileroy, 17 years ago)

[svn] * Avoid access to bag item prototype for getting bag size, use related item update field instead as more fast source.
* Better check client inventory pos data received in some client packets to skip invalid cases.
* Removed some unnecessary database queries.
* Make guid lookup for adding ignore async.
* Added two parameter versions of the AsyncQuery? function
* Make queries for adding friends async. - Hunuza
* Replace some PQuery() calls with more simple Query() - Hunuza
* Mark spell as executed instead of deleteable to solve crash.
*** Source mangos.

**Its a big commit. so test with care... or without care.... whatever floats your boat.

Original author: KingPin?
Date: 2008-11-05 20:10:19-06:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#include "SkillExtraItems.h"
22#include "Database/DatabaseEnv.h"
23#include "Log.h"
24#include "ProgressBar.h"
25#include "Player.h"
26#include <map>
27
28// some type definitions
29// no use putting them in the header file, they're only used in this .cpp
30
31// struct to store information about extra item creation
32// one entry for every spell that is able to create an extra item
33struct SkillExtraItemEntry
34{
35    // the spell id of the specialization required to create extra items
36    uint32 requiredSpecialization;
37    // the chance to create one additional item
38    float additionalCreateChance;
39    // maximum number of extra items created per crafting
40    uint8 additionalMaxNum;
41
42    SkillExtraItemEntry()
43        : requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) {}
44
45    SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN)
46        : requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) {}
47};
48
49// map to store the extra item creation info, the key is the spellId of the creation spell, the mapped value is the assigned SkillExtraItemEntry
50typedef std::map<uint32,SkillExtraItemEntry> SkillExtraItemMap;
51
52SkillExtraItemMap SkillExtraItemStore;
53
54// loads the extra item creation info from DB
55void LoadSkillExtraItemTable()
56{
57    uint32 count = 0;
58
59    SkillExtraItemStore.clear();                            // need for reload
60
61    //                                                 0        1                       2                       3
62    QueryResult *result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
63
64    if (result)
65    {
66        barGoLink bar(result->GetRowCount());
67
68        do
69        {
70            Field *fields = result->Fetch();
71            bar.step();
72
73            uint32 spellId = fields[0].GetUInt32();
74
75            if(!sSpellStore.LookupEntry(spellId))
76            {
77                sLog.outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
78                continue;
79            }
80
81            uint32 requiredSpecialization = fields[1].GetUInt32();
82            if(!sSpellStore.LookupEntry(requiredSpecialization))
83            {
84                sLog.outError("Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId,requiredSpecialization);
85                continue;
86            }
87
88            float additionalCreateChance = fields[2].GetFloat();
89            if(additionalCreateChance <= 0.0f)
90            {
91                sLog.outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
92                continue;
93            }
94
95            uint8 additionalMaxNum = fields[3].GetUInt8();
96            if(!additionalMaxNum)
97            {
98                sLog.outError("Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId);
99                continue;
100            }
101
102            SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];
103
104            skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
105            skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
106            skillExtraItemEntry.additionalMaxNum       = additionalMaxNum;
107
108            ++count;
109        } while (result->NextRow());
110
111        delete result;
112
113        sLog.outString();
114        sLog.outString( ">> Loaded %u spell specialization definitions", count );
115    }
116    else
117    {
118        sLog.outString();
119        sLog.outString( ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty." );
120    }
121}
122
123bool canCreateExtraItems(Player * player, uint32 spellId, float &additionalChance, uint8 &additionalMax)
124{
125    // get the info for the specified spell
126    SkillExtraItemMap::const_iterator ret = SkillExtraItemStore.find(spellId);
127    if(ret==SkillExtraItemStore.end())
128        return false;
129
130    SkillExtraItemEntry const* specEntry = &ret->second;
131
132    // if no entry, then no extra items can be created
133    if(!specEntry)
134        return false;
135
136    // the player doesn't have the required specialization, return false
137    if(!player->HasSpell(specEntry->requiredSpecialization))
138        return false;
139
140    // set the arguments to the appropriate values
141    additionalChance = specEntry->additionalCreateChance;
142    additionalMax = specEntry->additionalMaxNum;
143
144    // enable extra item creation
145    return true;
146}
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