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*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
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@@ -17,17 +17,14 @@
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* 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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*/
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#include "SkillExtraItems.h"
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#include "Database/DatabaseEnv.h"
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#include "Log.h"
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#include "ProgressBar.h"
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#include "Player.h"
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#include <map>
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// some type definitions
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// no use putting them in the header file, they're only used in this .cpp
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// struct to store information about extra item creation
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// one entry for every spell that is able to create an extra item
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struct SkillExtraItemEntry
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@@ -38,78 +35,59 @@ struct SkillExtraItemEntry
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float additionalCreateChance;
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// maximum number of extra items created per crafting
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uint8 additionalMaxNum;
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SkillExtraItemEntry()
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: requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) {}
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SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN)
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: requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) {}
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};
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// 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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typedef std::map<uint32,SkillExtraItemEntry> SkillExtraItemMap;
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SkillExtraItemMap SkillExtraItemStore;
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// loads the extra item creation info from DB
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void LoadSkillExtraItemTable()
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{
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uint32 count = 0;
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SkillExtraItemStore.clear(); // need for reload
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// 0 1 2 3
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QueryResult *result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
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if (result)
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{
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barGoLink bar(result->GetRowCount());
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do
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{
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Field *fields = result->Fetch();
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bar.step();
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uint32 spellId = fields[0].GetUInt32();
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if(!sSpellStore.LookupEntry(spellId))
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{
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sLog.outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
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continue;
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}
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uint32 requiredSpecialization = fields[1].GetUInt32();
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if(!sSpellStore.LookupEntry(requiredSpecialization))
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{
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sLog.outError("Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId,requiredSpecialization);
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continue;
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}
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float additionalCreateChance = fields[2].GetFloat();
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if(additionalCreateChance <= 0.0f)
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{
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sLog.outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
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continue;
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}
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uint8 additionalMaxNum = fields[3].GetUInt8();
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if(!additionalMaxNum)
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{
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sLog.outError("Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId);
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continue;
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}
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SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];
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skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
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skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
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skillExtraItemEntry.additionalMaxNum = additionalMaxNum;
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++count;
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} while (result->NextRow());
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delete result;
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sLog.outString();
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sLog.outString( ">> Loaded %u spell specialization definitions", count );
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}
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@@ -119,28 +97,22 @@ void LoadSkillExtraItemTable()
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sLog.outString( ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty." );
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}
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}
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bool canCreateExtraItems(Player * player, uint32 spellId, float &additionalChance, uint8 &additionalMax)
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{
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// get the info for the specified spell
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SkillExtraItemMap::const_iterator ret = SkillExtraItemStore.find(spellId);
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if(ret==SkillExtraItemStore.end())
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return false;
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SkillExtraItemEntry const* specEntry = &ret->second;
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// if no entry, then no extra items can be created
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if(!specEntry)
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return false;
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// the player doesn't have the required specialization, return false
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if(!player->HasSpell(specEntry->requiredSpecialization))
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return false;
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// set the arguments to the appropriate values
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additionalChance = specEntry->additionalCreateChance;
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additionalMax = specEntry->additionalMaxNum;
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// enable extra item creation
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return true;
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}
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