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authormaximius <none@none>2009-10-17 15:51:44 -0700
committermaximius <none@none>2009-10-17 15:51:44 -0700
commite585187b248f48b3c6e9247b49fa07c6565d65e5 (patch)
tree637c5b7ddacf41040bef4ea4f75a97da64c6a9bc /src/game/SkillExtraItems.cpp
parent26b5e033ffde3d161382fc9addbfa99738379641 (diff)
*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
Diffstat (limited to 'src/game/SkillExtraItems.cpp')
-rw-r--r--src/game/SkillExtraItems.cpp28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/game/SkillExtraItems.cpp b/src/game/SkillExtraItems.cpp
index d5d1eb54c8d..f0061f97c00 100644
--- a/src/game/SkillExtraItems.cpp
+++ b/src/game/SkillExtraItems.cpp
@@ -17,14 +17,17 @@
* 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
@@ -35,59 +38,78 @@ struct SkillExtraItemEntry
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 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 );
}
@@ -97,22 +119,28 @@ void LoadSkillExtraItemTable()
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;
}