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Diffstat (limited to 'src/game/SkillExtraItems.cpp')
-rw-r--r-- | src/game/SkillExtraItems.cpp | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/src/game/SkillExtraItems.cpp b/src/game/SkillExtraItems.cpp new file mode 100644 index 00000000000..42e465be41d --- /dev/null +++ b/src/game/SkillExtraItems.cpp @@ -0,0 +1,144 @@ +/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * + * 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 <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 +{ + // 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<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.PQuery("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; +} |