/* * Copyright (C) 2008-2010 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "SkillExtraItems.h" #include "DatabaseEnv.h" #include "Log.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 oldMSTime = getMSTime(); 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) { sLog->outErrorDb(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty."); sLog->outString(); return; } uint32 count = 0; do { Field *fields = result->Fetch(); 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()); sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } 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; }