e8e94a0a66
For Azeroth!
141 lines
4.9 KiB
C++
141 lines
4.9 KiB
C++
/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SkillExtraItems.h"
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#include "DatabaseEnv.h"
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#include "Log.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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{
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// the spell id of the specialization required to create extra items
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uint32 requiredSpecialization;
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// the chance to create one additional item
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float additionalCreateChance;
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// maximum number of extra items created per crafting
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int32 newMaxOrEntry;
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SkillExtraItemEntry()
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: requiredSpecialization(0), additionalCreateChance(0.0f), newMaxOrEntry(0) {}
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SkillExtraItemEntry(uint32 rS, float aCC, int32 nMOE)
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: requiredSpecialization(rS), additionalCreateChance(aCC), newMaxOrEntry(nMOE) {}
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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 oldMSTime = getMSTime();
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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, newMaxOrEntry FROM skill_extra_item_template");
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if (!result)
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{
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sLog->outErrorDb(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
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sLog->outString();
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return;
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}
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 spellId = fields[0].GetUInt32();
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if (!sSpellMgr->GetSpellInfo(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 (!sSpellMgr->GetSpellInfo(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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int32 newMaxOrEntry = fields[3].GetInt32();
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if (!newMaxOrEntry)
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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.newMaxOrEntry = newMaxOrEntry;
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++count;
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}
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while (result->NextRow());
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sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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bool canCreateExtraItems(Player* player, uint32 spellId, float &additionalChance, int32 &newMaxOrEntry)
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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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newMaxOrEntry = specEntry->newMaxOrEntry;
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// enable extra item creation
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return true;
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}
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