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TCPlayerbotCore/src/server/game/Skills/SkillExtraItems.cpp
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/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 <http://www.gnu.org/licenses/>.
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*/
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#include "SkillExtraItems.h"
#include "DatabaseEnv.h"
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#include "Log.h"
#include "ProgressBar.h"
#include "Player.h"
#include <map>
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// some type definitions
// 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
// 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;
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SkillExtraItemEntry()
: requiredSpecialization(0), additionalCreateChance(0.0f), additionalMaxNum(0) {}
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SkillExtraItemEntry(uint32 rS, float aCC, uint8 aMN)
: requiredSpecialization(rS), additionalCreateChance(aCC), additionalMaxNum(aMN) {}
};
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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
typedef std::map<uint32,SkillExtraItemEntry> SkillExtraItemMap;
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SkillExtraItemMap SkillExtraItemStore;
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// loads the extra item creation info from DB
void LoadSkillExtraItemTable()
{
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)
{
barGoLink bar(result->GetRowCount());
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do
{
Field *fields = result->Fetch();
bar.step();
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uint32 spellId = fields[0].GetUInt32();
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if (!sSpellStore.LookupEntry(spellId))
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{
sLog.outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
continue;
}
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uint32 requiredSpecialization = fields[1].GetUInt32();
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if (!sSpellStore.LookupEntry(requiredSpecialization))
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{
sLog.outError("Skill specialization %u have not existed required specialization spell id %u in `skill_extra_item_template`!", spellId,requiredSpecialization);
continue;
}
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float additionalCreateChance = fields[2].GetFloat();
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if (additionalCreateChance <= 0.0f)
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{
sLog.outError("Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
continue;
}
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uint8 additionalMaxNum = fields[3].GetUInt8();
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if (!additionalMaxNum)
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{
sLog.outError("Skill specialization %u has 0 max number of extra items in `skill_extra_item_template`!", spellId);
continue;
}
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SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];
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skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
skillExtraItemEntry.additionalMaxNum = additionalMaxNum;
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++count;
} while (result->NextRow());
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sLog.outString();
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sLog.outString(">> Loaded %u spell specialization definitions", count);
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}
else
{
sLog.outString();
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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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bool canCreateExtraItems(Player * player, uint32 spellId, float &additionalChance, uint8 &additionalMax)
{
// get the info for the specified spell
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
additionalChance = specEntry->additionalCreateChance;
additionalMax = specEntry->additionalMaxNum;
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// enable extra item creation
return true;
}
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