[7248] Check battlemaster_entry data at loading. Code cleanups. Author: zhenya

--HG--
branch : trunk
This commit is contained in:
megamage
2009-02-09 20:09:03 -06:00
parent 91356d97d5
commit b8d4c24359
9 changed files with 55 additions and 48 deletions
+3 -3
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@@ -582,7 +582,7 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
++count;
}
}
for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->bidder == pl->GetGUIDLow() )
@@ -629,7 +629,7 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
uint32 count = 0;
uint32 totalcount = 0;
for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->owner == _player->GetGUIDLow() )
@@ -695,7 +695,7 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
wstrToLower(wsearchedname);
for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
Item *item = objmgr.GetAItem(Aentry->item_guidlow);
+12 -11
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@@ -134,18 +134,19 @@ struct BattleGroundObjectInfo
enum BattleGroundTypeId
{
BATTLEGROUND_AV = 1,
BATTLEGROUND_WS = 2,
BATTLEGROUND_AB = 3,
BATTLEGROUND_NA = 4,
BATTLEGROUND_BE = 5,
BATTLEGROUND_AA = 6,
BATTLEGROUND_EY = 7,
BATTLEGROUND_RL = 8,
BATTLEGROUND_SA = 9,
BATTLEGROUND_DS = 10,
BATTLEGROUND_RV = 11
BATTLEGROUND_AV = 1,
BATTLEGROUND_WS = 2,
BATTLEGROUND_AB = 3,
BATTLEGROUND_NA = 4,
BATTLEGROUND_BE = 5,
BATTLEGROUND_AA = 6,
BATTLEGROUND_EY = 7,
BATTLEGROUND_RL = 8,
BATTLEGROUND_SA = 9,
BATTLEGROUND_DS = 10,
BATTLEGROUND_RV = 11
};
#define MAX_BATTLEGROUND_TYPE_ID 12
// handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time
enum BattleGroundQueueTypeId
+6 -6
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@@ -369,14 +369,14 @@ typedef std::list<VendorItemCount> VendorItemCounts;
struct TrainerSpell
{
uint32 spell;
uint32 spellcost;
uint32 reqskill;
uint32 reqskillvalue;
uint32 reqlevel;
uint32 learned_spell;
uint32 spellCost;
uint32 reqSkill;
uint32 reqSkillValue;
uint32 reqLevel;
uint32 learnedSpell;
// helpers
bool IsCastable() const { return learned_spell != spell; }
bool IsCastable() const { return learnedSpell != spell; }
};
typedef std::vector<TrainerSpell*> TrainerSpellList;
+3 -3
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@@ -270,7 +270,7 @@ void InstanceSaveManager::CleanupInstances()
// creature_respawn and gameobject_respawn are in another database
// first, obtain total instance set
std::set< uint32 > InstanceSet;
std::set<uint32> InstanceSet;
QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
if( result )
{
@@ -322,7 +322,7 @@ void InstanceSaveManager::PackInstances()
// TODO: this can be done a LOT more efficiently
// obtain set of all associations
std::set< uint32 > InstanceSet;
std::set<uint32> InstanceSet;
// all valid ids are in the instance table
// any associations to ids not in this table are assumed to be
@@ -344,7 +344,7 @@ void InstanceSaveManager::PackInstances()
uint32 InstanceNumber = 1;
// we do assume std::set is sorted properly on integer value
for (std::set< uint32 >::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
{
if (*i != InstanceNumber)
{
+1 -1
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@@ -742,7 +742,7 @@ void WorldSession::SendListInventory( uint64 vendorguid )
float discountMod = _player->GetReputationPriceDiscount(pCreature);
for(int i = 0; i < numitems; i++ )
for(int i = 0; i < numitems; ++i )
{
if(VendorItem const* crItem = vItems->GetItem(i))
{
+8 -8
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@@ -166,25 +166,25 @@ void WorldSession::SendTrainerList( uint64 guid, const std::string& strTitle )
{
TrainerSpell const* tSpell = *itr;
if(!_player->IsSpellFitByClassAndRace(tSpell->learned_spell))
if(!_player->IsSpellFitByClassAndRace(tSpell->learnedSpell))
continue;
++count;
bool primary_prof_first_rank = spellmgr.IsPrimaryProfessionFirstRankSpell(tSpell->learned_spell);
bool primary_prof_first_rank = spellmgr.IsPrimaryProfessionFirstRankSpell(tSpell->learnedSpell);
SpellChainNode const* chain_node = spellmgr.GetSpellChainNode(tSpell->learned_spell);
SpellChainNode const* chain_node = spellmgr.GetSpellChainNode(tSpell->learnedSpell);
uint32 req_spell = spellmgr.GetSpellRequired(tSpell->spell);
data << uint32(tSpell->spell); // learned spell (or cast-spell in profession case)
data << uint8(_player->GetTrainerSpellState(tSpell));
data << uint32(floor(tSpell->spellcost * fDiscountMod));
data << uint32(floor(tSpell->spellCost * fDiscountMod));
data << uint32(primary_prof_first_rank ? 1 : 0); // primary prof. learn confirmation dialog
data << uint32(primary_prof_first_rank ? 1 : 0); // must be equal prev. field to have learn button in enabled state
data << uint8(tSpell->reqlevel);
data << uint32(tSpell->reqskill);
data << uint32(tSpell->reqskillvalue);
data << uint8(tSpell->reqLevel);
data << uint32(tSpell->reqSkill);
data << uint32(tSpell->reqSkillValue);
data << uint32(chain_node && chain_node->prev ? chain_node->prev : req_spell);
data << uint32(chain_node && chain_node->prev ? req_spell : 0);
data << uint32(0);
@@ -235,7 +235,7 @@ void WorldSession::HandleTrainerBuySpellOpcode( WorldPacket & recv_data )
return;
// apply reputation discount
uint32 nSpellCost = uint32(floor(trainer_spell->spellcost * _player->GetReputationPriceDiscount(unit)));
uint32 nSpellCost = uint32(floor(trainer_spell->spellCost * _player->GetReputationPriceDiscount(unit)));
// check money requirement
if(_player->GetMoney() < nSpellCost )
+14 -8
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@@ -46,6 +46,7 @@
#include "Util.h"
#include "WaypointManager.h"
#include "InstanceData.h" //for condition_instance_data
#include "BattleGround.h"
INSTANTIATE_SINGLETON_1(ObjectMgr);
@@ -6749,6 +6750,11 @@ void ObjectMgr::LoadBattleMastersEntry()
uint32 entry = fields[0].GetUInt32();
uint32 bgTypeId = fields[1].GetUInt32();
if (bgTypeId >= MAX_BATTLEGROUND_TYPE_ID)
{
sLog.outErrorDb("Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.",entry,bgTypeId);
continue;
}
mBattleMastersMap[entry] = bgTypeId;
@@ -7501,16 +7507,16 @@ void ObjectMgr::LoadTrainerSpell()
TrainerSpell* pTrainerSpell = new TrainerSpell();
pTrainerSpell->spell = spell;
pTrainerSpell->spellcost = fields[2].GetUInt32();
pTrainerSpell->reqskill = fields[3].GetUInt32();
pTrainerSpell->reqskillvalue = fields[4].GetUInt32();
pTrainerSpell->reqlevel = fields[5].GetUInt32();
pTrainerSpell->spellCost = fields[2].GetUInt32();
pTrainerSpell->reqSkill = fields[3].GetUInt32();
pTrainerSpell->reqSkillValue = fields[4].GetUInt32();
pTrainerSpell->reqLevel = fields[5].GetUInt32();
if(!pTrainerSpell->reqlevel)
pTrainerSpell->reqlevel = spellinfo->spellLevel;
if(!pTrainerSpell->reqLevel)
pTrainerSpell->reqLevel = spellinfo->spellLevel;
// calculate learned spell for profession case when stored cast-spell
pTrainerSpell->learned_spell = spell;
pTrainerSpell->learnedSpell = spell;
for(int i = 0; i <3; ++i)
{
if(spellinfo->Effect[i]!=SPELL_EFFECT_LEARN_SPELL)
@@ -7518,7 +7524,7 @@ void ObjectMgr::LoadTrainerSpell()
if(SpellMgr::IsProfessionOrRidingSpell(spellinfo->EffectTriggerSpell[i]))
{
pTrainerSpell->learned_spell = spellinfo->EffectTriggerSpell[i];
pTrainerSpell->learnedSpell = spellinfo->EffectTriggerSpell[i];
break;
}
}
+7 -7
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@@ -3674,22 +3674,22 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell
if (!trainer_spell)
return TRAINER_SPELL_RED;
if (!trainer_spell->learned_spell)
if (!trainer_spell->learnedSpell)
return TRAINER_SPELL_RED;
// known spell
if(HasSpell(trainer_spell->learned_spell))
if(HasSpell(trainer_spell->learnedSpell))
return TRAINER_SPELL_GRAY;
// check race/class requirement
if(!IsSpellFitByClassAndRace(trainer_spell->learned_spell))
if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
return TRAINER_SPELL_RED;
// check level requirement
if(getLevel() < trainer_spell->reqlevel)
if(getLevel() < trainer_spell->reqLevel)
return TRAINER_SPELL_RED;
if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learned_spell))
if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
{
// check prev.rank requirement
if(spell_chain->prev && !HasSpell(spell_chain->prev))
@@ -3704,11 +3704,11 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell
}
// check skill requirement
if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
// exist, already checked at loading
SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learned_spell);
SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
// secondary prof. or not prof. spell
uint32 skill = spell->EffectMiscValue[1];