Refactoring part 2 [W.I.P]

This commit is contained in:
Yehonal
2016-08-12 00:46:43 +02:00
parent a73ad5cd6e
commit b0c8eceb08
504 changed files with 19 additions and 35 deletions

View File

@@ -1,140 +0,0 @@
/*
* Copyright (C)
* Copyright (C)
*
* 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/>.
*/
#include "SkillExtraItems.h"
#include "DatabaseEnv.h"
#include "Log.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
int32 newMaxOrEntry;
SkillExtraItemEntry()
: requiredSpecialization(0), additionalCreateChance(0.0f), newMaxOrEntry(0) {}
SkillExtraItemEntry(uint32 rS, float aCC, int32 nMOE)
: requiredSpecialization(rS), additionalCreateChance(aCC), newMaxOrEntry(nMOE) {}
};
// 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 oldMSTime = getMSTime();
SkillExtraItemStore.clear(); // need for reload
// 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, newMaxOrEntry 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 (!sSpellMgr->GetSpellInfo(spellId))
{
sLog->outError("Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
continue;
}
uint32 requiredSpecialization = fields[1].GetUInt32();
if (!sSpellMgr->GetSpellInfo(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;
}
int32 newMaxOrEntry = fields[3].GetInt32();
if (!newMaxOrEntry)
{
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.newMaxOrEntry = newMaxOrEntry;
++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, int32 &newMaxOrEntry)
{
// 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;
newMaxOrEntry = specEntry->newMaxOrEntry;
// enable extra item creation
return true;
}