Ejemplo n.º 1
0
bool canCreateExtraItems(Player* pPlayer, uint32 spellId, float &additionalChance, uint8 &additionalMax, uint32 &newItemId)
{
    // 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(!pPlayer->HasSpell(specEntry->requiredSpecialization))
        return false;

    // set the arguments to the appropriate values
    additionalChance = specEntry->additionalCreateChance;
    additionalMax = specEntry->additionalMaxNum;
    newItemId = specEntry->newItemId;

    // enable extra item creation
    return true;
}
Ejemplo n.º 2
0
// 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)
    {
        TC_LOG_ERROR(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");
        return;
    }

    uint32 count = 0;

    do
    {
        Field* fields = result->Fetch();

        uint32 spellId = fields[0].GetUInt32();

        if (!sSpellMgr->GetSpellInfo(spellId))
        {
            TC_LOG_ERROR(LOG_FILTER_SQL, "Skill specialization %u has non-existent spell id in `skill_extra_item_template`!", spellId);
            continue;
        }

        uint32 requiredSpecialization = fields[1].GetUInt32();
        if (!sSpellMgr->GetSpellInfo(requiredSpecialization))
        {
            TC_LOG_ERROR(LOG_FILTER_SQL, "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)
        {
            TC_LOG_ERROR(LOG_FILTER_SQL, "Skill specialization %u has too low additional create chance in `skill_extra_item_template`!", spellId);
            continue;
        }

        uint8 additionalMaxNum = fields[3].GetUInt8();
        if (!additionalMaxNum)
        {
            TC_LOG_ERROR(LOG_FILTER_SQL, "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());

    TC_LOG_INFO(LOG_FILTER_SERVER_LOADING, ">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
Ejemplo n.º 3
0
// loads the extra item creation info from DB
void LoadSkillExtraItemTable()
{
    uint32 count = 0;

    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)
    {
        BarGoLink bar(result->GetRowCount());

        do
        {
            Field* fields = result->Fetch();
            bar.step();

            uint32 spellId = fields[0].GetUInt32();

            if (!sSpellTemplate.LookupEntry<SpellEntry>(spellId))
            {
                sLog.outError("Skill specialization %u has nonexistent spell id in `skill_extra_item_template`!", spellId);
                continue;
            }

            uint32 requiredSpecialization = fields[1].GetUInt32();
            if (!sSpellTemplate.LookupEntry<SpellEntry>(requiredSpecialization))
            {
                sLog.outError("Skill specialization %u have nonexistent 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());

        delete result;

        sLog.outString(">> Loaded %u spell specialization definitions", count);
    }
    else
        sLog.outString(">> Loaded 0 spell specialization definitions. DB table `skill_extra_item_template` is empty.");

    sLog.outString();
}
Ejemplo n.º 4
0
// 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, newItemId 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;
        }

        uint32 newItemId = fields[4].GetUInt32();
        if(newItemId < 0)
        {
            sLog->outError("Skill specialization %u has newItemId lower than 0 in `skill_extra_item_template`!", spellId);
            continue;
        }

        SkillExtraItemEntry& skillExtraItemEntry = SkillExtraItemStore[spellId];

        skillExtraItemEntry.requiredSpecialization = requiredSpecialization;
        skillExtraItemEntry.additionalCreateChance = additionalCreateChance;
        skillExtraItemEntry.additionalMaxNum       = additionalMaxNum;
        skillExtraItemEntry.newItemId              = newItemId;

        ++count;
    }
    while(result->NextRow());

    sLog->outString(">> Loaded %u spell specialization definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
    sLog->outString();
}