本文整理汇总了C++中SkillDiscoveryMap类的典型用法代码示例。如果您正苦于以下问题:C++ SkillDiscoveryMap类的具体用法?C++ SkillDiscoveryMap怎么用?C++ SkillDiscoveryMap使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SkillDiscoveryMap类的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetSkillDiscoverySpell
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
// check spell case
SkillDiscoveryMap::iterator tab = SkillDiscoveryStore.find(spellId);
if(tab != SkillDiscoveryStore.end())
{
for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if( roll_chance_f(item_iter->chance * sWorld.getRate(RATE_DROP_ITEMS))
&& !player->HasSpell(item_iter->spellId) )
return item_iter->spellId;
}
return 0;
}
// check skill line case
tab = SkillDiscoveryStore.find(-(int32)skillId);
if(tab != SkillDiscoveryStore.end())
{
for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if( roll_chance_f(item_iter->chance * sWorld.getRate(RATE_DROP_ITEMS))
&& !player->HasSpell(item_iter->spellId) )
return item_iter->spellId;
}
return 0;
}
return 0;
}
示例2: HasDiscoveredAllSpells
bool HasDiscoveredAllSpells(uint32 spellId, Player* player)
{
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return true;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (!player->HasSpell(item_iter->spellId))
return false;
return true;
}
示例3: HasDiscoveredAllSpells
bool HasDiscoveredAllSpells (uint32 spellId, Player* player)
{
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);
if (tab == SkillDiscoveryStore.end())
return true;
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : 0;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (!player->HasSpell(item_iter->spellId))
return false;
return true;
}
示例4: GetExplicitDiscoverySpell
uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
{
// explicit discovery spell chances (always success if case exist)
// in this case we have both skill and spell
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return 0;
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->skillId) : uint32(0);
float full_chance = 0;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (item_iter->reqSkillValue <= skillvalue)
if (!player->HasSpell(item_iter->spellId))
full_chance += item_iter->chance;
float rate = full_chance / 100.0f;
float roll = (float)rand_chance() * rate; // roll now in range 0..full_chance
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (item_iter->reqSkillValue > skillvalue)
continue;
if (player->HasSpell(item_iter->spellId))
continue;
if (item_iter->chance > roll)
{
// Update skill, not Book of Glyph Mastery
if (spellId != 64323)
player->UpdateGatherSkill(SKILL_INSCRIPTION, player->GetPureSkillValue(SKILL_INSCRIPTION), item_iter->reqSkillValue);
return item_iter->spellId;
}
roll -= item_iter->chance;
}
return 0;
}
示例5: GetSkillDiscoverySpell
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : 0;
// check spell case
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);
if (tab != SkillDiscoveryStore.end())
{
for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) &&
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
return 0;
}
if (!skillId)
return 0;
// check skill line case
tab = SkillDiscoveryStore.find(-(int32)skillId);
if (tab != SkillDiscoveryStore.end())
{
for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) &&
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
return 0;
}
return 0;
}
示例6: GetExplicitDiscoverySpell
uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
{
// explicit discovery spell chances (always success if case exist)
// in this case we have both skill and spell
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);
if (tab == SkillDiscoveryStore.end())
return 0;
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellId);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellId);
uint32 skillvalue = lower != upper ? player->GetSkillValue(lower->second->skillId) : 0;
float full_chance = 0;
for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (item_iter->reqSkillValue <= skillvalue)
if (!player->HasSpell(item_iter->spellId))
full_chance += item_iter->chance;
float rate = full_chance / 100.0f;
float roll = rand_chance() * rate; // roll now in range 0..full_chance
for(SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (item_iter->reqSkillValue > skillvalue)
continue;
if (player->HasSpell(item_iter->spellId))
continue;
if (item_iter->chance > roll)
return item_iter->spellId;
roll -= item_iter->chance;
}
return 0;
}
示例7: GetSkillDiscoverySpell
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
// check spell case
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId);
if (tab != SkillDiscoveryStore.end())
{
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld.getConfig(CONFIG_FLOAT_RATE_SKILL_DISCOVERY)) &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
return 0;
}
if (!skillId)
return 0;
// check skill line case
tab = SkillDiscoveryStore.find(-(int32)skillId);
if (tab != SkillDiscoveryStore.end())
{
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld.getConfig(CONFIG_FLOAT_RATE_SKILL_DISCOVERY)) &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
return 0;
}
return 0;
}
示例8: LoadSkillDiscoveryTable
void LoadSkillDiscoveryTable()
{
SkillDiscoveryStore.clear(); // need for reload
uint32 count = 0;
// 0 1 2 3
QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
if (!result)
{
sLog.outString();
sLog.outString( ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty." );
return;
}
barGoLink bar(result->GetRowCount());
std::ostringstream ssNonDiscoverableEntries;
std::set<uint32> reportedReqSpells;
do
{
Field *fields = result->Fetch();
bar.step();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
uint32 reqSkillValue = fields[2].GetInt32();
float chance = fields[3].GetFloat();
if (chance <= 0) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
continue;
}
if (reqSkillOrSpell > 0) // spell case
{
SpellEntry const* reqSpellEntry = sSpellStore.LookupEntry(reqSkillOrSpell);
if (!reqSpellEntry)
{
if(reportedReqSpells.count(reqSkillOrSpell)==0)
{
sLog.outErrorDb("Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table",spellId,reqSkillOrSpell);
reportedReqSpells.insert(reqSkillOrSpell);
}
continue;
}
// mechanic discovery
if (reqSpellEntry->Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
!IsExplicitDiscoverySpell(reqSpellEntry))
{
if (reportedReqSpells.count(reqSkillOrSpell)==0)
{
sLog.outErrorDb("Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc"
" and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table",
reqSkillOrSpell,spellId);
reportedReqSpells.insert(reqSkillOrSpell);
}
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) );
}
else if (reqSkillOrSpell == 0) // skill case
{
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellId);
if (bounds.first==bounds.second)
{
sLog.outErrorDb("Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table",spellId);
continue;
}
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqSkillValue, chance) );
}
else
{
sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table",spellId);
continue;
}
++count;
} while (result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u skill discovery definitions", count );
if (!ssNonDiscoverableEntries.str().empty())
sLog.outErrorDb("Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s",ssNonDiscoverableEntries.str().c_str());
// report about empty data for explicit discovery spells
for(uint32 spell_id = 1; spell_id < sSpellStore.GetNumRows(); ++spell_id)
//.........这里部分代码省略.........
示例9: LoadSkillDiscoveryTable
void LoadSkillDiscoveryTable()
{
uint32 oldMSTime = getMSTime();
SkillDiscoveryStore.clear(); // need for reload
// 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
if (!result)
{
TC_LOG_ERROR("serveur.loading", ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
return;
}
uint32 count = 0;
std::ostringstream ssNonDiscoverableEntries;
std::set<uint32> reportedReqSpells;
do
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
uint32 reqSkillValue = fields[2].GetUInt16();
float chance = fields[3].GetFloat();
if (chance <= 0) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
continue;
}
if (reqSkillOrSpell > 0) // spell case
{
uint32 absReqSkillOrSpell = uint32(reqSkillOrSpell);
SpellInfo const* reqSpellInfo = sSpellMgr->GetSpellInfo(absReqSkillOrSpell);
if (!reqSpellInfo)
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
TC_LOG_ERROR("sql.sql", "Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table", spellId, reqSkillOrSpell);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
}
// mechanic discovery
if (reqSpellInfo->Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
!reqSpellInfo->IsExplicitDiscovery())
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
TC_LOG_ERROR("sql.sql", "Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc"
" and not 100%% chance random discovery ability but listed for spellId %u (and maybe more) in `skill_discovery_template` table",
absReqSkillOrSpell, spellId);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
}
else if (reqSkillOrSpell == 0) // skill case
{
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
if (bounds.first == bounds.second)
{
TC_LOG_ERROR("sql.sql", "Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table", spellId);
continue;
}
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
}
else
{
TC_LOG_ERROR("sql.sql", "Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table", spellId);
continue;
}
++count;
}
while (result->NextRow());
if (!ssNonDiscoverableEntries.str().empty())
TC_LOG_ERROR("sql.sql", "Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s", ssNonDiscoverableEntries.str().c_str());
// report about empty data for explicit discovery spells
for (uint32 spell_id = 1; spell_id < sSpellMgr->GetSpellInfoStoreSize(); ++spell_id)
{
SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spell_id);
if (!spellEntry)
continue;
//.........这里部分代码省略.........
示例10: LoadSkillDiscoveryTable
void LoadSkillDiscoveryTable()
{
SkillDiscoveryStore.clear(); // need for reload
uint32 count = 0;
// 0 1 2
QueryResult *result = WorldDatabase.PQuery("SELECT spellId, reqSpell, chance FROM skill_discovery_template");
if (result)
{
barGoLink bar(result->GetRowCount());
std::ostringstream ssNonDiscoverableEntries;
do
{
Field *fields = result->Fetch();
bar.step();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
float chance = fields[2].GetFloat();
if(reqSkillOrSpell > 0) // spell case
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(reqSkillOrSpell);
if( !spellEntry )
{
sLog.outErrorDb("Spell (ID: %u) have not existed spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table",spellId,reqSkillOrSpell);
continue;
}
if( spellEntry->Mechanic != MECHANIC_DISCOVERY )
{
sLog.outErrorDb("Spell (ID: %u) not have have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc but listed in `skill_discovery_template` table",spellId);
continue;
}
}
else if( reqSkillOrSpell == 0 ) // skill case
{
SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(spellId);
if ( pAbility )
reqSkillOrSpell = -int32(pAbility->skillId);
else
{
sLog.outErrorDb("Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table",spellId);
continue;
}
}
else
{
sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table",spellId);
continue;
}
if( chance <= 0 ) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " chance = " << chance << "\n";
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, chance) );
++count;
} while (result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u skill discovery definitions", count );
if(!ssNonDiscoverableEntries.str().empty())
sLog.outErrorDb("Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s",ssNonDiscoverableEntries.str().c_str());
}
else
{
sLog.outString();
sLog.outString( ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty." );
}
}
示例11: LoadSkillDiscoveryTable
void LoadSkillDiscoveryTable()
{
SkillDiscoveryStore.clear(); // need for reload
uint32 count = 0;
// 0 1 2
QueryResult* result = WorldDatabase.Query("SELECT spellId, reqSpell, chance FROM skill_discovery_template");
if (!result)
{
sLog.outString(">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
sLog.outString();
return;
}
std::ostringstream ssNonDiscoverableEntries;
std::set<uint32> reportedReqSpells;
do
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
float chance = fields[2].GetFloat();
if (chance <= 0) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
<< " chance = " << chance << "\n";
continue;
}
if (reqSkillOrSpell > 0) // spell case
{
SpellEntry const* reqSpellEntry = sSpellStore.LookupEntry(reqSkillOrSpell);
if (!reqSpellEntry)
{
if (reportedReqSpells.find(reqSkillOrSpell) == reportedReqSpells.end())
{
sLog.outErrorDb("Spell (ID: %u) have nonexistent spell (ID: %i) in `reqSpell` field in `skill_discovery_template` table", spellId, reqSkillOrSpell);
reportedReqSpells.insert(reqSkillOrSpell);
}
continue;
}
if (reqSpellEntry->Mechanic != MECHANIC_DISCOVERY)
{
if (reportedReqSpells.find(reqSkillOrSpell) == reportedReqSpells.end())
{
sLog.outErrorDb("Spell (ID: %u) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc but listed for spellId %u (and maybe more) in `skill_discovery_template` table", reqSkillOrSpell, spellId);
reportedReqSpells.insert(reqSkillOrSpell);
}
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, chance));
}
else if (reqSkillOrSpell == 0) // skill case
{
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellId);
if (bounds.first == bounds.second)
{
sLog.outErrorDb("Spell (ID: %u) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table", spellId);
continue;
}
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back(SkillDiscoveryEntry(spellId, chance));
}
else
{
sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table", spellId);
continue;
}
++count;
}
while (result->NextRow());
delete result;
if (!ssNonDiscoverableEntries.str().empty())
sLog.outErrorDb("Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n%s", ssNonDiscoverableEntries.str().c_str());
}
示例12: LoadSkillDiscoveryTable
void LoadSkillDiscoveryTable()
{
SkillDiscoveryStore.clear(); // need for reload
uint32 count = 0;
// 0 1 2
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT spellId, reqSpell, chance FROM skill_discovery_template");
if (result)
{
barGoLink bar(result->GetRowCount());
std::ostringstream ssNonDiscoverableEntries;
do
{
Field *fields = result->Fetch();
bar.step();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
float chance = fields[2].GetFloat();
if (chance <= 0) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " chance = " << chance << "\n";
continue;
}
if (reqSkillOrSpell > 0) // spell case
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(reqSkillOrSpell);
if (!spellEntry)
{
sLog.outErrorDb("Spell (ID: %u) has invalid spell (ID: %i) in reqSpell field in skill_discovery_template table",spellId,reqSkillOrSpell);
continue;
}
if (spellEntry->Mechanic != MECHANIC_DISCOVERY)
{
sLog.outErrorDb("Spell (ID: %u) does not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc but listed in skill_discovery_template table",spellId);
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, chance));
}
else if (reqSkillOrSpell == 0) // skill case
{
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellId);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellId);
if (lower == upper)
{
sLog.outErrorDb("Spell (ID: %u) not listed in SkillLineAbility.dbc but listed with reqSpell=0 in skill_discovery_template table",spellId);
continue;
}
for (SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
{
SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back(SkillDiscoveryEntry(spellId, chance));
}
}
else
{
sLog.outErrorDb("Spell (ID: %u) has negative value in reqSpell field in skill_discovery_template table",spellId);
continue;
}
++count;
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u skill discovery definitions", count);
if (!ssNonDiscoverableEntries.str().empty())
sLog.outErrorDb("Some items can't be successfully discovered: has chance field value < 0.000001 in skill_discovery_template DB table . List:\n%s",ssNonDiscoverableEntries.str().c_str());
}
else
{
sLog.outString();
sLog.outString(">> Loaded 0 skill discovery definitions. DB table skill_discovery_template is empty.");
}
}