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Reworked command and quest api 'traindisc' methods
This commit is contained in:
parent
43a488d5b5
commit
2af4d3d67d
115
zone/command.cpp
115
zone/command.cpp
@ -6407,9 +6407,6 @@ void command_beardcolor(Client *c, const Seperator *sep)
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void command_scribespells(Client *c, const Seperator *sep)
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{
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// rewrote this command to test for possible type conversion issues
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// most of the redundant checks can be removed if proven successful
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Client *t = c;
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if (c->GetTarget() && c->GetTarget()->IsClient() && c->GetGM())
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t = c->GetTarget()->CastToClient();
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@ -6421,14 +6418,13 @@ void command_scribespells(Client *c, const Seperator *sep)
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uint8 max_level = (uint8)atol(sep->arg[1]);
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if (!c->GetGM() && max_level > (uint8)RuleI(Character, MaxLevel))
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max_level = (uint8)RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
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max_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
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uint8 min_level = (sep->IsNumber(2) ? (uint8)atol(sep->arg[2]) : 1); //default to 1 if there isn't a 2nd argument
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uint8 min_level = (sep->IsNumber(2) ? (uint8)atol(sep->arg[2]) : 1); // default to 1 if there isn't a 2nd argument
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if (!c->GetGM() && min_level > (uint8)RuleI(Character, MaxLevel))
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min_level = (uint8)RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
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min_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
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if(max_level < 1 || min_level < 1)
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{
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if(max_level < 1 || min_level < 1) {
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c->Message(0, "ERROR: Level must be greater than 1.");
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return;
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}
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@ -6486,7 +6482,7 @@ void command_scribespells(Client *c, const Seperator *sep)
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uint16 spell_id_ = (uint16)spell_id;
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if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
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c->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%u != %i)", spell_id, spell_id_);
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c->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
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return;
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}
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@ -8762,28 +8758,24 @@ void command_reloadtitles(Client *c, const Seperator *sep)
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void command_traindisc(Client *c, const Seperator *sep)
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{
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uint8 max_level, min_level;
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uint16 curspell, count;
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Client *t=c;
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Client *t = c;
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if (c->GetTarget() && c->GetTarget()->IsClient() && c->GetGM())
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t = c->GetTarget()->CastToClient();
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if(c->GetTarget() && c->GetTarget()->IsClient() && c->GetGM())
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t=c->GetTarget()->CastToClient();
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if(!sep->arg[1][0])
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{
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if (sep->argnum < 1 || !sep->IsNumber(1)) {
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c->Message(0, "FORMAT: #traindisc <max level> <min level>");
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return;
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}
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max_level = (uint8)atoi(sep->arg[1]);
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if (!c->GetGM() && max_level > RuleI(Character, MaxLevel))
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max_level = RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
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min_level = sep->arg[2][0] ? (uint8)atoi(sep->arg[2]) : 1; //default to 1 if there isn't a 2nd argument
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if (!c->GetGM() && min_level > RuleI(Character, MaxLevel))
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min_level = RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
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uint8 max_level = (uint8)atol(sep->arg[1]);
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if (!c->GetGM() && max_level >(uint8)RuleI(Character, MaxLevel))
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max_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
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if(max_level < 1 || min_level < 1)
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{
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uint8 min_level = (sep->IsNumber(2) ? (uint8)atol(sep->arg[2]) : 1); // default to 1 if there isn't a 2nd argument
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if (!c->GetGM() && min_level > (uint8)RuleI(Character, MaxLevel))
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min_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
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if(max_level < 1 || min_level < 1) {
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c->Message(0, "ERROR: Level must be greater than 1.");
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return;
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}
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@ -8797,35 +8789,58 @@ void command_traindisc(Client *c, const Seperator *sep)
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c->Message(0, "Training disciplines for %s.", t->GetName());
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Log(Logs::General, Logs::Normal, "Train disciplines request for %s from %s, levels: %u -> %u", t->GetName(), c->GetName(), min_level, max_level);
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for(curspell = 0, count = 0; curspell < SPDAT_RECORDS; curspell++)
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{
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if
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(
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spells[curspell].classes[WARRIOR] != 0 && // check if spell exists
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spells[curspell].classes[t->GetPP().class_-1] <= max_level && //maximum level
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spells[curspell].classes[t->GetPP().class_-1] >= min_level && //minimum level
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spells[curspell].skill != 52
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)
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{
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if(IsDiscipline(curspell)){
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//we may want to come up with a function like Client::GetNextAvailableSpellBookSlot() to help speed this up a little
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for(int r = 0; r < MAX_PP_DISCIPLINES; r++) {
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if(t->GetPP().disciplines.values[r] == curspell) {
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t->Message(13, "You already know this discipline.");
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break; //continue the 1st loop
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} else if(t->GetPP().disciplines.values[r] == 0) {
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t->GetPP().disciplines.values[r] = curspell;
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database.SaveCharacterDisc(t->CharacterID(), r, curspell);
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t->SendDisciplineUpdate();
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t->Message(0, "You have learned a new discipline!");
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count++; //success counter
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break; //continue the 1st loop
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} //if we get to this point, there's already a discipline in this slot, so we continue onto the next slot
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}
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int spell_id = 0;
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int count = 0;
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bool change = false;
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for( ; spell_id < SPDAT_RECORDS; ++spell_id) {
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if (spell_id < 0 || spell_id >= SPDAT_RECORDS) {
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c->Message(13, "FATAL ERROR: Spell id out-of-range (id: %i, min: 0, max: %i)", spell_id, SPDAT_RECORDS);
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return;
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}
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while (true) {
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if (spells[spell_id].classes[WARRIOR] == 0) // check if spell exists
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break;
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if (spells[spell_id].classes[t->GetPP().class_ - 1] > max_level) // maximum level
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break;
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if (spells[spell_id].classes[t->GetPP().class_ - 1] < min_level) // minimum level
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break;
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if (spells[spell_id].skill == 52)
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break;
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uint16 spell_id_ = (uint16)spell_id;
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if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
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c->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
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return;
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}
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if (!IsDiscipline(spell_id_))
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break;
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for (uint32 r = 0; r < MAX_PP_DISCIPLINES; ++r) {
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if (t->GetPP().disciplines.values[r] == spell_id_) {
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t->Message(13, "You already know this discipline.");
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break; // continue the 1st loop
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}
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else if (t->GetPP().disciplines.values[r] == 0) {
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t->GetPP().disciplines.values[r] = spell_id_;
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database.SaveCharacterDisc(t->CharacterID(), r, spell_id_);
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change = true;
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t->Message(0, "You have learned a new discipline!");
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++count; // success counter
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break; // continue the 1st loop
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} // if we get to this point, there's already a discipline in this slot, so we continue onto the next slot
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}
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break;
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}
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}
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if (change)
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t->SendDisciplineUpdate();
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if (count > 0) {
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t->Message(0, "Successfully trained %u disciplines.", count);
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if (t != c)
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@ -974,9 +974,6 @@ void QuestManager::permagender(int gender_id) {
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}
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uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
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// rewrote this handler to test for possible type conversion issues
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// most of the redundant checks can be removed if proven successful
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QuestManagerCurrentQuestVars();
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int book_slot = initiator->GetNextAvailableSpellBookSlot();
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int spell_id = 0;
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@ -1022,29 +1019,30 @@ uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
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uint16 spell_id_ = (uint16)spell_id;
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if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
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initiator->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%u != %i)", spell_id, spell_id_);
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initiator->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
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return count;
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}
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if (!IsDiscipline(spell_id_) && !initiator->HasSpellScribed(spell_id)) { //isn't a discipline & we don't already have it scribed
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if (!IsDiscipline(spell_id_) && !initiator->HasSpellScribed(spell_id)) { // isn't a discipline & we don't already have it scribed
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if (SpellGlobalRule) {
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// Bool to see if the character has the required QGlobal to scribe it if one exists in the Spell_Globals table
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// bool to see if the character has the required QGlobal to scribe it if one exists in the Spell_Globals table
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SpellGlobalCheckResult = initiator->SpellGlobalCheck(spell_id_, char_id);
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if (SpellGlobalCheckResult) {
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initiator->ScribeSpell(spell_id_, book_slot);
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count++;
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++count;
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}
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}
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else if (SpellBucketRule) {
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// bool to see if the character has the required bucket to train it if one exists in the spell_buckets table
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SpellBucketCheckResult = initiator->SpellBucketCheck(spell_id_, char_id);
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if (SpellBucketCheckResult) {
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initiator->ScribeSpell(spell_id_, book_slot);
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count++;
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++count;
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}
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}
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else {
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initiator->ScribeSpell(spell_id_, book_slot);
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count++;
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++count;
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}
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}
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@ -1054,82 +1052,104 @@ uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
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book_slot = initiator->GetNextAvailableSpellBookSlot(book_slot);
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}
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return count; //how many spells were scribed successfully
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return count; // how many spells were scribed successfully
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}
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uint16 QuestManager::traindiscs(uint8 max_level, uint8 min_level) {
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QuestManagerCurrentQuestVars();
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uint16 count;
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uint16 spell_id;
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int spell_id = 0;
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int count = 0;
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uint32 char_id = initiator->CharacterID();
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bool SpellGlobalRule = RuleB(Spells, EnableSpellGlobals);
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bool SpellBucketRule = RuleB(Spells, EnableSpellBuckets);
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bool SpellGlobalCheckResult = 0;
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bool SpellBucketCheckResult = 0;
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bool SpellGlobalCheckResult = false;
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bool SpellBucketCheckResult = false;
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for(spell_id = 0, count = 0; spell_id < SPDAT_RECORDS; spell_id++)
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{
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if
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(
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spells[spell_id].classes[WARRIOR] != 0 && //check if spell exists
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spells[spell_id].classes[initiator->GetPP().class_-1] <= max_level && //maximum level
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spells[spell_id].classes[initiator->GetPP().class_-1] >= min_level && //minimum level
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spells[spell_id].skill != 52 &&
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( !RuleB(Spells, UseCHAScribeHack) || spells[spell_id].effectid[EFFECT_COUNT - 1] != 10 )
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)
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{
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if(IsDiscipline(spell_id)){
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//we may want to come up with a function like Client::GetNextAvailableSpellBookSlot() to help speed this up a little
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for(uint32 r = 0; r < MAX_PP_DISCIPLINES; r++) {
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if(initiator->GetPP().disciplines.values[r] == spell_id) {
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initiator->Message(13, "You already know this discipline.");
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break; //continue the 1st loop
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}
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else if(initiator->GetPP().disciplines.values[r] == 0) {
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if (SpellGlobalRule) {
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// Bool to see if the character has the required QGlobal to train it if one exists in the Spell_Globals table
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SpellGlobalCheckResult = initiator->SpellGlobalCheck(spell_id, char_id);
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if (SpellGlobalCheckResult) {
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initiator->GetPP().disciplines.values[r] = spell_id;
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database.SaveCharacterDisc(char_id, r, spell_id);
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initiator->SendDisciplineUpdate();
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initiator->Message(0, "You have learned a new discipline!");
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count++; //success counter
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}
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break; //continue the 1st loop
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} else if (SpellBucketRule) {
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// Bool to see if the character has the required bucket to train it if one exists in the spell_buckets table
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SpellBucketCheckResult = initiator->SpellBucketCheck(spell_id, char_id);
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if (SpellBucketCheckResult) {
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initiator->GetPP().disciplines.values[r] = spell_id;
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database.SaveCharacterDisc(char_id, r, spell_id);
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initiator->SendDisciplineUpdate();
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initiator->Message(0, "You have learned a new discipline!");
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count++;
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}
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break;
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}
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else {
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initiator->GetPP().disciplines.values[r] = spell_id;
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database.SaveCharacterDisc(char_id, r, spell_id);
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initiator->SendDisciplineUpdate();
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bool change = false;
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for( ; spell_id < SPDAT_RECORDS; ++spell_id) {
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if (spell_id < 0 || spell_id >= SPDAT_RECORDS) {
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initiator->Message(13, "FATAL ERROR: Spell id out-of-range (id: %i, min: 0, max: %i)", spell_id, SPDAT_RECORDS);
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return count;
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}
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while (true) {
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if (spells[spell_id].classes[WARRIOR] == 0) // check if spell exists
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break;
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if (spells[spell_id].classes[initiator->GetPP().class_ - 1] > max_level) // maximum level
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break;
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if (spells[spell_id].classes[initiator->GetPP().class_ - 1] < min_level) // minimum level
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break;
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if (spells[spell_id].skill == 52)
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break;
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if (RuleB(Spells, UseCHAScribeHack) && spells[spell_id].effectid[EFFECT_COUNT - 1] == 10)
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break;
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uint16 spell_id_ = (uint16)spell_id;
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if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
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initiator->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
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return count;
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}
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if (!IsDiscipline(spell_id_))
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break;
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for (uint32 r = 0; r < MAX_PP_DISCIPLINES; r++) {
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if (initiator->GetPP().disciplines.values[r] == spell_id_) {
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initiator->Message(13, "You already know this discipline.");
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break; // continue the 1st loop
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}
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else if (initiator->GetPP().disciplines.values[r] == 0) {
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if (SpellGlobalRule) {
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// bool to see if the character has the required QGlobal to train it if one exists in the Spell_Globals table
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SpellGlobalCheckResult = initiator->SpellGlobalCheck(spell_id_, char_id);
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if (SpellGlobalCheckResult) {
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initiator->GetPP().disciplines.values[r] = spell_id_;
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database.SaveCharacterDisc(char_id, r, spell_id_);
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change = true;
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initiator->Message(0, "You have learned a new discipline!");
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count++; //success counter
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break; //continue the 1st loop
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++count; // success counter
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}
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} //if we get to this point, there's already a discipline in this slot, so we skip it
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break; // continue the 1st loop
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}
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else if (SpellBucketRule) {
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// bool to see if the character has the required bucket to train it if one exists in the spell_buckets table
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SpellBucketCheckResult = initiator->SpellBucketCheck(spell_id_, char_id);
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if (SpellBucketCheckResult) {
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initiator->GetPP().disciplines.values[r] = spell_id_;
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database.SaveCharacterDisc(char_id, r, spell_id_);
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change = true;
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initiator->Message(0, "You have learned a new discipline!");
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++count;
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}
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break;
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}
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else {
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initiator->GetPP().disciplines.values[r] = spell_id_;
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database.SaveCharacterDisc(char_id, r, spell_id_);
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change = true;;
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initiator->Message(0, "You have learned a new discipline!");
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++count; // success counter
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break; // continue the 1st loop
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}
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}
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}
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break;
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}
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}
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return count; //how many disciplines were learned successfully
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if (change)
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initiator->SendDisciplineUpdate();
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return count; // how many disciplines were learned successfully
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}
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void QuestManager::unscribespells() {
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QuestManagerCurrentQuestVars();
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initiator->UnscribeSpellAll();
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}
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}
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void QuestManager::untraindiscs() {
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QuestManagerCurrentQuestVars();
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