Reworked command and quest api 'traindisc' methods

This commit is contained in:
Uleat 2019-02-13 07:55:04 -05:00
parent 43a488d5b5
commit 2af4d3d67d
2 changed files with 150 additions and 115 deletions

View File

@ -6407,9 +6407,6 @@ void command_beardcolor(Client *c, const Seperator *sep)
void command_scribespells(Client *c, const Seperator *sep)
{
// rewrote this command to test for possible type conversion issues
// most of the redundant checks can be removed if proven successful
Client *t = c;
if (c->GetTarget() && c->GetTarget()->IsClient() && c->GetGM())
t = c->GetTarget()->CastToClient();
@ -6421,14 +6418,13 @@ void command_scribespells(Client *c, const Seperator *sep)
uint8 max_level = (uint8)atol(sep->arg[1]);
if (!c->GetGM() && max_level > (uint8)RuleI(Character, MaxLevel))
max_level = (uint8)RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
max_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
uint8 min_level = (sep->IsNumber(2) ? (uint8)atol(sep->arg[2]) : 1); //default to 1 if there isn't a 2nd argument
uint8 min_level = (sep->IsNumber(2) ? (uint8)atol(sep->arg[2]) : 1); // default to 1 if there isn't a 2nd argument
if (!c->GetGM() && min_level > (uint8)RuleI(Character, MaxLevel))
min_level = (uint8)RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
min_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
if(max_level < 1 || min_level < 1)
{
if(max_level < 1 || min_level < 1) {
c->Message(0, "ERROR: Level must be greater than 1.");
return;
}
@ -6486,7 +6482,7 @@ void command_scribespells(Client *c, const Seperator *sep)
uint16 spell_id_ = (uint16)spell_id;
if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
c->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%u != %i)", spell_id, spell_id_);
c->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
return;
}
@ -8762,28 +8758,24 @@ void command_reloadtitles(Client *c, const Seperator *sep)
void command_traindisc(Client *c, const Seperator *sep)
{
uint8 max_level, min_level;
uint16 curspell, count;
Client *t=c;
Client *t = c;
if (c->GetTarget() && c->GetTarget()->IsClient() && c->GetGM())
t = c->GetTarget()->CastToClient();
if(c->GetTarget() && c->GetTarget()->IsClient() && c->GetGM())
t=c->GetTarget()->CastToClient();
if(!sep->arg[1][0])
{
if (sep->argnum < 1 || !sep->IsNumber(1)) {
c->Message(0, "FORMAT: #traindisc <max level> <min level>");
return;
}
max_level = (uint8)atoi(sep->arg[1]);
if (!c->GetGM() && max_level > RuleI(Character, MaxLevel))
max_level = RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
min_level = sep->arg[2][0] ? (uint8)atoi(sep->arg[2]) : 1; //default to 1 if there isn't a 2nd argument
if (!c->GetGM() && min_level > RuleI(Character, MaxLevel))
min_level = RuleI(Character, MaxLevel); //default to Character:MaxLevel if we're not a GM & it's higher than the max level
uint8 max_level = (uint8)atol(sep->arg[1]);
if (!c->GetGM() && max_level >(uint8)RuleI(Character, MaxLevel))
max_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
if(max_level < 1 || min_level < 1)
{
uint8 min_level = (sep->IsNumber(2) ? (uint8)atol(sep->arg[2]) : 1); // default to 1 if there isn't a 2nd argument
if (!c->GetGM() && min_level > (uint8)RuleI(Character, MaxLevel))
min_level = (uint8)RuleI(Character, MaxLevel); // default to Character:MaxLevel if we're not a GM & it's higher than the max level
if(max_level < 1 || min_level < 1) {
c->Message(0, "ERROR: Level must be greater than 1.");
return;
}
@ -8797,35 +8789,58 @@ void command_traindisc(Client *c, const Seperator *sep)
c->Message(0, "Training disciplines for %s.", t->GetName());
Log(Logs::General, Logs::Normal, "Train disciplines request for %s from %s, levels: %u -> %u", t->GetName(), c->GetName(), min_level, max_level);
for(curspell = 0, count = 0; curspell < SPDAT_RECORDS; curspell++)
{
if
(
spells[curspell].classes[WARRIOR] != 0 && // check if spell exists
spells[curspell].classes[t->GetPP().class_-1] <= max_level && //maximum level
spells[curspell].classes[t->GetPP().class_-1] >= min_level && //minimum level
spells[curspell].skill != 52
)
{
if(IsDiscipline(curspell)){
//we may want to come up with a function like Client::GetNextAvailableSpellBookSlot() to help speed this up a little
for(int r = 0; r < MAX_PP_DISCIPLINES; r++) {
if(t->GetPP().disciplines.values[r] == curspell) {
t->Message(13, "You already know this discipline.");
break; //continue the 1st loop
} else if(t->GetPP().disciplines.values[r] == 0) {
t->GetPP().disciplines.values[r] = curspell;
database.SaveCharacterDisc(t->CharacterID(), r, curspell);
t->SendDisciplineUpdate();
t->Message(0, "You have learned a new discipline!");
count++; //success counter
break; //continue the 1st loop
} //if we get to this point, there's already a discipline in this slot, so we continue onto the next slot
}
int spell_id = 0;
int count = 0;
bool change = false;
for( ; spell_id < SPDAT_RECORDS; ++spell_id) {
if (spell_id < 0 || spell_id >= SPDAT_RECORDS) {
c->Message(13, "FATAL ERROR: Spell id out-of-range (id: %i, min: 0, max: %i)", spell_id, SPDAT_RECORDS);
return;
}
while (true) {
if (spells[spell_id].classes[WARRIOR] == 0) // check if spell exists
break;
if (spells[spell_id].classes[t->GetPP().class_ - 1] > max_level) // maximum level
break;
if (spells[spell_id].classes[t->GetPP().class_ - 1] < min_level) // minimum level
break;
if (spells[spell_id].skill == 52)
break;
uint16 spell_id_ = (uint16)spell_id;
if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
c->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
return;
}
if (!IsDiscipline(spell_id_))
break;
for (uint32 r = 0; r < MAX_PP_DISCIPLINES; ++r) {
if (t->GetPP().disciplines.values[r] == spell_id_) {
t->Message(13, "You already know this discipline.");
break; // continue the 1st loop
}
else if (t->GetPP().disciplines.values[r] == 0) {
t->GetPP().disciplines.values[r] = spell_id_;
database.SaveCharacterDisc(t->CharacterID(), r, spell_id_);
change = true;
t->Message(0, "You have learned a new discipline!");
++count; // success counter
break; // continue the 1st loop
} // if we get to this point, there's already a discipline in this slot, so we continue onto the next slot
}
break;
}
}
if (change)
t->SendDisciplineUpdate();
if (count > 0) {
t->Message(0, "Successfully trained %u disciplines.", count);
if (t != c)

View File

@ -974,9 +974,6 @@ void QuestManager::permagender(int gender_id) {
}
uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
// rewrote this handler to test for possible type conversion issues
// most of the redundant checks can be removed if proven successful
QuestManagerCurrentQuestVars();
int book_slot = initiator->GetNextAvailableSpellBookSlot();
int spell_id = 0;
@ -1022,29 +1019,30 @@ uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
uint16 spell_id_ = (uint16)spell_id;
if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
initiator->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%u != %i)", spell_id, spell_id_);
initiator->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
return count;
}
if (!IsDiscipline(spell_id_) && !initiator->HasSpellScribed(spell_id)) { //isn't a discipline & we don't already have it scribed
if (!IsDiscipline(spell_id_) && !initiator->HasSpellScribed(spell_id)) { // isn't a discipline & we don't already have it scribed
if (SpellGlobalRule) {
// Bool to see if the character has the required QGlobal to scribe it if one exists in the Spell_Globals table
// bool to see if the character has the required QGlobal to scribe it if one exists in the Spell_Globals table
SpellGlobalCheckResult = initiator->SpellGlobalCheck(spell_id_, char_id);
if (SpellGlobalCheckResult) {
initiator->ScribeSpell(spell_id_, book_slot);
count++;
++count;
}
}
else if (SpellBucketRule) {
// bool to see if the character has the required bucket to train it if one exists in the spell_buckets table
SpellBucketCheckResult = initiator->SpellBucketCheck(spell_id_, char_id);
if (SpellBucketCheckResult) {
initiator->ScribeSpell(spell_id_, book_slot);
count++;
++count;
}
}
else {
initiator->ScribeSpell(spell_id_, book_slot);
count++;
++count;
}
}
@ -1054,82 +1052,104 @@ uint16 QuestManager::scribespells(uint8 max_level, uint8 min_level) {
book_slot = initiator->GetNextAvailableSpellBookSlot(book_slot);
}
return count; //how many spells were scribed successfully
return count; // how many spells were scribed successfully
}
uint16 QuestManager::traindiscs(uint8 max_level, uint8 min_level) {
QuestManagerCurrentQuestVars();
uint16 count;
uint16 spell_id;
int spell_id = 0;
int count = 0;
uint32 char_id = initiator->CharacterID();
bool SpellGlobalRule = RuleB(Spells, EnableSpellGlobals);
bool SpellBucketRule = RuleB(Spells, EnableSpellBuckets);
bool SpellGlobalCheckResult = 0;
bool SpellBucketCheckResult = 0;
bool SpellGlobalCheckResult = false;
bool SpellBucketCheckResult = false;
for(spell_id = 0, count = 0; spell_id < SPDAT_RECORDS; spell_id++)
{
if
(
spells[spell_id].classes[WARRIOR] != 0 && //check if spell exists
spells[spell_id].classes[initiator->GetPP().class_-1] <= max_level && //maximum level
spells[spell_id].classes[initiator->GetPP().class_-1] >= min_level && //minimum level
spells[spell_id].skill != 52 &&
( !RuleB(Spells, UseCHAScribeHack) || spells[spell_id].effectid[EFFECT_COUNT - 1] != 10 )
)
{
if(IsDiscipline(spell_id)){
//we may want to come up with a function like Client::GetNextAvailableSpellBookSlot() to help speed this up a little
for(uint32 r = 0; r < MAX_PP_DISCIPLINES; r++) {
if(initiator->GetPP().disciplines.values[r] == spell_id) {
initiator->Message(13, "You already know this discipline.");
break; //continue the 1st loop
}
else if(initiator->GetPP().disciplines.values[r] == 0) {
if (SpellGlobalRule) {
// Bool to see if the character has the required QGlobal to train it if one exists in the Spell_Globals table
SpellGlobalCheckResult = initiator->SpellGlobalCheck(spell_id, char_id);
if (SpellGlobalCheckResult) {
initiator->GetPP().disciplines.values[r] = spell_id;
database.SaveCharacterDisc(char_id, r, spell_id);
initiator->SendDisciplineUpdate();
initiator->Message(0, "You have learned a new discipline!");
count++; //success counter
}
break; //continue the 1st loop
} else if (SpellBucketRule) {
// Bool to see if the character has the required bucket to train it if one exists in the spell_buckets table
SpellBucketCheckResult = initiator->SpellBucketCheck(spell_id, char_id);
if (SpellBucketCheckResult) {
initiator->GetPP().disciplines.values[r] = spell_id;
database.SaveCharacterDisc(char_id, r, spell_id);
initiator->SendDisciplineUpdate();
initiator->Message(0, "You have learned a new discipline!");
count++;
}
break;
}
else {
initiator->GetPP().disciplines.values[r] = spell_id;
database.SaveCharacterDisc(char_id, r, spell_id);
initiator->SendDisciplineUpdate();
bool change = false;
for( ; spell_id < SPDAT_RECORDS; ++spell_id) {
if (spell_id < 0 || spell_id >= SPDAT_RECORDS) {
initiator->Message(13, "FATAL ERROR: Spell id out-of-range (id: %i, min: 0, max: %i)", spell_id, SPDAT_RECORDS);
return count;
}
while (true) {
if (spells[spell_id].classes[WARRIOR] == 0) // check if spell exists
break;
if (spells[spell_id].classes[initiator->GetPP().class_ - 1] > max_level) // maximum level
break;
if (spells[spell_id].classes[initiator->GetPP().class_ - 1] < min_level) // minimum level
break;
if (spells[spell_id].skill == 52)
break;
if (RuleB(Spells, UseCHAScribeHack) && spells[spell_id].effectid[EFFECT_COUNT - 1] == 10)
break;
uint16 spell_id_ = (uint16)spell_id;
if ((spell_id_ != spell_id) || (spell_id != spell_id_)) {
initiator->Message(13, "FATAL ERROR: Type conversion data loss with spell_id (%i != %u)", spell_id, spell_id_);
return count;
}
if (!IsDiscipline(spell_id_))
break;
for (uint32 r = 0; r < MAX_PP_DISCIPLINES; r++) {
if (initiator->GetPP().disciplines.values[r] == spell_id_) {
initiator->Message(13, "You already know this discipline.");
break; // continue the 1st loop
}
else if (initiator->GetPP().disciplines.values[r] == 0) {
if (SpellGlobalRule) {
// bool to see if the character has the required QGlobal to train it if one exists in the Spell_Globals table
SpellGlobalCheckResult = initiator->SpellGlobalCheck(spell_id_, char_id);
if (SpellGlobalCheckResult) {
initiator->GetPP().disciplines.values[r] = spell_id_;
database.SaveCharacterDisc(char_id, r, spell_id_);
change = true;
initiator->Message(0, "You have learned a new discipline!");
count++; //success counter
break; //continue the 1st loop
++count; // success counter
}
} //if we get to this point, there's already a discipline in this slot, so we skip it
break; // continue the 1st loop
}
else if (SpellBucketRule) {
// bool to see if the character has the required bucket to train it if one exists in the spell_buckets table
SpellBucketCheckResult = initiator->SpellBucketCheck(spell_id_, char_id);
if (SpellBucketCheckResult) {
initiator->GetPP().disciplines.values[r] = spell_id_;
database.SaveCharacterDisc(char_id, r, spell_id_);
change = true;
initiator->Message(0, "You have learned a new discipline!");
++count;
}
break;
}
else {
initiator->GetPP().disciplines.values[r] = spell_id_;
database.SaveCharacterDisc(char_id, r, spell_id_);
change = true;;
initiator->Message(0, "You have learned a new discipline!");
++count; // success counter
break; // continue the 1st loop
}
}
}
break;
}
}
return count; //how many disciplines were learned successfully
if (change)
initiator->SendDisciplineUpdate();
return count; // how many disciplines were learned successfully
}
void QuestManager::unscribespells() {
QuestManagerCurrentQuestVars();
initiator->UnscribeSpellAll();
}
}
void QuestManager::untraindiscs() {
QuestManagerCurrentQuestVars();