[Quest API] Add EVENT_LEVEL_DOWN to Perl/Lua. (#2620)

* [Quest API] Add EVENT_LEVEL_DOWN to Perl/Lua.

# Perl
- Add `EVENT_LEVEL_DOWN`, exports `$levels_lost`.
- Add `$levels_gained` export to `EVENT_LEVEL_UP`.

# Lua
- Add `event_level_down`, exports `e.levels_lost`.
- Add `e.levels_gained` export to `event_level_up`.

# Notes
- Allows operators to perform actions on level down.
- Allows operators to tell how many levels were lost or gained in case people are gaining/losing multiple levels and they want to keep track or use this as a mechanic in their code somewhere.

* Update exp.cpp

* Update embparser.cpp
This commit is contained in:
Alex King
2022-12-10 19:22:31 -05:00
committed by GitHub
parent 8c707f9fe5
commit d3fac8a0cb
7 changed files with 126 additions and 37 deletions
+56 -31
View File
@@ -835,55 +835,78 @@ void Client::SetLevel(uint8 set_level, bool command)
}
auto outapp = new EQApplicationPacket(OP_LevelUpdate, sizeof(LevelUpdate_Struct));
LevelUpdate_Struct* lu = (LevelUpdate_Struct*)outapp->pBuffer;
auto* lu = (LevelUpdate_Struct *) outapp->pBuffer;
lu->level = set_level;
if(m_pp.level2 != 0)
if (m_pp.level2 != 0) {
lu->level_old = m_pp.level2;
else
} else {
lu->level_old = level;
}
level = set_level;
if(IsRaidGrouped()) {
if (IsRaidGrouped()) {
Raid *r = GetRaid();
if(r){
if (r) {
r->UpdateLevel(GetName(), set_level);
}
}
if(set_level > m_pp.level2) {
if(m_pp.level2 == 0)
if (set_level > m_pp.level2) {
if (m_pp.level2 == 0) {
m_pp.points += 5;
else
} else {
m_pp.points += (5 * (set_level - m_pp.level2));
}
m_pp.level2 = set_level;
}
if(set_level > m_pp.level) {
parse->EventPlayer(EVENT_LEVEL_UP, this, "", 0);
/* QS: PlayerLogLevels */
if (RuleB(QueryServ, PlayerLogLevels)){
std::string event_desc = StringFormat("Leveled UP :: to Level:%i from Level:%i in zoneid:%i instid:%i", set_level, m_pp.level, GetZoneID(), GetInstanceID());
if (set_level > m_pp.level) {
const auto export_string = fmt::format("{}", (set_level - m_pp.level));
parse->EventPlayer(EVENT_LEVEL_UP, this, export_string, 0);
if (RuleB(QueryServ, PlayerLogLevels)) {
const auto event_desc = fmt::format(
"Leveled UP :: to Level:{} from Level:{} in zoneid:{} instid:{}",
set_level,
m_pp.level,
GetZoneID(),
GetInstanceID()
);
QServ->PlayerLogEvent(Player_Log_Levels, CharacterID(), event_desc);
}
}
else if (set_level < m_pp.level){
/* QS: PlayerLogLevels */
if (RuleB(QueryServ, PlayerLogLevels)){
std::string event_desc = StringFormat("Leveled DOWN :: to Level:%i from Level:%i in zoneid:%i instid:%i", set_level, m_pp.level, GetZoneID(), GetInstanceID());
} else if (set_level < m_pp.level) {
const auto export_string = fmt::format("{}", (m_pp.level - set_level));
parse->EventPlayer(EVENT_LEVEL_DOWN, this, export_string, 0);
if (RuleB(QueryServ, PlayerLogLevels)) {
const auto event_desc = fmt::format(
"Leveled DOWN :: to Level:{} from Level:{} in zoneid:{} instid:{}",
set_level,
m_pp.level,
GetZoneID(),
GetInstanceID()
);
QServ->PlayerLogEvent(Player_Log_Levels, CharacterID(), event_desc);
}
}
m_pp.level = set_level;
if (command){
if (command) {
m_pp.exp = GetEXPForLevel(set_level);
Message(Chat::Yellow, "Welcome to level %i!", set_level);
Message(Chat::Yellow, fmt::format("Welcome to level {}!", set_level).c_str());
lu->exp = 0;
} else {
const auto temporary_xp = (
static_cast<float>(m_pp.exp - GetEXPForLevel(GetLevel())) /
static_cast<float>(GetEXPForLevel(GetLevel() + 1) - GetEXPForLevel(GetLevel()))
);
lu->exp = static_cast<uint32>(330.0f * temporary_xp);
}
else {
float tmpxp = (float) ( (float) m_pp.exp - GetEXPForLevel( GetLevel() )) / ( (float) GetEXPForLevel(GetLevel()+1) - GetEXPForLevel(GetLevel()));
lu->exp = (uint32)(330.0f * tmpxp);
}
QueuePacket(outapp);
safe_delete(outapp);
SendAppearancePacket(AT_WhoLevel, set_level); // who level change
@@ -892,16 +915,18 @@ void Client::SetLevel(uint8 set_level, bool command)
CalcBonuses();
if(!RuleB(Character, HealOnLevel)) {
int mhp = CalcMaxHP();
if(GetHP() > mhp)
SetHP(mhp);
}
else {
if (!RuleB(Character, HealOnLevel)) {
const auto max_hp = CalcMaxHP();
if (GetHP() > max_hp) {
SetHP(max_hp);
}
} else {
SetHP(CalcMaxHP()); // Why not, lets give them a free heal
}
if (RuleI(World, PVPMinLevel) > 0 && level >= RuleI(World, PVPMinLevel) && m_pp.pvp == 0) SetPVP(true);
if (RuleI(World, PVPMinLevel) > 0 && level >= RuleI(World, PVPMinLevel) && m_pp.pvp == 0) {
SetPVP(true);
}
DoTributeUpdate();
SendHPUpdate();