Allow multiple classes for quest requirements - patch by Shauren
(This should make Malcrom happy) Fixes issue 1476. Fixes issues 1972. Fixes issue 430. --HG-- branch : trunk
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@@ -3562,8 +3562,8 @@ void ObjectMgr::LoadQuests()
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mExclusiveQuestGroups.clear();
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// 0 1 2 3 4 5 6 7 8 9
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QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, Method, ZoneOrSort, SkillOrClass, MinLevel, MaxLevel, QuestLevel, Type, RequiredRaces, RequiredSkillValue,"
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// 0 1 2 3 4 5 6 7 8 9
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QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, Method, ZoneOrSort, SkillOrClassMask, MinLevel, MaxLevel, QuestLevel, Type, RequiredRaces, RequiredSkillValue,"
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// 10 11 12 13 14 15 16 17 18 19
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"RepObjectiveFaction, RepObjectiveValue, RepObjectiveFaction2, RepObjectiveValue2, RequiredMinRepFaction, RequiredMinRepValue, RequiredMaxRepFaction, RequiredMaxRepValue, SuggestedPlayers, LimitTime,"
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// 20 21 22 23 24 25 26 27 28 29 30 31 32 33
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@@ -3706,41 +3706,41 @@ void ObjectMgr::LoadQuests()
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if (ClassByQuestSort(-int32(qinfo->ZoneOrSort)))
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{
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// SkillOrClass should not have class case when class case already set in ZoneOrSort.
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if (qinfo->SkillOrClass < 0)
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if (qinfo->SkillOrClassMask < 0)
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{
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sLog.outErrorDb("Quest %u has `ZoneOrSort` = %i (class sort case) and `SkillOrClass` = %i (class case), redundant.",
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qinfo->GetQuestId(),qinfo->ZoneOrSort,qinfo->SkillOrClass);
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sLog.outErrorDb("Quest %u has `ZoneOrSort` = %i (class sort case) and `SkillOrClassMask` = %i (class case), redundant.",
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qinfo->GetQuestId(),qinfo->ZoneOrSort,qinfo->SkillOrClassMask);
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}
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}
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//check for proper SkillOrClass value (skill case)
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if (int32 skill_id = SkillByQuestSort(-int32(qinfo->ZoneOrSort)))
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{
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// skill is positive value in SkillOrClass
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if (qinfo->SkillOrClass != skill_id)
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if (qinfo->SkillOrClassMask != skill_id)
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{
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sLog.outErrorDb("Quest %u has `ZoneOrSort` = %i (skill sort case) but `SkillOrClass` does not have a corresponding value (%i).",
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sLog.outErrorDb("Quest %u has `ZoneOrSort` = %i (skill sort case) but `SkillOrClassMask` does not have a corresponding value (%i).",
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qinfo->GetQuestId(),qinfo->ZoneOrSort,skill_id);
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//override, and force proper value here?
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}
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}
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}
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// SkillOrClass (class case)
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if (qinfo->SkillOrClass < 0)
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// SkillOrClassMask (class case)
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if (qinfo->SkillOrClassMask < 0)
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{
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if (!sChrClassesStore.LookupEntry(-int32(qinfo->SkillOrClass)))
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if (!(-int32(qinfo->SkillOrClassMask) & CLASSMASK_ALL_PLAYABLE))
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{
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sLog.outErrorDb("Quest %u has `SkillOrClass` = %i (class case) but class (%i) does not exist",
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qinfo->GetQuestId(),qinfo->SkillOrClass,-qinfo->SkillOrClass);
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sLog.outErrorDb("Quest %u has `SkillOrClassMask` = %i (class case) but classmask does not have valid class",
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qinfo->GetQuestId(),qinfo->SkillOrClassMask);
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}
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}
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// SkillOrClass (skill case)
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if (qinfo->SkillOrClass > 0)
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// SkillOrClassMask (skill case)
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if (qinfo->SkillOrClassMask > 0)
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{
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if (!sSkillLineStore.LookupEntry(qinfo->SkillOrClass))
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if (!sSkillLineStore.LookupEntry(qinfo->SkillOrClassMask))
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{
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sLog.outErrorDb("Quest %u has `SkillOrClass` = %u (skill case) but skill (%i) does not exist",
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qinfo->GetQuestId(),qinfo->SkillOrClass,qinfo->SkillOrClass);
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qinfo->GetQuestId(),qinfo->SkillOrClassMask,qinfo->SkillOrClassMask);
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}
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}
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@@ -3753,10 +3753,10 @@ void ObjectMgr::LoadQuests()
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// no changes, quest can't be done for this requirement
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}
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if (qinfo->SkillOrClass <= 0)
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if (qinfo->SkillOrClassMask <= 0)
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{
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sLog.outErrorDb("Quest %u has `RequiredSkillValue` = %u but `SkillOrClass` = %i (class case), value ignored.",
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qinfo->GetQuestId(),qinfo->RequiredSkillValue,qinfo->SkillOrClass);
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qinfo->GetQuestId(),qinfo->RequiredSkillValue,qinfo->SkillOrClassMask);
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// no changes, quest can't be done for this requirement (fail at wrong skill id)
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}
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}
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