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
This commit is contained in:
click committed 2010-05-14 23:43:42 +02:00
1 parent 1a49477a17
commit 85ec98ff9f
6 files changed
+32 -30

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