Not store dependent spells in character_spell

* Mark spells learned in result character creating, another spell learning, skill grow,
  quest reward as dependent and not store its in `character_spell`.
* Prevent re-learning known spell in expected state
* Prevent re-learning low rank spell as active if higher rank known.
* New type of non-stacked ranked spells check: skill dependent spell bonuses.
* Activate (show propetly and cast if need) lesser spell rank
  for non-stackable in spellbooks spells at unlearn high rank
This commit is contained in:
VladimirMangos 2009-01-24 07:18:02 +03:00
parent 4b5aba18f8
commit bbf8fd0742
10 changed files with 222 additions and 85 deletions

View file

@ -3345,7 +3345,7 @@ void Spell::EffectLearnSpell(uint32 i)
Player *player = (Player*)unitTarget;
uint32 spellToLearn = ((m_spellInfo->Id==SPELL_ID_GENERIC_LEARN) || (m_spellInfo->Id==SPELL_ID_GENERIC_LEARN_PET)) ? damage : m_spellInfo->EffectTriggerSpell[i];
player->learnSpell(spellToLearn);
player->learnSpell(spellToLearn,false);
sLog.outDebug( "Spell: Player %u have learned spell %u from NpcGUID=%u", player->GetGUIDLow(), spellToLearn, m_caster->GetGUIDLow() );
}
@ -4866,7 +4866,7 @@ void Spell::EffectScriptEffect(uint32 effIndex)
// learn random explicit discovery recipe (if any)
if(uint32 discoveredSpell = GetExplicitDiscoverySpell(m_spellInfo->Id, player))
player->learnSpell(discoveredSpell);
player->learnSpell(discoveredSpell,false);
return;
}
}