[9715] Implement required basic elements for dual spec learn gossips.

Required DB data for real work. This is final part required at core side for support.

Also note that commit include

* generic implementation money cost gossip menu items so let
  implement in DB many money cost gossip operations with _fixed_ cost.
* useful CONDITION_SPELL that let implemtn menu item visible if specific
  spell known/don't known also wide used case for diff gossips.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
insider42 2010-04-10 03:01:39 +04:00 committed by VladimirMangos
parent f1af55f162
commit da253087cb
4 changed files with 41 additions and 3 deletions

View file

@ -7381,6 +7381,15 @@ bool PlayerCondition::Meets(Player const * player) const
}
case CONDITION_NOITEM:
return !player->HasItemCount(value1, value2);
case CONDITION_SPELL:
{
switch(value2)
{
case 0: return player->HasSpell(value1);
case 1: return !player->HasSpell(value1);
}
return false;
}
default:
return false;
}
@ -7578,6 +7587,22 @@ bool PlayerCondition::IsValid(ConditionType condition, uint32 value1, uint32 val
break;
}
case CONDITION_SPELL:
{
if(!sSpellStore.LookupEntry(value1))
{
sLog.outErrorDb("Spell condition requires to have non existing spell (Id: %d), skipped", value1);
return false;
}
if (value2 > 1)
{
sLog.outErrorDb("Spell condition has invalid argument %u (must be 0..1), skipped", value2);
return false;
}
break;
}
case CONDITION_NONE:
break;
}

View file

@ -314,9 +314,10 @@ enum ConditionType
CONDITION_RACE_CLASS = 14, // race_mask class_mask
CONDITION_LEVEL = 15, // player_level 0, 1 or 2 (0: equal to, 1: equal or higher than, 2: equal or less than)
CONDITION_NOITEM = 16, // item_id count
CONDITION_SPELL = 17, // spell_id 0, 1 (0: has spell, 1: hasn't spell)
};
#define MAX_CONDITION 17 // maximum value in ConditionType enum
#define MAX_CONDITION 18 // maximum value in ConditionType enum
struct PlayerCondition
{

View file

@ -12688,8 +12688,20 @@ void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 me
if (menuId != gossipmenu.GetMenuId())
return;
uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId;
GossipMenuItem const& menu_item = gossipmenu.GetItem(gossipListId);
uint32 gossipOptionId = menu_item.m_gOptionId;
uint64 guid = pSource->GetGUID();
uint32 moneyTake = menu_item.m_gBoxMoney;
// if this function called and player have money for pay MoneyTake or cheating, proccess both cases
if (moneyTake > 0)
{
if (GetMoney() >= moneyTake)
ModifyMoney(-int32(moneyTake));
else
return; // cheating
}
if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "9714"
#define REVISION_NR "9715"
#endif // __REVISION_NR_H__