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Fix AddTemplateHotbar(): loading action spells #194

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Oct 19, 2024
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4 changes: 2 additions & 2 deletions conf/mod_ptr_template.conf.dist
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ LevelEnable = true
# TemplateDK
# TemplateEquipGear
# TemplateHomebind
# TemplateHotbar - false
# TemplateHotbar
# TemplateLevel
# TemplateQuests - false
# TemplateReputation
Expand All @@ -48,7 +48,7 @@ TemplateBagGear = true
TemplateDK = true
TemplateEquipGear = true
TemplateHomebind = true
TemplateHotbar = false
TemplateHotbar = true
TemplateLevel = true
TemplateQuests = false
TemplateReputation = true
Expand Down
28 changes: 16 additions & 12 deletions src/ptr_template.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@ class createTemplate : public PlayerScript {
{
itemRoutine = METHOD_DELETE;
}

scheduler.Schedule(Milliseconds(delayMultiplier * APPLY_DELAY), [player, index, itemRoutine](TaskContext context)
{
switch (context.GetRepeatCounter())
Expand Down Expand Up @@ -467,7 +467,7 @@ class createTemplate : public PlayerScript {
{
return;
}

int STARTER_QUESTS[33] = { 12593, 12619, 12842, 12848, 12636, 12641, 12657, 12678, 12679, 12680, 12687, 12698, 12701, 12706, 12716, 12719, 12720, 12722, 12724, 12725, 12727, 12733, -1, 12751, 12754, 12755, 12756, 12757, 12779, 12801, 13165, 13166 };
// Blizz just dumped all of the special surprise quests on every DK template. Don't know yet if I want to do the same.
int specialSurpriseQuestId = -1;
Expand Down Expand Up @@ -560,25 +560,29 @@ class createTemplate : public PlayerScript {
}
}

static void AddTemplateHotbar(Player* player, uint32 index) // Someone smarter than me needs to fix this.
{ // 0 1 2
static void AddTemplateHotbar(Player* player, uint32 index)
{
for (uint8 j = ACTION_BUTTON_BEGIN; j <= MAX_ACTION_BUTTONS; j++)
{
player->removeActionButton(j);
}
// 0 1 2
QueryResult barInfo = WorldDatabase.Query("SELECT Button, Action, Type FROM mod_ptrtemplate_action WHERE (ID = {} AND RaceMask & {} AND ClassMask & {})", index, player->getRaceMask(), player->getClassMask());
for (uint8 j = ACTION_BUTTON_BEGIN; j <= MAX_ACTION_BUTTONS; j++) // This is supposed to go through every available action slot and remove what's there.
{ // This doesn't work for spells added by AddTemplateSpells.
player->removeActionButton(j); // I don't know why and I've tried everything I can think of, but nothing's worked.
} // And yes, I do want the hotbar cleared for characters that don't have any hotbar data in the template.
if (barInfo)
{
do
{
uint8 buttonEntry = (*barInfo)[0].Get<uint8>();
uint32 actionEntry = (*barInfo)[1].Get<uint32>();
uint8 typeEntry = (*barInfo)[2].Get<uint8>();
player->addActionButton(buttonEntry, actionEntry, typeEntry);
LOG_DEBUG("module", "Added hotbar spell {} on button {} with type {} for template character {}.", actionEntry, buttonEntry, typeEntry, player->GetGUID().ToString());
if (player->addActionButton(buttonEntry, actionEntry, typeEntry))
LOG_DEBUG("module", "Added hotbar spell {} on button {} with type {} for template character {}.", actionEntry, buttonEntry, typeEntry, player->GetGUID().ToString());
else
LOG_ERROR("module", "Failed to add hotbar spell {} on button {} with type {} for template character {}.", actionEntry, buttonEntry, typeEntry, player->GetGUID().ToString());
} while (barInfo->NextRow());
}
player->SendActionButtons(2);
player->SaveToDB(false, false); // Commit action buttons.
player->SendActionButtons(1);
}

static void AddTemplateLevel(Player* player, uint32 index)
Expand Down Expand Up @@ -868,7 +872,7 @@ class createTemplate : public PlayerScript {
item->DeleteFromInventoryDB(trans);
vestigialEquipItems.push_back(item);
}

while (!vestigialEquipItems.empty())
{
std::string subject = player->GetSession()->GetModuleString(module_string, MAIL_BOOST_SUBJECT)[0];
Expand Down