Convert misc commands in commandscript
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@@ -60,6 +60,7 @@ public:
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static ChatCommand commandTable[] =
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{
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{ "character", SEC_GAMEMASTER, true, NULL, "", characterCommandTable},
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{ "levelup", SEC_ADMINISTRATOR, false, &HandleLevelUpCommand, "", NULL },
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{ NULL, 0, false, NULL, "", NULL }
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};
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return commandTable;
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@@ -218,6 +219,34 @@ public:
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sWorld->AddCharacterNameData(delInfo.lowGuid, delInfo.name, (*result)[2].GetUInt8(), (*result)[0].GetUInt8(), (*result)[1].GetUInt8());
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}
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static void HandleCharacterLevel(Player* player, uint64 playerGuid, uint32 oldLevel, uint32 newLevel, ChatHandler* handler)
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{
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if (player)
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{
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player->GiveLevel(newLevel);
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player->InitTalentForLevel();
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player->SetUInt32Value(PLAYER_XP, 0);
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if (handler->needReportToTarget(player))
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{
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if (oldLevel == newLevel)
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ChatHandler(player).PSendSysMessage(LANG_YOURS_LEVEL_PROGRESS_RESET, handler->GetNameLink().c_str());
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else if (oldLevel < newLevel)
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ChatHandler(player).PSendSysMessage(LANG_YOURS_LEVEL_UP, handler->GetNameLink().c_str(), newLevel);
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else // if (oldlevel > newlevel)
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ChatHandler(player).PSendSysMessage(LANG_YOURS_LEVEL_DOWN, handler->GetNameLink().c_str(), newLevel);
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}
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}
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else
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{
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// Update level and reset XP, everything else will be updated at login
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_LEVEL);
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stmt->setUInt8(0, uint8(newLevel));
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stmt->setUInt32(1, GUID_LOPART(playerGuid));
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CharacterDatabase.Execute(stmt);
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}
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}
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static bool HandleCharacterTitlesCommand(ChatHandler* handler, char const* args)
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{
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if (!*args)
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@@ -326,7 +355,7 @@ public:
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if (newlevel > STRONG_MAX_LEVEL) // hardcoded maximum level
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newlevel = STRONG_MAX_LEVEL;
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handler->HandleCharacterLevel(target, targetGuid, oldlevel, newlevel);
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HandleCharacterLevel(target, targetGuid, oldlevel, newlevel, handler);
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if (!handler->GetSession() || handler->GetSession()->GetPlayer() != target) // including player == NULL
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{
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std::string nameLink = handler->playerLink(targetName);
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@@ -671,6 +700,46 @@ public:
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return true;
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}
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static bool HandleLevelUpCommand(ChatHandler* handler, char const* args)
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{
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char* nameStr;
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char* levelStr;
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handler->extractOptFirstArg((char*)args, &nameStr, &levelStr);
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// exception opt second arg: .character level $name
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if (levelStr && isalpha(levelStr[0]))
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{
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nameStr = levelStr;
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levelStr = NULL; // current level will used
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}
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Player* target;
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uint64 targetGuid;
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std::string targetName;
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if (!handler->extractPlayerTarget(nameStr, &target, &targetGuid, &targetName))
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return false;
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int32 oldlevel = target ? target->getLevel() : Player::GetLevelFromDB(targetGuid);
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int32 addlevel = levelStr ? atoi(levelStr) : 1;
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int32 newlevel = oldlevel + addlevel;
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if (newlevel < 1)
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newlevel = 1;
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if (newlevel > STRONG_MAX_LEVEL) // hardcoded maximum level
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newlevel = STRONG_MAX_LEVEL;
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HandleCharacterLevel(target, targetGuid, oldlevel, newlevel, handler);
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if (!handler->GetSession() || handler->GetSession()->GetPlayer() != target) // including chr == NULL
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{
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std::string nameLink = handler->playerLink(targetName);
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handler->PSendSysMessage(LANG_YOU_CHANGE_LVL, nameLink.c_str(), newlevel);
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}
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return true;
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}
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};
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void AddSC_character_commandscript()
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