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Small code cleanup and partial merge with dev branch
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3c7c5ba8d4
commit
28dc20c6e2
18 changed files with 371 additions and 468 deletions
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@ -658,7 +658,6 @@ void WorldSession::SendPetNameInvalid(uint32 error, const std::string& name, Dec
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void WorldSession::HandlePetLearnTalent( WorldPacket & recv_data )
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{
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sLog.outDebug("WORLD: CMSG_PET_LEARN_TALENT");
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recv_data.hexlike();
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CHECK_PACKET_SIZE(recv_data, 8+4+4);
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@ -666,117 +665,5 @@ void WorldSession::HandlePetLearnTalent( WorldPacket & recv_data )
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uint32 talent_id, requested_rank;
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recv_data >> guid >> talent_id >> requested_rank;
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Pet *pet = _player->GetPet();
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if(!pet)
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return;
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if(guid != pet->GetGUID())
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return;
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uint32 CurTalentPoints = pet->GetFreeTalentPoints();
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if(CurTalentPoints == 0)
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return;
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if (requested_rank > 4)
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return;
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TalentEntry const *talentInfo = sTalentStore.LookupEntry(talent_id);
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if(!talentInfo)
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return;
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TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
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if(!talentTabInfo)
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return;
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CreatureInfo const *ci = pet->GetCreatureInfo();
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if(!ci)
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return;
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CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
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if(!pet_family)
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return;
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if(pet_family->petTalentType < 0) // not hunter pet
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return;
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// prevent learn talent for different family (cheating)
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if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
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return;
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// prevent skip talent ranks (cheating)
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if(requested_rank > 0 && !pet->HasSpell(talentInfo->RankID[requested_rank-1]))
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return;
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// Check if it requires another talent
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if (talentInfo->DependsOn > 0)
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{
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if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
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{
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bool hasEnoughRank = false;
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for (int i = talentInfo->DependsOnRank; i <= 4; i++)
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{
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if (depTalentInfo->RankID[i] != 0)
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if (pet->HasSpell(depTalentInfo->RankID[i]))
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hasEnoughRank = true;
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}
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if (!hasEnoughRank)
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return;
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}
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}
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// Find out how many points we have in this field
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uint32 spentPoints = 0;
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uint32 tTab = talentInfo->TalentTab;
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if (talentInfo->Row > 0)
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{
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unsigned int numRows = sTalentStore.GetNumRows();
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for (unsigned int i = 0; i < numRows; i++) // Loop through all talents.
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{
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// Someday, someone needs to revamp
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const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
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if (tmpTalent) // the way talents are tracked
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{
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if (tmpTalent->TalentTab == tTab)
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{
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for (int j = 0; j <= 4; j++)
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{
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if (tmpTalent->RankID[j] != 0)
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{
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if (pet->HasSpell(tmpTalent->RankID[j]))
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{
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spentPoints += j + 1;
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}
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}
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}
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}
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}
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}
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}
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// not have required min points spent in talent tree
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if(spentPoints < (talentInfo->Row * 3))
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return;
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// spell not set in talent.dbc
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uint32 spellid = talentInfo->RankID[requested_rank];
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if( spellid == 0 )
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{
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sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talent_id, requested_rank);
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return;
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}
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// already known
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if(pet->HasSpell(spellid))
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return;
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// learn! (other talent ranks will unlearned at learning)
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pet->learnSpell(spellid);
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sLog.outDetail("TalentID: %u Rank: %u Spell: %u", talent_id, requested_rank, spellid);
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_player->LearnPetTalent(guid, talent_id, requested_rank);
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}
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