Small code cleanup and partial merge with dev branch

This commit is contained in:
tomrus88 2009-03-21 19:07:38 +03:00
parent 3c7c5ba8d4
commit 28dc20c6e2
18 changed files with 371 additions and 468 deletions

View file

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