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Small code cleanup and partial merge with dev branch
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18 changed files with 371 additions and 468 deletions
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@ -33,103 +33,7 @@ void WorldSession::HandleLearnTalentOpcode( WorldPacket & recv_data )
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uint32 talent_id, requested_rank;
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recv_data >> talent_id >> requested_rank;
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uint32 CurTalentPoints = GetPlayer()->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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Player * player = GetPlayer();
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// prevent learn talent for different class (cheating)
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if( (player->getClassMask() & talentTabInfo->ClassMask) == 0 )
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return;
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// prevent skip talent ranks (cheating)
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if(requested_rank > 0 && !player->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 (player->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 (player->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 * 5))
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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(GetPlayer( )->HasSpell(spellid))
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return;
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// learn! (other talent ranks will unlearned at learning)
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GetPlayer( )->learnSpell(spellid,false);
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sLog.outDetail("TalentID: %u Rank: %u Spell: %u", talent_id, requested_rank, spellid);
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// update free talent points
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GetPlayer()->SetFreeTalentPoints(CurTalentPoints - 1);
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_player->LearnTalent(talent_id, requested_rank);
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}
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void WorldSession::HandleTalentWipeOpcode( WorldPacket & recv_data )
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