[8987] Allow swap spell and command/reaction in pet action bar.

* Also prevent command/action drop from action bar
* Pet action bar will recetn at this revision use single time for all pets.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Arthorius 2009-12-13 23:01:56 +03:00 committed by VladimirMangos
parent b59052ab42
commit 4e55757a94
4 changed files with 51 additions and 16 deletions

View file

@ -324,23 +324,59 @@ void WorldSession::HandlePetSetAction( WorldPacket & recv_data )
}
count = (recv_data.size() == 24) ? 2 : 1;
uint32 position[2];
uint32 data[2];
bool move_command = false;
for(uint8 i = 0; i < count; ++i)
{
uint32 position;
uint32 data;
recv_data >> position[i];
recv_data >> data[i];
recv_data >> position;
recv_data >> data;
uint32 spell_id = UNIT_ACTION_BUTTON_ACTION(data);
uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data);
sLog.outDetail( "Player %s has changed pet spell action. Position: %u, Spell: %u, State: 0x%X", _player->GetName(), position, spell_id, uint32(act_state));
uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data[i]);
//ignore invalid position
if(position >= MAX_UNIT_ACTION_BAR_INDEX)
if(position[i] >= MAX_UNIT_ACTION_BAR_INDEX)
return;
// in the normal case, command and reaction buttons can only be moved, not removed
// at moving count ==2, at removing count == 1
// ignore attempt to remove command|reaction buttons (not possible at normal case)
if (act_state == ACT_COMMAND || act_state == ACT_REACTION)
{
if (count == 1)
return;
move_command = true;
}
}
// check swap
if (move_command)
{
uint8 act_state_0 = UNIT_ACTION_BUTTON_TYPE(data[0]);
uint32 spell_id_0 = UNIT_ACTION_BUTTON_ACTION(data[0]);
UnitActionBarEntry const* actionEntry_1 = charmInfo->GetActionBarEntry(position[1]);
if (!actionEntry_1 || spell_id_0 != actionEntry_1->GetAction() ||
act_state_0 != actionEntry_1->GetType())
return;
uint8 act_state_1 = UNIT_ACTION_BUTTON_TYPE(data[1]);
uint32 spell_id_1 = UNIT_ACTION_BUTTON_ACTION(data[1]);
UnitActionBarEntry const* actionEntry_0 = charmInfo->GetActionBarEntry(position[0]);
if (!actionEntry_0 || spell_id_1 != actionEntry_0->GetAction() ||
act_state_1 != actionEntry_0->GetType())
return;
}
for(uint8 i = 0; i < count; ++i)
{
uint32 spell_id = UNIT_ACTION_BUTTON_ACTION(data[i]);
uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data[i]);
sLog.outDetail( "Player %s has changed pet spell action. Position: %u, Spell: %u, State: 0x%X", _player->GetName(), position[i], spell_id, uint32(act_state));
//if it's act for spell (en/disable/cast) and there is a spell given (0 = remove spell) which pet doesn't know, don't add
if(!((act_state == ACT_ENABLED || act_state == ACT_DISABLED || act_state == ACT_PASSIVE) && spell_id && !pet->HasSpell(spell_id)))
{
@ -361,7 +397,7 @@ void WorldSession::HandlePetSetAction( WorldPacket & recv_data )
((Pet*)pet)->ToggleAutocast(spell_id, false);
}
charmInfo->SetActionBar(position,spell_id,ActiveStates(act_state));
charmInfo->SetActionBar(position[i],spell_id,ActiveStates(act_state));
}
}
}