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[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>
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parent
b59052ab42
commit
4e55757a94
4 changed files with 51 additions and 16 deletions
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@ -324,23 +324,59 @@ void WorldSession::HandlePetSetAction( WorldPacket & recv_data )
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}
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count = (recv_data.size() == 24) ? 2 : 1;
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uint32 position[2];
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uint32 data[2];
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bool move_command = false;
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for(uint8 i = 0; i < count; ++i)
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{
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uint32 position;
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uint32 data;
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recv_data >> position[i];
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recv_data >> data[i];
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recv_data >> position;
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recv_data >> data;
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uint32 spell_id = UNIT_ACTION_BUTTON_ACTION(data);
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uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data);
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sLog.outDetail( "Player %s has changed pet spell action. Position: %u, Spell: %u, State: 0x%X", _player->GetName(), position, spell_id, uint32(act_state));
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uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data[i]);
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//ignore invalid position
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if(position >= MAX_UNIT_ACTION_BAR_INDEX)
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if(position[i] >= MAX_UNIT_ACTION_BAR_INDEX)
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return;
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// in the normal case, command and reaction buttons can only be moved, not removed
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// at moving count ==2, at removing count == 1
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// ignore attempt to remove command|reaction buttons (not possible at normal case)
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if (act_state == ACT_COMMAND || act_state == ACT_REACTION)
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{
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if (count == 1)
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return;
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move_command = true;
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}
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}
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// check swap
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if (move_command)
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{
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uint8 act_state_0 = UNIT_ACTION_BUTTON_TYPE(data[0]);
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uint32 spell_id_0 = UNIT_ACTION_BUTTON_ACTION(data[0]);
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UnitActionBarEntry const* actionEntry_1 = charmInfo->GetActionBarEntry(position[1]);
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if (!actionEntry_1 || spell_id_0 != actionEntry_1->GetAction() ||
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act_state_0 != actionEntry_1->GetType())
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return;
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uint8 act_state_1 = UNIT_ACTION_BUTTON_TYPE(data[1]);
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uint32 spell_id_1 = UNIT_ACTION_BUTTON_ACTION(data[1]);
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UnitActionBarEntry const* actionEntry_0 = charmInfo->GetActionBarEntry(position[0]);
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if (!actionEntry_0 || spell_id_1 != actionEntry_0->GetAction() ||
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act_state_1 != actionEntry_0->GetType())
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return;
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}
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for(uint8 i = 0; i < count; ++i)
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{
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uint32 spell_id = UNIT_ACTION_BUTTON_ACTION(data[i]);
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uint8 act_state = UNIT_ACTION_BUTTON_TYPE(data[i]);
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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));
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//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
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if(!((act_state == ACT_ENABLED || act_state == ACT_DISABLED || act_state == ACT_PASSIVE) && spell_id && !pet->HasSpell(spell_id)))
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{
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@ -361,7 +397,7 @@ void WorldSession::HandlePetSetAction( WorldPacket & recv_data )
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((Pet*)pet)->ToggleAutocast(spell_id, false);
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}
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charmInfo->SetActionBar(position,spell_id,ActiveStates(act_state));
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charmInfo->SetActionBar(position[i],spell_id,ActiveStates(act_state));
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}
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}
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}
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