[10635] Convert many opcode handlers to ObjectGuid use.

Also re-enabled anticheating check for bank window open
base at .bank command access rights.
This commit is contained in:
VladimirMangos 2010-10-21 06:38:24 +04:00
parent 0901a4c2ac
commit 851e15c70a
26 changed files with 322 additions and 326 deletions

View file

@ -8538,17 +8538,17 @@ uint32 Player::GetXPRestBonus(uint32 xp)
return rested_bonus;
}
void Player::SetBindPoint(uint64 guid)
void Player::SetBindPoint(ObjectGuid guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << uint64(guid);
data << ObjectGuid(guid);
GetSession()->SendPacket( &data );
}
void Player::SendTalentWipeConfirm(uint64 guid)
void Player::SendTalentWipeConfirm(ObjectGuid guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
data << uint64(guid);
data << ObjectGuid(guid);
data << uint32(resetTalentsCost());
GetSession()->SendPacket( &data );
}
@ -12736,7 +12736,7 @@ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
canTalkToCredit = false;
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(pSource->GetGUID());
PrepareQuestMenu(pSource->GetObjectGuid());
hasMenuItem = false;
break;
case GOSSIP_OPTION_ARMORER:
@ -12801,7 +12801,7 @@ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
{
case GOSSIP_OPTION_QUESTGIVER:
if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
PrepareQuestMenu(pSource->GetGUID());
PrepareQuestMenu(pSource->GetObjectGuid());
hasMenuItem = false;
break;
case GOSSIP_OPTION_GOSSIP:
@ -12873,7 +12873,7 @@ void Player::SendPreparedGossip(WorldObject *pSource)
// in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetGUID());
SendPreparedQuest(pSource->GetObjectGuid());
return;
}
}
@ -12882,7 +12882,7 @@ void Player::SendPreparedGossip(WorldObject *pSource)
// probably need to find a better way here
if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetGUID());
SendPreparedQuest(pSource->GetObjectGuid());
return;
}
}
@ -12912,7 +12912,7 @@ void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 me
GossipMenuItem const& menu_item = gossipmenu.GetItem(gossipListId);
uint32 gossipOptionId = menu_item.m_gOptionId;
uint64 guid = pSource->GetGUID();
ObjectGuid guid = pSource->GetObjectGuid();
uint32 moneyTake = menu_item.m_gBoxMoney;
// if this function called and player have money for pay MoneyTake or cheating, proccess both cases
@ -13068,7 +13068,7 @@ uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu(uint64 guid)
void Player::PrepareQuestMenu(ObjectGuid guid)
{
QuestRelationsMapBounds rbounds;
QuestRelationsMapBounds irbounds;
@ -13128,7 +13128,7 @@ void Player::PrepareQuestMenu(uint64 guid)
}
}
void Player::SendPreparedQuest(uint64 guid)
void Player::SendPreparedQuest(ObjectGuid guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
@ -13236,7 +13236,7 @@ bool Player::IsCurrentQuest( uint32 quest_id ) const
return itr->second.m_status == QUEST_STATUS_INCOMPLETE || itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded;
}
Quest const* Player::GetNextQuest(uint64 guid, Quest const *pQuest)
Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const *pQuest)
{
QuestRelationsMapBounds rbounds;
@ -17453,11 +17453,11 @@ void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
tokens[index] = buf;
}
void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
void Player::Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
// 0
QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
if(!result)
QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", guid.GetCounter());
if (!result)
return;
Field* fields = result->Fetch();
@ -17466,7 +17466,7 @@ void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8
player_bytes2 &= ~0xFF;
player_bytes2 |= facialHair;
CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, guid.GetCounter());
delete result;
}
@ -20446,7 +20446,7 @@ uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
void Player::ResurectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
if(IS_PLAYER_GUID(m_resurrectGUID))
if (m_resurrectGuid.IsPlayer())
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
//we cannot resurrect player when we triggered far teleport
@ -21501,14 +21501,13 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
DETAIL_LOG("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
}
void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
void Player::LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank)
{
Pet *pet = GetPet();
if(!pet)
if (!pet)
return;
if(petGuid != pet->GetGUID())
if (petGuid != pet->GetObjectGuid())
return;
uint32 CurTalentPoints = pet->GetFreeTalentPoints();