mirror of
https://github.com/mangosfour/server.git
synced 2025-12-15 01:37:00 +00:00
Moved some code around
This commit is contained in:
parent
e5d9ea8cb0
commit
c3d9c3e7c3
3 changed files with 197 additions and 197 deletions
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@ -18195,6 +18195,7 @@ void Player::SendInitialPacketsBeforeAddToMap()
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SendInitialReputations();
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m_achievementMgr.SendAllAchievementData();
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// update zone
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uint32 newzone, newarea;
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GetZoneAndAreaId(newzone,newarea);
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UpdateZone(newzone,newarea); // also call SendInitWorldStates();
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@ -19851,194 +19852,6 @@ void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 mi
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GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
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}
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void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
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{
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*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
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uint8 talentGroupCount = 1;
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*data << uint8(talentGroupCount); // talent group count (1 or 2)
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*data << uint8(0); // talent group index (0 or 1)
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if(talentGroupCount)
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{
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uint8 talentIdCount = 0;
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size_t pos = data->wpos();
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*data << uint8(talentIdCount); // [PH], talentIdCount
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// find class talent tabs (all players have 3 talent tabs)
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uint32 const* talentTabIds = GetTalentTabPages(getClass());
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for(uint32 i = 0; i < 3; ++i)
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{
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uint32 talentTabId = talentTabIds[i];
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for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
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if(!talentInfo)
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continue;
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// skip another tab talents
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if(talentInfo->TalentTab != talentTabId)
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continue;
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// find max talent rank
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int32 curtalent_maxrank = -1;
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for(int32 k = 4; k > -1; --k)
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{
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if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
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{
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curtalent_maxrank = k;
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break;
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}
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}
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// not learned talent
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if(curtalent_maxrank < 0)
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continue;
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*data << uint32(talentInfo->TalentID); // Talent.dbc
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*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
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++talentIdCount;
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}
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}
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data->put<uint8>(pos, talentIdCount); // put real count
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uint8 glyphsCount = 6;
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*data << uint8(glyphsCount); // glyphs count
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for(uint8 i = 0; i < glyphsCount; ++i)
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*data << uint16(GetGlyph(i)); // GlyphProperties.dbc
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}
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}
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void Player::BuildPetTalentsInfoData(WorldPacket *data)
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{
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uint32 unspentTalentPoints = 0;
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size_t pointsPos = data->wpos();
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*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
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uint8 talentIdCount = 0;
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size_t countPos = data->wpos();
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*data << uint8(talentIdCount); // [PH], talentIdCount
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Pet *pet = GetPet();
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if(!pet)
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return;
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unspentTalentPoints = pet->GetFreeTalentPoints();
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data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
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CreatureInfo const *ci = pet->GetCreatureInfo();
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if(!ci)
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return;
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CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
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if(!pet_family || pet_family->petTalentType < 0)
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return;
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for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
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{
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TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
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if(!talentTabInfo)
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continue;
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if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
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continue;
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for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
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if(!talentInfo)
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continue;
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// skip another tab talents
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if(talentInfo->TalentTab != talentTabId)
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continue;
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// find max talent rank
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int32 curtalent_maxrank = -1;
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for(int32 k = 4; k > -1; --k)
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{
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if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
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{
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curtalent_maxrank = k;
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break;
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}
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}
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// not learned talent
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if(curtalent_maxrank < 0)
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continue;
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*data << uint32(talentInfo->TalentID); // Talent.dbc
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*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
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++talentIdCount;
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}
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data->put<uint8>(countPos, talentIdCount); // put real count
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break;
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}
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}
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void Player::SendTalentsInfoData(bool pet)
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{
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WorldPacket data(SMSG_TALENTS_INFO, 50);
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data << uint8(pet ? 1 : 0);
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if(pet)
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BuildPetTalentsInfoData(&data);
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else
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BuildPlayerTalentsInfoData(&data);
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GetSession()->SendPacket(&data);
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}
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void Player::BuildEnchantmentsInfoData(WorldPacket *data)
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{
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uint32 slotUsedMask = 0;
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size_t slotUsedMaskPos = data->wpos();
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*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
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for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
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{
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Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
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if(!item)
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continue;
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slotUsedMask |= (1 << i);
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*data << uint32(item->GetEntry()); // item entry
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uint16 enchantmentMask = 0;
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size_t enchantmentMaskPos = data->wpos();
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*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
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for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
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{
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uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
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if(!enchId)
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continue;
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enchantmentMask |= (1 << j);
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*data << uint16(enchId); // enchantmentId?
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}
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data->put<uint16>(enchantmentMaskPos, enchantmentMask);
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*data << uint16(0); // ?
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*data << uint8(0); // PGUID!
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*data << uint32(0); // seed?
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}
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data->put<uint32>(slotUsedMaskPos, slotUsedMask);
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}
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void Player::LearnTalent(uint32 talentId, uint32 talentRank)
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{
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uint32 CurTalentPoints = GetFreeTalentPoints();
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@ -20288,6 +20101,194 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
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pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
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}
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void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
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{
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*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
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uint8 talentGroupCount = 1;
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*data << uint8(talentGroupCount); // talent group count (1 or 2)
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*data << uint8(0); // talent group index (0 or 1)
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if(talentGroupCount)
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{
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uint8 talentIdCount = 0;
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size_t pos = data->wpos();
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*data << uint8(talentIdCount); // [PH], talentIdCount
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// find class talent tabs (all players have 3 talent tabs)
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uint32 const* talentTabIds = GetTalentTabPages(getClass());
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for(uint32 i = 0; i < 3; ++i)
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{
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uint32 talentTabId = talentTabIds[i];
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for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
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if(!talentInfo)
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continue;
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// skip another tab talents
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if(talentInfo->TalentTab != talentTabId)
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continue;
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// find max talent rank
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int32 curtalent_maxrank = -1;
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for(int32 k = 4; k > -1; --k)
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{
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if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
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{
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curtalent_maxrank = k;
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break;
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}
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}
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// not learned talent
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if(curtalent_maxrank < 0)
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continue;
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*data << uint32(talentInfo->TalentID); // Talent.dbc
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*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
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++talentIdCount;
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}
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}
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data->put<uint8>(pos, talentIdCount); // put real count
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uint8 glyphsCount = 6;
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*data << uint8(glyphsCount); // glyphs count
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for(uint8 i = 0; i < glyphsCount; ++i)
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*data << uint16(GetGlyph(i)); // GlyphProperties.dbc
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}
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}
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void Player::BuildPetTalentsInfoData(WorldPacket *data)
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{
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uint32 unspentTalentPoints = 0;
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size_t pointsPos = data->wpos();
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*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
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uint8 talentIdCount = 0;
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size_t countPos = data->wpos();
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*data << uint8(talentIdCount); // [PH], talentIdCount
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Pet *pet = GetPet();
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if(!pet)
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return;
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unspentTalentPoints = pet->GetFreeTalentPoints();
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data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
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CreatureInfo const *ci = pet->GetCreatureInfo();
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if(!ci)
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return;
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CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
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if(!pet_family || pet_family->petTalentType < 0)
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return;
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for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
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{
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TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
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if(!talentTabInfo)
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continue;
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if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
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continue;
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for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
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if(!talentInfo)
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continue;
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// skip another tab talents
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if(talentInfo->TalentTab != talentTabId)
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continue;
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// find max talent rank
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int32 curtalent_maxrank = -1;
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for(int32 k = 4; k > -1; --k)
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{
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if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
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{
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curtalent_maxrank = k;
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break;
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}
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}
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// not learned talent
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if(curtalent_maxrank < 0)
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continue;
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*data << uint32(talentInfo->TalentID); // Talent.dbc
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*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
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++talentIdCount;
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}
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data->put<uint8>(countPos, talentIdCount); // put real count
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break;
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}
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}
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void Player::SendTalentsInfoData(bool pet)
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{
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WorldPacket data(SMSG_TALENTS_INFO, 50);
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data << uint8(pet ? 1 : 0);
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if(pet)
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BuildPetTalentsInfoData(&data);
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else
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BuildPlayerTalentsInfoData(&data);
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GetSession()->SendPacket(&data);
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}
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void Player::BuildEnchantmentsInfoData(WorldPacket *data)
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{
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uint32 slotUsedMask = 0;
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size_t slotUsedMaskPos = data->wpos();
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*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
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for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
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{
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Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
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if(!item)
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continue;
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slotUsedMask |= (1 << i);
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*data << uint32(item->GetEntry()); // item entry
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uint16 enchantmentMask = 0;
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size_t enchantmentMaskPos = data->wpos();
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*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
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for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
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{
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uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
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if(!enchId)
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continue;
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enchantmentMask |= (1 << j);
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*data << uint16(enchId); // enchantmentId?
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}
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data->put<uint16>(enchantmentMaskPos, enchantmentMask);
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*data << uint16(0); // ?
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*data << uint8(0); // PGUID!
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*data << uint32(0); // seed?
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}
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data->put<uint32>(slotUsedMaskPos, slotUsedMask);
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}
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void Player::SendEquipmentSetList()
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{
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uint32 count = 0;
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@ -591,27 +591,27 @@ enum EquipmentSlots // 19 slots
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EQUIPMENT_SLOT_END = 19
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};
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enum InventorySlots
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enum InventorySlots // 4 slots
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{
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INVENTORY_SLOT_BAG_START = 19, // 4 slots
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INVENTORY_SLOT_BAG_START = 19,
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INVENTORY_SLOT_BAG_END = 23
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};
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enum InventoryPackSlots
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enum InventoryPackSlots // 16 slots
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{
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INVENTORY_SLOT_ITEM_START = 23, // 16 slots
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INVENTORY_SLOT_ITEM_START = 23,
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INVENTORY_SLOT_ITEM_END = 39
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};
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enum BankItemSlots
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enum BankItemSlots // 28 slots
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{
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BANK_SLOT_ITEM_START = 39, // 28 slots
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BANK_SLOT_ITEM_START = 39,
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BANK_SLOT_ITEM_END = 67
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};
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enum BankBagSlots
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enum BankBagSlots // 7 slots
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{
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BANK_SLOT_BAG_START = 67, // 7 slots
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BANK_SLOT_BAG_START = 67,
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BANK_SLOT_BAG_END = 74
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};
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@ -95,4 +95,3 @@ const char VehicleSeatEntryfmt[]="niiffffffffffiiiiiifffffffiiifffiiiiiiiffiiiii
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const char WorldMapAreaEntryfmt[]="xinxffffix";
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const char WorldSafeLocsEntryfmt[]="nifffxxxxxxxxxxxxxxxxx";
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const char WorldMapOverlayEntryfmt[]="nxixxxxxxxxxxxxxx";
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