Moved some code around

This commit is contained in:
tomrus88 2009-03-21 18:08:59 +03:00
parent e5d9ea8cb0
commit c3d9c3e7c3
3 changed files with 197 additions and 197 deletions

View file

@ -18195,6 +18195,7 @@ void Player::SendInitialPacketsBeforeAddToMap()
SendInitialReputations();
m_achievementMgr.SendAllAchievementData();
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea); // also call SendInitWorldStates();
@ -19851,194 +19852,6 @@ void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 mi
GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
}
void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
{
*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
uint8 talentGroupCount = 1;
*data << uint8(talentGroupCount); // talent group count (1 or 2)
*data << uint8(0); // talent group index (0 or 1)
if(talentGroupCount)
{
uint8 talentIdCount = 0;
size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
// find class talent tabs (all players have 3 talent tabs)
uint32 const* talentTabIds = GetTalentTabPages(getClass());
for(uint32 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
// find max talent rank
int32 curtalent_maxrank = -1;
for(int32 k = 4; k > -1; --k)
{
if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k;
break;
}
}
// not learned talent
if(curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
}
data->put<uint8>(pos, talentIdCount); // put real count
uint8 glyphsCount = 6;
*data << uint8(glyphsCount); // glyphs count
for(uint8 i = 0; i < glyphsCount; ++i)
*data << uint16(GetGlyph(i)); // GlyphProperties.dbc
}
}
void Player::BuildPetTalentsInfoData(WorldPacket *data)
{
uint32 unspentTalentPoints = 0;
size_t pointsPos = data->wpos();
*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
uint8 talentIdCount = 0;
size_t countPos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
Pet *pet = GetPet();
if(!pet)
return;
unspentTalentPoints = pet->GetFreeTalentPoints();
data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
CreatureInfo const *ci = pet->GetCreatureInfo();
if(!ci)
return;
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if(!pet_family || pet_family->petTalentType < 0)
return;
for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
if(!talentTabInfo)
continue;
if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
continue;
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
// find max talent rank
int32 curtalent_maxrank = -1;
for(int32 k = 4; k > -1; --k)
{
if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k;
break;
}
}
// not learned talent
if(curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
data->put<uint8>(countPos, talentIdCount); // put real count
break;
}
}
void Player::SendTalentsInfoData(bool pet)
{
WorldPacket data(SMSG_TALENTS_INFO, 50);
data << uint8(pet ? 1 : 0);
if(pet)
BuildPetTalentsInfoData(&data);
else
BuildPlayerTalentsInfoData(&data);
GetSession()->SendPacket(&data);
}
void Player::BuildEnchantmentsInfoData(WorldPacket *data)
{
uint32 slotUsedMask = 0;
size_t slotUsedMaskPos = data->wpos();
*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if(!item)
continue;
slotUsedMask |= (1 << i);
*data << uint32(item->GetEntry()); // item entry
uint16 enchantmentMask = 0;
size_t enchantmentMaskPos = data->wpos();
*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
{
uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
if(!enchId)
continue;
enchantmentMask |= (1 << j);
*data << uint16(enchId); // enchantmentId?
}
data->put<uint16>(enchantmentMaskPos, enchantmentMask);
*data << uint16(0); // ?
*data << uint8(0); // PGUID!
*data << uint32(0); // seed?
}
data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}
void Player::LearnTalent(uint32 talentId, uint32 talentRank)
{
uint32 CurTalentPoints = GetFreeTalentPoints();
@ -20288,6 +20101,194 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
{
*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
uint8 talentGroupCount = 1;
*data << uint8(talentGroupCount); // talent group count (1 or 2)
*data << uint8(0); // talent group index (0 or 1)
if(talentGroupCount)
{
uint8 talentIdCount = 0;
size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
// find class talent tabs (all players have 3 talent tabs)
uint32 const* talentTabIds = GetTalentTabPages(getClass());
for(uint32 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
// find max talent rank
int32 curtalent_maxrank = -1;
for(int32 k = 4; k > -1; --k)
{
if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k;
break;
}
}
// not learned talent
if(curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
}
data->put<uint8>(pos, talentIdCount); // put real count
uint8 glyphsCount = 6;
*data << uint8(glyphsCount); // glyphs count
for(uint8 i = 0; i < glyphsCount; ++i)
*data << uint16(GetGlyph(i)); // GlyphProperties.dbc
}
}
void Player::BuildPetTalentsInfoData(WorldPacket *data)
{
uint32 unspentTalentPoints = 0;
size_t pointsPos = data->wpos();
*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
uint8 talentIdCount = 0;
size_t countPos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
Pet *pet = GetPet();
if(!pet)
return;
unspentTalentPoints = pet->GetFreeTalentPoints();
data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
CreatureInfo const *ci = pet->GetCreatureInfo();
if(!ci)
return;
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if(!pet_family || pet_family->petTalentType < 0)
return;
for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
if(!talentTabInfo)
continue;
if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
continue;
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
// find max talent rank
int32 curtalent_maxrank = -1;
for(int32 k = 4; k > -1; --k)
{
if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k;
break;
}
}
// not learned talent
if(curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
data->put<uint8>(countPos, talentIdCount); // put real count
break;
}
}
void Player::SendTalentsInfoData(bool pet)
{
WorldPacket data(SMSG_TALENTS_INFO, 50);
data << uint8(pet ? 1 : 0);
if(pet)
BuildPetTalentsInfoData(&data);
else
BuildPlayerTalentsInfoData(&data);
GetSession()->SendPacket(&data);
}
void Player::BuildEnchantmentsInfoData(WorldPacket *data)
{
uint32 slotUsedMask = 0;
size_t slotUsedMaskPos = data->wpos();
*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if(!item)
continue;
slotUsedMask |= (1 << i);
*data << uint32(item->GetEntry()); // item entry
uint16 enchantmentMask = 0;
size_t enchantmentMaskPos = data->wpos();
*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
{
uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
if(!enchId)
continue;
enchantmentMask |= (1 << j);
*data << uint16(enchId); // enchantmentId?
}
data->put<uint16>(enchantmentMaskPos, enchantmentMask);
*data << uint16(0); // ?
*data << uint8(0); // PGUID!
*data << uint32(0); // seed?
}
data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}
void Player::SendEquipmentSetList()
{
uint32 count = 0;

View file

@ -591,27 +591,27 @@ enum EquipmentSlots // 19 slots
EQUIPMENT_SLOT_END = 19
};
enum InventorySlots
enum InventorySlots // 4 slots
{
INVENTORY_SLOT_BAG_START = 19, // 4 slots
INVENTORY_SLOT_BAG_START = 19,
INVENTORY_SLOT_BAG_END = 23
};
enum InventoryPackSlots
enum InventoryPackSlots // 16 slots
{
INVENTORY_SLOT_ITEM_START = 23, // 16 slots
INVENTORY_SLOT_ITEM_START = 23,
INVENTORY_SLOT_ITEM_END = 39
};
enum BankItemSlots
enum BankItemSlots // 28 slots
{
BANK_SLOT_ITEM_START = 39, // 28 slots
BANK_SLOT_ITEM_START = 39,
BANK_SLOT_ITEM_END = 67
};
enum BankBagSlots
enum BankBagSlots // 7 slots
{
BANK_SLOT_BAG_START = 67, // 7 slots
BANK_SLOT_BAG_START = 67,
BANK_SLOT_BAG_END = 74
};

View file

@ -95,4 +95,3 @@ const char VehicleSeatEntryfmt[]="niiffffffffffiiiiiifffffffiiifffiiiiiiiffiiiii
const char WorldMapAreaEntryfmt[]="xinxffffix";
const char WorldSafeLocsEntryfmt[]="nifffxxxxxxxxxxxxxxxxx";
const char WorldMapOverlayEntryfmt[]="nxixxxxxxxxxxxxxx";