*Optimization, and remove talents from the talent map by TalentID, not SpellID.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-21 04:44:34 -08:00
parent 61524e0cde
commit 41ad7346bc
+19 -31
View File
@@ -3791,9 +3791,10 @@ bool Player::resetTalents(bool no_cost)
} }
*/ */
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->TalentID);
if (plrTalent != m_talents[m_activeSpec]->end())
{ {
if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], m_activeSpec)) for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{ {
for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();) for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
{ {
@@ -3820,8 +3821,7 @@ bool Player::resetTalents(bool no_cost)
else else
++itr; ++itr;
} }
//removeSpell(talentInfo->RankID[rank], false, false); plrTalent->second->state = PLAYERSPELL_REMOVED; // mark the talent in the talent map as removed
m_talents[m_activeSpec]->find(talentInfo->RankID[rank])->second->state = PLAYERSPELL_REMOVED; // mark the talent in the talent map as removed
} }
} }
} }
@@ -21998,36 +21998,27 @@ void Player::ActivateSpec(uint8 spec)
//RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras //RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras
//ExitVehicle(); // should be impossible to switch specs from inside a vehicle.. //ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
// Remove all talents and talent-learned spells under this spec. // find class talent tabs (all players have 3 talent tabs)
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i) uint32 const *talentTabIds = GetTalentTabPages(getClass());
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
for (uint8 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) if (!talentInfo)
continue; continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); // skip another tab talents
if (talentInfo->TalentTab != talentTabId)
if (!talentTabInfo)
continue; continue;
// unlearn only talents for character class PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->TalentID);
// some spell learned by one class as normal spells or know at creation but another class learn it as talent, if (plrTalent != m_talents[m_activeSpec]->end())
// to prevent unexpected lost normal learned spell skip another class talents
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
continue;
/*
for (PlayerTalentMap::iterator itr = m_talents[m_activeSpec]->begin(); itr != m_talents[m_activeSpec]->end(); ++itr)
{ {
removeSpell(itr->first, !IsPassiveSpell(itr->first), false);
itr->second->state = PLAYERSPELL_REMOVED;
}
*/
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], m_activeSpec))
{ {
for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();) for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
{ {
@@ -22054,8 +22045,8 @@ void Player::ActivateSpec(uint8 spec)
else else
++itr; ++itr;
} }
//removeSpell(talentInfo->RankID[rank], false, false); plrTalent->second->state = PLAYERSPELL_REMOVED; // mark the talent in the talent map as removed
//m_talents[m_activeSpec]->find(talentInfo->RankID[rank])->second->state = PLAYERSPELL_REMOVED; // mark the talent in the talent map as removed }
} }
} }
} }
@@ -22070,9 +22061,6 @@ void Player::ActivateSpec(uint8 spec)
SetActiveSpec(spec); SetActiveSpec(spec);
uint32 spentTalents = 0; uint32 spentTalents = 0;
// find class talent tabs (all players have 3 talent tabs)
uint32 const *talentTabIds = GetTalentTabPages(getClass());
for (uint8 i = 0; i < 3; ++i) for (uint8 i = 0; i < 3; ++i)
{ {
uint32 talentTabId = talentTabIds[i]; uint32 talentTabId = talentTabIds[i];