*Fix the issue with Passive talents never being removed, thanks MetaphysicalDrama ;D Refs #371, #370, #367, #368, #326

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-21 03:27:43 -08:00
parent a633b03738
commit ad71ee4c7a
+35 -20
View File
@@ -3797,32 +3797,30 @@ bool Player::resetTalents(bool no_cost)
{
for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
{
++itr;
continue;
}
// remove learned spells (all ranks)
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
// unlearn if first rank is talent or learned by talent
if (itrFirstId == talentInfo->RankID[rank])
{
removeSpell(itr->first, !IsPassiveSpell(itr->first), false);
itr->second->disabled = false;
itr->second->state = PLAYERSPELL_NEW;
removeSpell(itr->first, false, false);
itr = GetSpellMap().begin();
continue;
}
else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank], itrFirstId))
{
removeSpell(itr->first, !IsPassiveSpell(itr->first));
itr->second->disabled = false;
itr->second->state = PLAYERSPELL_NEW;
removeSpell(itr->first, false, true);
itr = GetSpellMap().begin();
continue;
}
else
++itr;
}
removeSpell(talentInfo->TalentID, !IsPassiveSpell(talentInfo->TalentID), false);
//removeSpell(talentInfo->RankID[rank], false, false);
m_talents[m_activeSpec]->find(talentInfo->RankID[rank])->second->state = PLAYERSPELL_REMOVED; // mark the talent in the talent map as removed
}
}
@@ -22001,45 +21999,62 @@ void Player::ActivateSpec(uint8 spec)
//ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
// Remove all talents and talent-learned spells under this spec.
for (PlayerTalentMap::iterator itr = m_talents[m_activeSpec]->begin(); itr != m_talents[m_activeSpec]->end(); ++itr)
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(itr->first);
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
// unlearn only talents for character class
// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
// 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)
{
if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], m_activeSpec))
{
for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
{
++itr;
continue;
}
// remove learned spells (all ranks)
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
// unlearn if first rank is talent or learned by talent
if (itrFirstId == talentInfo->RankID[rank])
{
removeSpell(itr->first, !IsPassiveSpell(itr->first), false);
itr->second->disabled = false;
itr->second->state = PLAYERSPELL_NEW;
removeSpell(itr->first, false, false);
itr = GetSpellMap().begin();
continue;
}
else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank], itrFirstId))
{
removeSpell(itr->first, !IsPassiveSpell(itr->first));
itr->second->disabled = false;
itr->second->state = PLAYERSPELL_NEW;
removeSpell(itr->first, false, true);
itr = GetSpellMap().begin();
continue;
}
else
++itr;
}
removeSpell(talentInfo->TalentID, !IsPassiveSpell(talentInfo->TalentID), false);
//removeSpell(talentInfo->RankID[rank], false, false);
//m_talents[m_activeSpec]->find(talentInfo->RankID[rank])->second->state = PLAYERSPELL_REMOVED; // mark the talent in the talent map as removed
}
}