*Cleanup, search through the talent map instead of spell chains for talent ranks during spec swaps.

Also properly set talent state upon talent reset, and only reset talents that exist in the active spec. Refs #367, #326

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-20 22:38:01 -08:00
parent 75e37c7599
commit c16e08faed
4 changed files with 69 additions and 62 deletions
+11 -6
View File
@@ -1739,7 +1739,7 @@ Item* Guild::StoreItem(uint8 tabId, GuildItemPosCountVec const& dest, Item* pIte
return lastItem;
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
// Return stored item (if stored to stack, it can diff. from pItem). And pItem can be deleted in this case.
Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool clone )
{
if (!pItem)
@@ -1765,7 +1765,7 @@ Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool
pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0);
AddGBankItemToDB(GetId(), tab, slot, pItem->GetGUIDLow(), pItem->GetEntry());
pItem->FSetState(ITEM_NEW);
pItem->SaveToDB(); // not in onventory and can be save standalone
pItem->SaveToDB(); // not in inventory and can be save standalone
return pItem;
}
@@ -1773,7 +1773,7 @@ Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool
{
pItem2->SetCount(pItem2->GetCount() + count);
pItem2->FSetState(ITEM_CHANGED);
pItem2->SaveToDB(); // not in onventory and can be save standalone
pItem2->SaveToDB(); // not in inventory and can be save standalone
if (!clone)
{
@@ -1991,9 +1991,14 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
if (!pItemSrc) // may prevent crash
return;
if (SplitedAmount > pItemSrc->GetCount())
return; // cheating?
else if (SplitedAmount == pItemSrc->GetCount())
if (pItemSrc->GetCount() == 0)
{
sLog.outCrash("Guild::SwapItems: Player %s(GUIDLow: %u) tried to move item %u from tab %u slot %u to tab %u slot %u, but item %u has a stack of zero!",
pl->GetName(), pl->GetGUIDLow(), pItemSrc->GetEntry(), BankTab, BankTabSlot, BankTabDst, BankTabSlotDst, pItemSrc->GetEntry());
//return; // Commented out for now, uncomment when it's verified that this causes a crash!!
}
if (SplitedAmount >= pItemSrc->GetCount())
SplitedAmount = 0; // no split
Item *pItemDst = GetItem(BankTabDst, BankTabSlotDst);
+25 -23
View File
@@ -2930,9 +2930,7 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
if (itr != m_talents[spec]->end())
{
itr->second->state = PLAYERSPELL_UNCHANGED;
}
else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
{
if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
@@ -2946,11 +2944,9 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
if (itr != m_talents[spec]->end())
{
itr->second->state = PLAYERSPELL_REMOVED;
}
}
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
PlayerTalent *newtalent = new PlayerTalent();
@@ -3787,7 +3783,14 @@ bool Player::resetTalents(bool no_cost)
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
continue;
PlayerTalentMap::const_iterator foundTalent = m_talents[m_activeSpec]->find(i);
if (foundTalent == m_talents[spec]->end() || foundTalent->second->state == PLAYERSPELL_REMOVED)
continue;
else
foundTalent->second->state = PLAYERSPELL_REMOVED;
removeSpell(i, !IsPassiveSpell(i), false);
/*
for (PlayerTalentMap::iterator itr = m_talents[m_activeSpec]->begin(); itr != m_talents[m_activeSpec]->end(); ++itr)
{
@@ -3856,37 +3859,28 @@ bool Player::resetTalents(bool no_cost)
Mail* Player::GetMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->messageID == id)
{
return (*itr);
}
}
return NULL;
}
void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
{
if(target == this)
{
Object::_SetCreateBits(updateMask, target);
}
else
{
for (uint16 index = 0; index < m_valuesCount; index++)
{
if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
updateMask->SetBit(index);
}
}
}
void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
{
if(target == this)
{
Object::_SetUpdateBits(updateMask, target);
}
else
{
Object::_SetUpdateBits(updateMask, target);
@@ -3985,7 +3979,7 @@ void Player::InitVisibleBits()
void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
{
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if(m_items[i] == NULL)
continue;
@@ -3995,7 +3989,7 @@ void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target )
if(target == this)
{
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if(m_items[i] == NULL)
continue;
@@ -4018,7 +4012,7 @@ void Player::DestroyForPlayer( Player *target, bool anim ) const
{
Unit::DestroyForPlayer( target, anim );
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i] == NULL)
continue;
@@ -4028,7 +4022,7 @@ void Player::DestroyForPlayer( Player *target, bool anim ) const
if(target == this)
{
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if(m_items[i] == NULL)
continue;
@@ -15174,7 +15168,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
// sanity check
if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC ) // if (m_specsCount < 2) is not logical
m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
{
m_activeSpec = 0;
sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
@@ -22012,8 +22006,15 @@ void Player::ActivateSpec(uint8 spec)
// 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)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(itr->first);
if (!talentInfo)
continue;
removeSpell(itr->first, !IsPassiveSpell(itr->first), false);
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
for (PlayerSpellMap::iterator itr2 = GetSpellMap().begin(); itr2 != GetSpellMap().end();)
{
if (itr2->second->state == PLAYERSPELL_REMOVED || itr2->second->disabled)
@@ -22023,16 +22024,16 @@ void Player::ActivateSpec(uint8 spec)
}
// remove learned spells (all ranks)
uint32 itr2FirstId = spellmgr.GetFirstSpellInChain(itr2->first);
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr2->first);
// unlearn if first rank is talent or learned by talent
if (itrFirstId == itr2FirstId)
if (itrFirstId == talentInfo->RankID[rank])
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first), false);
itr2 = GetSpellMap().begin();
continue;
}
else if (spellmgr.IsSpellLearnToSpell(itr->first, itrFirstId))
else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank], itrFirstId))
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first));
itr2 = GetSpellMap().begin();
@@ -22042,6 +22043,7 @@ void Player::ActivateSpec(uint8 spec)
++itr2;
}
}
}
// set glyphs
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)