*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:
+14
-9
@@ -1085,7 +1085,7 @@ void Guild::DisplayGuildBankTabsInfo(WorldSession *session)
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data << uint64(GetGuildBankMoney());
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data << uint8(0); // TabInfo packet must be for TabId 0
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//data << uint32(0xFFFFFFFF); // bit 9 must be set for this packet to work
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//data << uint32(0xFFFFFFFF); // bit 9 must be set for this packet to work
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data << uint32(0);
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data << uint8(1); // Tell Client this is a TabInfo packet
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data << uint8(m_PurchasedTabs); // here is the number of tabs
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@@ -1739,7 +1739,7 @@ Item* Guild::StoreItem(uint8 tabId, GuildItemPosCountVec const& dest, Item* pIte
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return lastItem;
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}
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// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
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// Return stored item (if stored to stack, it can diff. from pItem). And pItem can be deleted in this case.
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Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool clone )
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{
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if (!pItem)
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@@ -1765,15 +1765,15 @@ Item* Guild::_StoreItem( uint8 tab, uint8 slot, Item *pItem, uint32 count, bool
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pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0);
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AddGBankItemToDB(GetId(), tab, slot, pItem->GetGUIDLow(), pItem->GetEntry());
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pItem->FSetState(ITEM_NEW);
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pItem->SaveToDB(); // not in onventory and can be save standalone
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pItem->SaveToDB(); // not in inventory and can be save standalone
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return pItem;
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}
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else
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{
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pItem2->SetCount( pItem2->GetCount() + count );
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pItem2->SetCount(pItem2->GetCount() + count);
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pItem2->FSetState(ITEM_CHANGED);
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pItem2->SaveToDB(); // not in onventory and can be save standalone
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pItem2->SaveToDB(); // not in inventory and can be save standalone
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if (!clone)
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{
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@@ -1981,7 +1981,7 @@ void Guild::SendGuildBankTabText(WorldSession *session, uint8 TabId)
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BroadcastPacket(&data);
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}
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void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount )
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void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount)
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{
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// empty operation
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if (BankTab == BankTabDst && BankTabSlot == BankTabSlotDst)
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@@ -1991,9 +1991,14 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
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if (!pItemSrc) // may prevent crash
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return;
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if (SplitedAmount > pItemSrc->GetCount())
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return; // cheating?
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else if (SplitedAmount == pItemSrc->GetCount())
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if (pItemSrc->GetCount() == 0)
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{
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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!",
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pl->GetName(), pl->GetGUIDLow(), pItemSrc->GetEntry(), BankTab, BankTabSlot, BankTabDst, BankTabSlotDst, pItemSrc->GetEntry());
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//return; // Commented out for now, uncomment when it's verified that this causes a crash!!
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}
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if (SplitedAmount >= pItemSrc->GetCount())
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SplitedAmount = 0; // no split
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Item *pItemDst = GetItem(BankTabDst, BankTabSlotDst);
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@@ -1133,7 +1133,7 @@ void WorldSession::HandleGuildBankSwapItems( WorldPacket & recv_data )
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// Player <-> Bank
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// allow work with inventory only
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if(!Player::IsInventoryPos(PlayerBag,PlayerSlot) && !(PlayerBag == NULL_BAG && PlayerSlot == NULL_SLOT) )
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if(!Player::IsInventoryPos(PlayerBag,PlayerSlot) && !(PlayerBag == NULL_BAG && PlayerSlot == NULL_SLOT))
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{
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_player->SendEquipError( EQUIP_ERR_NONE, NULL, NULL );
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return;
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+3
-3
@@ -255,8 +255,8 @@ class TRINITY_DLL_SPEC Item : public Object
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bool IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const;
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bool GemsFitSockets() const;
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uint32 GetCount() const { return GetUInt32Value (ITEM_FIELD_STACK_COUNT); }
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void SetCount(uint32 value) { SetUInt32Value (ITEM_FIELD_STACK_COUNT, value); }
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uint32 GetCount() const { return GetUInt32Value(ITEM_FIELD_STACK_COUNT); }
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void SetCount(uint32 value) { SetUInt32Value(ITEM_FIELD_STACK_COUNT, value); }
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uint32 GetMaxStackCount() const { return GetProto()->GetMaxStackSize(); }
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uint8 GetGemCountWithID(uint32 GemID) const;
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uint8 GetGemCountWithLimitCategory(uint32 limitCategory) const;
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@@ -264,7 +264,7 @@ class TRINITY_DLL_SPEC Item : public Object
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uint8 GetSlot() const {return m_slot;}
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Bag *GetContainer() { return m_container; }
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uint8 GetBagSlot() const;
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void SetSlot(uint8 slot) {m_slot = slot;}
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void SetSlot(uint8 slot) { m_slot = slot; }
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uint16 GetPos() const { return uint16(GetBagSlot()) << 8 | GetSlot(); }
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void SetContainer(Bag *container) { m_container = container; }
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+51
-49
@@ -2914,7 +2914,7 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
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return false;
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}
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if(!SpellMgr::IsSpellValid(spellInfo,this,false))
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if (!SpellMgr::IsSpellValid(spellInfo,this,false))
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{
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// do character spell book cleanup (all characters)
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if(!IsInWorld() && !learning) // spell load case
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@@ -2930,25 +2930,21 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
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PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
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if (itr != m_talents[spec]->end())
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{
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itr->second->state = PLAYERSPELL_UNCHANGED;
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}
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else if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
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else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
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{
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if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
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if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
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{
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for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
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{
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// skip learning spell and no rank spell case
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uint32 rankSpellId = talentInfo->RankID[rank];
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if(!rankSpellId || rankSpellId == spell_id)
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if (!rankSpellId || rankSpellId == spell_id)
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continue;
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PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
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if (itr != m_talents[spec]->end())
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{
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itr->second->state = PLAYERSPELL_REMOVED;
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}
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}
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}
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@@ -3745,8 +3741,8 @@ uint32 Player::resetTalentsCost() const
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bool Player::resetTalents(bool no_cost)
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{
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// not need after this call
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if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
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RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true);
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if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
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RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
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uint32 talentPointsForLevel = CalculateTalentsPoints();
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@@ -3787,7 +3783,14 @@ bool Player::resetTalents(bool no_cost)
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if ((getClassMask() & talentTabInfo->ClassMask) == 0)
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continue;
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PlayerTalentMap::const_iterator foundTalent = m_talents[m_activeSpec]->find(i);
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if (foundTalent == m_talents[spec]->end() || foundTalent->second->state == PLAYERSPELL_REMOVED)
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continue;
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else
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foundTalent->second->state = PLAYERSPELL_REMOVED;
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removeSpell(i, !IsPassiveSpell(i), false);
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/*
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for (PlayerTalentMap::iterator itr = m_talents[m_activeSpec]->begin(); itr != m_talents[m_activeSpec]->end(); ++itr)
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{
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@@ -3800,7 +3803,7 @@ bool Player::resetTalents(bool no_cost)
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{
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for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
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{
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if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
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if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
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{
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++itr;
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continue;
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@@ -3856,37 +3859,28 @@ bool Player::resetTalents(bool no_cost)
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Mail* Player::GetMail(uint32 id)
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{
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for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
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{
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if ((*itr)->messageID == id)
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{
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return (*itr);
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}
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}
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return NULL;
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}
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void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
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{
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if(target == this)
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{
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Object::_SetCreateBits(updateMask, target);
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}
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else
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{
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for (uint16 index = 0; index < m_valuesCount; index++)
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{
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if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
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if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
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updateMask->SetBit(index);
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}
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}
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}
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void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
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{
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if(target == this)
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{
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Object::_SetUpdateBits(updateMask, target);
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}
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else
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{
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Object::_SetUpdateBits(updateMask, target);
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@@ -3985,7 +3979,7 @@ void Player::InitVisibleBits()
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void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
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{
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for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
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for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -3995,7 +3989,7 @@ void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target )
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if(target == this)
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{
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for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
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for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -4018,7 +4012,7 @@ void Player::DestroyForPlayer( Player *target, bool anim ) const
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{
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Unit::DestroyForPlayer( target, anim );
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for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
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for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -4028,7 +4022,7 @@ void Player::DestroyForPlayer( Player *target, bool anim ) const
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if(target == this)
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{
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for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
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for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -15174,7 +15168,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
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// sanity check
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if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
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m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC ) // if (m_specsCount < 2) is not logical
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m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
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{
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m_activeSpec = 0;
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sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
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@@ -22012,34 +22006,42 @@ void Player::ActivateSpec(uint8 spec)
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// Remove all talents and talent-learned spells under this spec.
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for (PlayerTalentMap::iterator itr = m_talents[m_activeSpec]->begin(); itr != m_talents[m_activeSpec]->end(); ++itr)
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{
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TalentEntry const *talentInfo = sTalentStore.LookupEntry(itr->first);
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if (!talentInfo)
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continue;
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removeSpell(itr->first, !IsPassiveSpell(itr->first), false);
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uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
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for (PlayerSpellMap::iterator itr2 = GetSpellMap().begin(); itr2 != GetSpellMap().end();)
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for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
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{
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if (itr2->second->state == PLAYERSPELL_REMOVED || itr2->second->disabled)
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for (PlayerSpellMap::iterator itr2 = GetSpellMap().begin(); itr2 != GetSpellMap().end();)
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{
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++itr2;
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continue;
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}
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if (itr2->second->state == PLAYERSPELL_REMOVED || itr2->second->disabled)
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{
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++itr2;
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continue;
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}
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// remove learned spells (all ranks)
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uint32 itr2FirstId = spellmgr.GetFirstSpellInChain(itr2->first);
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// remove learned spells (all ranks)
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uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr2->first);
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// unlearn if first rank is talent or learned by talent
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if (itrFirstId == itr2FirstId)
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{
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removeSpell(itr2->first, !IsPassiveSpell(itr2->first), false);
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itr2 = GetSpellMap().begin();
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continue;
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// unlearn if first rank is talent or learned by talent
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if (itrFirstId == talentInfo->RankID[rank])
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{
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removeSpell(itr2->first, !IsPassiveSpell(itr2->first), false);
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itr2 = GetSpellMap().begin();
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continue;
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}
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else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank], itrFirstId))
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{
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removeSpell(itr2->first, !IsPassiveSpell(itr2->first));
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itr2 = GetSpellMap().begin();
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continue;
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}
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else
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++itr2;
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}
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else if (spellmgr.IsSpellLearnToSpell(itr->first, itrFirstId))
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{
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removeSpell(itr2->first, !IsPassiveSpell(itr2->first));
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itr2 = GetSpellMap().begin();
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continue;
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}
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else
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++itr2;
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}
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}
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Reference in New Issue
Block a user