*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
+14 -9
View File
@@ -1085,7 +1085,7 @@ void Guild::DisplayGuildBankTabsInfo(WorldSession *session)
data << uint64(GetGuildBankMoney());
data << uint8(0); // TabInfo packet must be for TabId 0
//data << uint32(0xFFFFFFFF); // bit 9 must be set for this packet to work
//data << uint32(0xFFFFFFFF); // bit 9 must be set for this packet to work
data << uint32(0);
data << uint8(1); // Tell Client this is a TabInfo packet
data << uint8(m_PurchasedTabs); // here is the number of tabs
@@ -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)
@@ -1765,15 +1765,15 @@ 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;
}
else
{
pItem2->SetCount( pItem2->GetCount() + count );
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)
{
@@ -1981,7 +1981,7 @@ void Guild::SendGuildBankTabText(WorldSession *session, uint8 TabId)
BroadcastPacket(&data);
}
void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount )
void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount)
{
// empty operation
if (BankTab == BankTabDst && BankTabSlot == BankTabSlotDst)
@@ -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);
+1 -1
View File
@@ -1133,7 +1133,7 @@ void WorldSession::HandleGuildBankSwapItems( WorldPacket & recv_data )
// Player <-> Bank
// allow work with inventory only
if(!Player::IsInventoryPos(PlayerBag,PlayerSlot) && !(PlayerBag == NULL_BAG && PlayerSlot == NULL_SLOT) )
if(!Player::IsInventoryPos(PlayerBag,PlayerSlot) && !(PlayerBag == NULL_BAG && PlayerSlot == NULL_SLOT))
{
_player->SendEquipError( EQUIP_ERR_NONE, NULL, NULL );
return;
+3 -3
View File
@@ -255,8 +255,8 @@ class TRINITY_DLL_SPEC Item : public Object
bool IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const;
bool GemsFitSockets() const;
uint32 GetCount() const { return GetUInt32Value (ITEM_FIELD_STACK_COUNT); }
void SetCount(uint32 value) { SetUInt32Value (ITEM_FIELD_STACK_COUNT, value); }
uint32 GetCount() const { return GetUInt32Value(ITEM_FIELD_STACK_COUNT); }
void SetCount(uint32 value) { SetUInt32Value(ITEM_FIELD_STACK_COUNT, value); }
uint32 GetMaxStackCount() const { return GetProto()->GetMaxStackSize(); }
uint8 GetGemCountWithID(uint32 GemID) const;
uint8 GetGemCountWithLimitCategory(uint32 limitCategory) const;
@@ -264,7 +264,7 @@ class TRINITY_DLL_SPEC Item : public Object
uint8 GetSlot() const {return m_slot;}
Bag *GetContainer() { return m_container; }
uint8 GetBagSlot() const;
void SetSlot(uint8 slot) {m_slot = slot;}
void SetSlot(uint8 slot) { m_slot = slot; }
uint16 GetPos() const { return uint16(GetBagSlot()) << 8 | GetSlot(); }
void SetContainer(Bag *container) { m_container = container; }
+51 -49
View File
@@ -2914,7 +2914,7 @@ bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
return false;
}
if(!SpellMgr::IsSpellValid(spellInfo,this,false))
if (!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
if(!IsInWorld() && !learning) // spell load case
@@ -2930,25 +2930,21 @@ 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))
else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
{
if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[rank];
if(!rankSpellId || rankSpellId == spell_id)
if (!rankSpellId || rankSpellId == spell_id)
continue;
PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
if (itr != m_talents[spec]->end())
{
itr->second->state = PLAYERSPELL_REMOVED;
}
}
}
@@ -3745,8 +3741,8 @@ uint32 Player::resetTalentsCost() const
bool Player::resetTalents(bool no_cost)
{
// not need after this call
if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true);
if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
uint32 talentPointsForLevel = CalculateTalentsPoints();
@@ -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)
{
@@ -3800,7 +3803,7 @@ bool Player::resetTalents(bool no_cost)
{
for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
{
if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
{
++itr;
continue;
@@ -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))
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);
@@ -22012,34 +22006,42 @@ 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 (PlayerSpellMap::iterator itr2 = GetSpellMap().begin(); itr2 != GetSpellMap().end();)
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
if (itr2->second->state == PLAYERSPELL_REMOVED || itr2->second->disabled)
for (PlayerSpellMap::iterator itr2 = GetSpellMap().begin(); itr2 != GetSpellMap().end();)
{
++itr2;
continue;
}
if (itr2->second->state == PLAYERSPELL_REMOVED || itr2->second->disabled)
{
++itr2;
continue;
}
// remove learned spells (all ranks)
uint32 itr2FirstId = spellmgr.GetFirstSpellInChain(itr2->first);
// remove learned spells (all ranks)
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr2->first);
// unlearn if first rank is talent or learned by talent
if (itrFirstId == itr2FirstId)
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first), false);
itr2 = GetSpellMap().begin();
continue;
// unlearn if first rank is talent or learned by talent
if (itrFirstId == talentInfo->RankID[rank])
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first), false);
itr2 = GetSpellMap().begin();
continue;
}
else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank], itrFirstId))
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first));
itr2 = GetSpellMap().begin();
continue;
}
else
++itr2;
}
else if (spellmgr.IsSpellLearnToSpell(itr->first, itrFirstId))
{
removeSpell(itr2->first, !IsPassiveSpell(itr2->first));
itr2 = GetSpellMap().begin();
continue;
}
else
++itr2;
}
}