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*Dual spec switching and talent resetting rewrites, comment out some redundant code, and remove spells learned from talents properly. Closes #326
--HG-- branch : trunk
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@@ -3758,38 +3758,38 @@ bool Player::resetTalents(bool no_cost)
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uint32 cost = 0;
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if(!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
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if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
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{
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cost = resetTalentsCost();
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if (GetMoney() < cost)
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{
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SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
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SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
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return false;
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}
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}
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for (uint32 i = 0; i < sTalentStore.GetNumRows(); i++)
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for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
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{
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TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
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if (!talentInfo) continue;
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if (!talentInfo)
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continue;
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TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
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TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
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if(!talentTabInfo)
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if (!talentTabInfo)
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continue;
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// unlearn only talents for character class
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// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
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// to prevent unexpected lost normal learned spell skip another class talents
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if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
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if ((getClassMask() & talentTabInfo->ClassMask) == 0)
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continue;
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// Re-use pre-dual talent way of resetting talents, to ensure talents aren't being stored in spell storage.
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for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
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{
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for (PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end(); )
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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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{
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@@ -3803,13 +3803,13 @@ bool Player::resetTalents(bool no_cost)
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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(itr->first,!IsPassiveSpell(itr->first),false);
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removeSpell(itr->first, !IsPassiveSpell(itr->first), false);
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itr = 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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else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank], itrFirstId))
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{
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removeSpell(itr->first,!IsPassiveSpell(itr->first));
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removeSpell(itr->first, !IsPassiveSpell(itr->first));
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itr = GetSpellMap().begin();
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continue;
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}
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@@ -3818,16 +3818,20 @@ bool Player::resetTalents(bool no_cost)
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}
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}
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/*
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// This is redundant, no talent-related spells should remain at all after the previous loop, and
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// besides, this loop doesn't even properly remove spells that are learned when you acquire a talent.
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for (PlayerTalentMap::iterator itr2 = m_talents[m_activeSpec]->begin(); itr2 != m_talents[m_activeSpec]->end(); ++itr2)
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{
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removeSpell(itr2->first, !IsPassiveSpell(itr2->first),false);
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removeSpell(itr2->first, !IsPassiveSpell(itr2->first), false);
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itr2->second->state = PLAYERSPELL_REMOVED;
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}
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*/
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}
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SetFreeTalentPoints(talentPointsForLevel);
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if(!no_cost)
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if (!no_cost)
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{
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ModifyMoney(-(int32)cost);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
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@@ -21999,35 +22003,42 @@ void Player::ActivateSpec(uint8 spec)
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ClearAllReactives();
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UnsummonAllTotems();
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RemoveAllControlled();
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RemoveAllAurasOnDeath();
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/*RemoveAllAurasOnDeath();
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if (GetPet())
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GetPet()->RemoveAllAurasOnDeath();
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GetPet()->RemoveAllAurasOnDeath();*/
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//RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras
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//ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
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uint32 const* talentTabIds = GetTalentTabPages(getClass());
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for (uint8 i = 0; i < 3; ++i)
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{
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uint32 talentTabId = talentTabIds[i];
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for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
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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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for (PlayerSpellMap::iterator itr2 = GetSpellMap().begin(); itr2 != GetSpellMap().end();)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
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if (!talentInfo)
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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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// skip another tab talents
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if (talentInfo->TalentTab != talentTabId)
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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 == itr->first)
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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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// remove all talent ranks, starting at highest rank
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for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
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if (talentInfo->RankID[rank] != 0 && HasTalent(talentInfo->RankID[rank], m_activeSpec))
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removeSpell(talentInfo->RankID[rank], true);
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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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// set glyphs
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for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
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@@ -22039,6 +22050,9 @@ void Player::ActivateSpec(uint8 spec)
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SetActiveSpec(spec);
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uint32 spentTalents = 0;
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// find class talent tabs (all players have 3 talent tabs)
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uint32 const *talentTabIds = GetTalentTabPages(getClass());
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for (uint8 i = 0; i < 3; ++i)
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{
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uint32 talentTabId = talentTabIds[i];
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@@ -22090,7 +22104,7 @@ void Player::ActivateSpec(uint8 spec)
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Powers pw = getPowerType();
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if (pw != POWER_MANA)
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SetPower(POWER_MANA, 0); // what on earth is this for?!
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SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
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SetPower(pw, 0);
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}
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