*Dual spec switching and talent resetting rewrites, comment out some redundant code, and remove spells learned from talents properly. Closes #326

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-20 16:09:20 -08:00
parent 5db87f8102
commit b9a0663126

View File

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