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-rw-r--r--src/game/SkillHandler.cpp98
1 files changed, 1 insertions, 97 deletions
diff --git a/src/game/SkillHandler.cpp b/src/game/SkillHandler.cpp
index a6d854d25ce..ccc2eea8297 100644
--- a/src/game/SkillHandler.cpp
+++ b/src/game/SkillHandler.cpp
@@ -35,103 +35,7 @@ void WorldSession::HandleLearnTalentOpcode( WorldPacket & recv_data )
uint32 talent_id, requested_rank;
recv_data >> talent_id >> requested_rank;
- uint32 CurTalentPoints = GetPlayer()->GetFreeTalentPoints();
-
- if(CurTalentPoints == 0)
- return;
-
- if (requested_rank > 4)
- return;
-
- TalentEntry const *talentInfo = sTalentStore.LookupEntry( talent_id );
-
- if(!talentInfo)
- return;
-
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
-
- if(!talentTabInfo)
- return;
-
- Player * player = GetPlayer();
-
- // prevent learn talent for different class (cheating)
- if( (player->getClassMask() & talentTabInfo->ClassMask) == 0 )
- return;
-
- // prevent skip talent ranks (cheating)
- if(requested_rank > 0 && !player->HasSpell(talentInfo->RankID[requested_rank-1]))
- return;
-
- // Check if it requires another talent
- if (talentInfo->DependsOn > 0)
- {
- if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
- {
- bool hasEnoughRank = false;
- for (int i = talentInfo->DependsOnRank; i <= 4; i++)
- {
- if (depTalentInfo->RankID[i] != 0)
- if (player->HasSpell(depTalentInfo->RankID[i]))
- hasEnoughRank = true;
- }
- if (!hasEnoughRank)
- return;
- }
- }
-
- // Find out how many points we have in this field
- uint32 spentPoints = 0;
-
- uint32 tTab = talentInfo->TalentTab;
- if (talentInfo->Row > 0)
- {
- unsigned int numRows = sTalentStore.GetNumRows();
- for (unsigned int i = 0; i < numRows; i++) // Loop through all talents.
- {
- // Someday, someone needs to revamp
- const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
- if (tmpTalent) // the way talents are tracked
- {
- if (tmpTalent->TalentTab == tTab)
- {
- for (int j = 0; j <= 4; j++)
- {
- if (tmpTalent->RankID[j] != 0)
- {
- if (player->HasSpell(tmpTalent->RankID[j]))
- {
- spentPoints += j + 1;
- }
- }
- }
- }
- }
- }
- }
-
- // not have required min points spent in talent tree
- if(spentPoints < (talentInfo->Row * 5))
- return;
-
- // spell not set in talent.dbc
- uint32 spellid = talentInfo->RankID[requested_rank];
- if( spellid == 0 )
- {
- sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talent_id, requested_rank);
- return;
- }
-
- // already known
- if(GetPlayer( )->HasSpell(spellid))
- return;
-
- // learn! (other talent ranks will unlearned at learning)
- GetPlayer( )->learnSpell(spellid,false);
- sLog.outDetail("TalentID: %u Rank: %u Spell: %u", talent_id, requested_rank, spellid);
-
- // update free talent points
- GetPlayer()->SetFreeTalentPoints(CurTalentPoints - 1);
+ _player->LearnTalent(talent_id, requested_rank);
}
void WorldSession::HandleTalentWipeOpcode( WorldPacket & recv_data )