File size: 5,853 Bytes
8be366a | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 | /*
* Copyright (C) 2010-2012 Project SkyFire <http://www.projectskyfire.org/>
* Copyright (C) 2010-2012 Oregon <http://www.oregoncore.com/>
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Common.h"
#include "DatabaseEnv.h"
#include "Opcodes.h"
#include "Log.h"
#include "Player.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "ObjectAccessor.h"
#include "UpdateMask.h"
#include "SpellAuras.h"
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;
}
}
// Check if it requires spell
if (talentInfo->DependsOnSpell && !player->HasSpell(talentInfo->DependsOnSpell))
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);
GetPlayer()->addTalent(spellid, GetPlayer()->GetActiveSpec(), true);
sLog->outDetail("TalentID: %u Rank: %u Spell: %u\n", talent_id, requested_rank, spellid);
// learn max talent rank for instant chars
if (GetPlayer()->getCharacterMode() == CHARACTER_MODE_INSTANT)
GetPlayer()->learnHigherTalentRanks(spellid);
// update free talent points
GetPlayer()->SetFreeTalentPoints(CurTalentPoints - 1);
}
void WorldSession::HandleTalentWipeOpcode(WorldPacket & recv_data)
{
sLog->outDetail("MSG_TALENT_WIPE_CONFIRM");
uint64 guid;
recv_data >> guid;
Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_TRAINER);
if (!unit)
{
sLog->outDebug("WORLD: HandleTalentWipeOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
return;
}
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
if (!(_player->resetTalents()))
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, 8+4); //you have not any talent
data << uint64(0);
data << uint32(0);
SendPacket(&data);
return;
}
unit->CastSpell(_player, 14867, true); //spell: "Untalent Visual Effect"
}
void WorldSession::HandleUnlearnSkillOpcode(WorldPacket & recv_data)
{
uint32 skill_id;
recv_data >> skill_id;
GetPlayer()->SetSkill(skill_id, 0, 0);
}
|