sajaniemi_variable_dataset_large / code /validation /C++ /0001127_SkillHandler.cpp
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/*
* 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);
}