/* * Copyright (C) 2010-2012 Project SkyFire * Copyright (C) 2010-2012 Oregon * Copyright (C) 2008-2012 TrinityCore * Copyright (C) 2005-2012 MaNGOS * * 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 . */ #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); }