Exemple #1
0
void WorldSession::HandlePetLearnTalent( WorldPacket & recv_data )
{
    sLog.outDebug("WORLD: CMSG_PET_LEARN_TALENT");
    recv_data.hexlike();

    CHECK_PACKET_SIZE(recv_data, 8+4+4);

    uint64 guid;
    uint32 talent_id, requested_rank;
    recv_data >> guid >> talent_id >> requested_rank;

    Pet *pet = _player->GetPet();

    if(!pet)
        return;

    if(guid != pet->GetGUID())
        return;

    uint32 CurTalentPoints =  pet->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;

    CreatureInfo const *ci = pet->GetCreatureInfo();

    if(!ci)
        return;

    CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);

    if(!pet_family)
        return;

    if(pet_family->petTalentType < 0)                       // not hunter pet
        return;

    // prevent learn talent for different family (cheating)
    if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
        return;

    // prevent skip talent ranks (cheating)
    if(requested_rank > 0 && !pet->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 (pet->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 (pet->HasSpell(tmpTalent->RankID[j]))
                            {
                                spentPoints += j + 1;
                            }
                        }
                    }
                }
            }
        }
    }

    // not have required min points spent in talent tree
    if(spentPoints < (talentInfo->Row * 3))
        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(pet->HasSpell(spellid))
        return;

    // learn! (other talent ranks will unlearned at learning)
    pet->learnSpell(spellid);
    sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talent_id, requested_rank, spellid);
}
Exemple #2
0
    static bool HandleLearnAllMyPetTalentsCommand(ChatHandler* handler, char const* /*args*/)
    {
        Player* player = handler->GetSession()->GetPlayer();

        Pet* pet = player->GetPet();
        if (!pet)
        {
            handler->SendSysMessage(LANG_NO_PET_FOUND);
            handler->SetSentErrorMessage(true);
            return false;
        }

        CreatureTemplate const* creatureInfo = pet->GetCreatureInfo();
        if (!creatureInfo)
        {
            handler->SendSysMessage(LANG_WRONG_PET_TYPE);
            handler->SetSentErrorMessage(true);
            return false;
        }

        CreatureFamilyEntry const* petFamily = sCreatureFamilyStore.LookupEntry(creatureInfo->family);
        if (!petFamily)
        {
            handler->SendSysMessage(LANG_WRONG_PET_TYPE);
            handler->SetSentErrorMessage(true);
            return false;
        }

        if (petFamily->petTalentType < 0)                       // not hunter pet
        {
            handler->SendSysMessage(LANG_WRONG_PET_TYPE);
            handler->SetSentErrorMessage(true);
            return false;
        }

        for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
        {
            TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
            if (!talentInfo)
                continue;

            TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
            if (!talentTabInfo)
                continue;

            // prevent learn talent for different family (cheating)
            if (((1 << petFamily->petTalentType) & talentTabInfo->petTalentMask) == 0)
                continue;

            // search highest talent rank
            uint32 spellId = 0;

            for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
            {
                if (talentInfo->RankID[rank] != 0)
                {
                    spellId = talentInfo->RankID[rank];
                    break;
                }
            }

            if (!spellId)                                        // ??? none spells in talent
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
            if (!spellInfo || !SpellMgr::IsSpellValid(spellInfo, handler->GetSession()->GetPlayer(), false))
                continue;

            // learn highest rank of talent and learn all non-talent spell ranks (recursive by tree)
            pet->learnSpellHighRank(spellId);
        }

        pet->SetFreeTalentPoints(0);

        handler->SendSysMessage(LANG_COMMAND_LEARN_PET_TALENTS);
        return true;
    }