diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 0ea029fb9..4e9c4fb73 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -6881,27 +6881,41 @@ SpellCastResult Spell::CheckItems() { case SPELL_EFFECT_CREATE_ITEM: case SPELL_EFFECT_CREATE_ITEM_2: + { + // m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error + Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : player; + if (target->GetTypeId() == TYPEID_PLAYER && !IsTriggered()) { - // xinef: m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error - Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster; - if (target && target->GetTypeId() == TYPEID_PLAYER && !IsTriggered() && m_spellInfo->Effects[i].ItemType) - { - ItemPosCountVec dest; + // SPELL_EFFECT_CREATE_ITEM_2 differs from SPELL_EFFECT_CREATE_ITEM in that it picks the random item to create from a pool of potential items, + // so we need to make sure there is at least one free space in the player's inventory + if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_CREATE_ITEM_2) + if (target->ToPlayer()->GetFreeInventorySpace() == 0) + { + player->SendEquipError(EQUIP_ERR_INVENTORY_FULL, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); + return SPELL_FAILED_DONT_REPORT; + } - // xinef: why do we check p_caster? retards p_caster->CanStoreNewItem(...) - InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1); + if (m_spellInfo->Effects[i].ItemType) + { + ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType); + if (!itemTemplate) + return SPELL_FAILED_ITEM_NOT_FOUND; + + uint32 createCount = std::clamp(m_spellInfo->Effects[i].CalcValue(), 1u, itemTemplate->GetMaxStackSize()); + ItemPosCountVec dest; + InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, createCount); if (msg != EQUIP_ERR_OK) { - ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType); - // TODO: Needs review - if (pProto && !(pProto->ItemLimitCategory)) + /// @todo Needs review + if (!itemTemplate->ItemLimitCategory) { player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } else { - if (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (m_spellInfo->SpellFamilyFlags[0] & 0x40000000))) + // Conjure Food/Water/Refreshment spells + if (m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE || (!(m_spellInfo->SpellFamilyFlags[0] & 0x40000000))) return SPELL_FAILED_TOO_MANY_OF_ITEM; else if (!(target->ToPlayer()->HasItemCount(m_spellInfo->Effects[i].ItemType))) { @@ -6909,13 +6923,15 @@ SpellCastResult Spell::CheckItems() return SPELL_FAILED_DONT_REPORT; } else - player->CastSpell(m_caster, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere + player->CastSpell(player, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere + return SPELL_FAILED_DONT_REPORT; } } } - break; } + break; + } case SPELL_EFFECT_CREATE_RANDOM_ITEM: { if (player->GetFreeInventorySpace() == 0)