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fix(Core/Spell): improve check in SPELL_EFFECT_CREATE_ITEM(_2) (#4296)
* fix(Core/Spell): items disappearing in Spell::CheckItems()
* 18b36734f6
* remove GetFreeInventorySpace
* restore p_caster to make other PR needing to merge before this
* fix build
* fuck github conflicts
This commit is contained in:
@@ -6881,27 +6881,41 @@ SpellCastResult Spell::CheckItems()
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{
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case SPELL_EFFECT_CREATE_ITEM:
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case SPELL_EFFECT_CREATE_ITEM_2:
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{
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// m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error
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Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : player;
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if (target->GetTypeId() == TYPEID_PLAYER && !IsTriggered())
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{
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// xinef: m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error
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Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster;
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if (target && target->GetTypeId() == TYPEID_PLAYER && !IsTriggered() && m_spellInfo->Effects[i].ItemType)
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{
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ItemPosCountVec dest;
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// 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,
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// so we need to make sure there is at least one free space in the player's inventory
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if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_CREATE_ITEM_2)
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if (target->ToPlayer()->GetFreeInventorySpace() == 0)
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{
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player->SendEquipError(EQUIP_ERR_INVENTORY_FULL, nullptr, nullptr, m_spellInfo->Effects[i].ItemType);
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return SPELL_FAILED_DONT_REPORT;
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}
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// xinef: why do we check p_caster? retards p_caster->CanStoreNewItem(...)
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InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
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if (m_spellInfo->Effects[i].ItemType)
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{
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ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);
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if (!itemTemplate)
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return SPELL_FAILED_ITEM_NOT_FOUND;
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uint32 createCount = std::clamp<uint32>(m_spellInfo->Effects[i].CalcValue(), 1u, itemTemplate->GetMaxStackSize());
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ItemPosCountVec dest;
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InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, createCount);
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if (msg != EQUIP_ERR_OK)
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{
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ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);
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// TODO: Needs review
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if (pProto && !(pProto->ItemLimitCategory))
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/// @todo Needs review
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if (!itemTemplate->ItemLimitCategory)
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{
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player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType);
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return SPELL_FAILED_DONT_REPORT;
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}
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else
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{
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if (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (m_spellInfo->SpellFamilyFlags[0] & 0x40000000)))
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// Conjure Food/Water/Refreshment spells
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if (m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE || (!(m_spellInfo->SpellFamilyFlags[0] & 0x40000000)))
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return SPELL_FAILED_TOO_MANY_OF_ITEM;
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else if (!(target->ToPlayer()->HasItemCount(m_spellInfo->Effects[i].ItemType)))
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{
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@@ -6909,13 +6923,15 @@ SpellCastResult Spell::CheckItems()
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return SPELL_FAILED_DONT_REPORT;
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}
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else
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player->CastSpell(m_caster, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere
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player->CastSpell(player, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere
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return SPELL_FAILED_DONT_REPORT;
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}
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}
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}
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break;
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}
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break;
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}
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case SPELL_EFFECT_CREATE_RANDOM_ITEM:
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{
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if (player->GetFreeInventorySpace() == 0)
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