Core/Spells: don't allow spells with SPELL_EFFECT_CREATE_LOOT to be cast if there isn't enough space in inventory

Port From (https://github.com/TrinityCore/TrinityCore/commit/59da957165ef7d7529db30f90a30dc401d682052)
This commit is contained in:
hondacrx
2021-12-17 19:26:43 -05:00
parent 112803c149
commit b349f922b2
3 changed files with 99 additions and 71 deletions
+57 -34
View File
@@ -17,6 +17,7 @@
using Framework.Constants;
using Framework.Database;
using Game.BattleFields;
using Game.BattleGrounds;
using Game.DataStorage;
using Game.Groups;
@@ -30,7 +31,6 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Game.BattleFields;
namespace Game.Entities
{
@@ -1796,25 +1796,25 @@ namespace Game.Entities
{
case InventoryResult.CantEquipLevelI:
case InventoryResult.PurchaseLevelTooLow:
{
failure.Level = (item1 ? item1.GetRequiredLevel() : 0);
break;
}
{
failure.Level = (item1 ? item1.GetRequiredLevel() : 0);
break;
}
case InventoryResult.EventAutoequipBindConfirm: // no idea about this one...
{
//failure.SrcContainer
//failure.SrcSlot
//failure.DstContainer
break;
}
{
//failure.SrcContainer
//failure.SrcSlot
//failure.DstContainer
break;
}
case InventoryResult.ItemMaxLimitCategoryCountExceededIs:
case InventoryResult.ItemMaxLimitCategorySocketedExceededIs:
case InventoryResult.ItemMaxLimitCategoryEquippedExceededIs:
{
ItemTemplate proto = item1 ? item1.GetTemplate() : Global.ObjectMgr.GetItemTemplate(itemId);
failure.LimitCategory = (int)(proto != null ? proto.GetItemLimitCategory() : 0u);
break;
}
{
ItemTemplate proto = item1 ? item1.GetTemplate() : Global.ObjectMgr.GetItemTemplate(itemId);
failure.LimitCategory = (int)(proto != null ? proto.GetItemLimitCategory() : 0u);
break;
}
default:
break;
}
@@ -3480,7 +3480,7 @@ namespace Game.Entities
if (itemTemplate != null)
if (itemTemplate.GetFlags().HasAnyFlag(ItemFlags.HasLoot))
Global.LootItemStorage.RemoveStoredLootForContainer(pItem.GetGUID().GetCounter());
pItem.SetState(ItemUpdateState.Removed, this);
}
}
@@ -3566,7 +3566,7 @@ namespace Game.Entities
ApplyItemEquipSpell(item, apply);
if (updateItemAuras)
{
{
ApplyItemDependentAuras(item, apply);
WeaponAttackType attackType = Player.GetAttackBySlot(slot, item.GetTemplate().GetInventoryType());
if (attackType != WeaponAttackType.Max)
@@ -3622,9 +3622,9 @@ namespace Game.Entities
UpdateStatBuffMod(Stats.Intellect);
break;
//case ItemModType.Spirit: //modify spirit
//HandleStatModifier(UnitMods.StatSpirit, UnitModifierType.BaseValue, (float)val, apply);
//ApplyStatBuffMod(Stats.Spirit, MathFunctions.CalculatePct(val, GetModifierValue(UnitMods.StatSpirit, UnitModifierType.BasePCTExcludeCreate)), apply);
//break;
//HandleStatModifier(UnitMods.StatSpirit, UnitModifierType.BaseValue, (float)val, apply);
//ApplyStatBuffMod(Stats.Spirit, MathFunctions.CalculatePct(val, GetModifierValue(UnitMods.StatSpirit, UnitModifierType.BasePCTExcludeCreate)), apply);
//break;
case ItemModType.Stamina: //modify stamina
GtGenericMultByILvlRecord staminaMult = CliDB.StaminaMultByILvlGameTable.GetRow(itemLevel);
if (staminaMult != null)
@@ -4514,7 +4514,30 @@ namespace Game.Entities
return freeSlotCount;
}
public uint GetFreeInventorySpace()
{
uint freeSpace = 0;
// Check backpack
for (byte slot = InventorySlots.ItemStart; slot < InventorySlots.ItemEnd; ++slot)
{
Item item = GetItemByPos(InventorySlots.Bag0, slot);
if (item == null)
freeSpace += 1;
}
// Check bags
for (byte i = InventorySlots.BagStart; i < InventorySlots.BagEnd; i++)
{
Bag bag = GetBagByPos(i);
if (bag != null)
freeSpace += bag.GetFreeSlots();
}
return freeSpace;
}
//Bags
public Bag GetBagByPos(byte bag)
{
@@ -4681,15 +4704,15 @@ namespace Game.Entities
slots[0] = EquipmentSlot.Cloak;
break;
case InventoryType.Weapon:
{
slots[0] = EquipmentSlot.MainHand;
{
slots[0] = EquipmentSlot.MainHand;
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
if (CanDualWield())
slots[1] = EquipmentSlot.OffHand;
break;
}
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
if (CanDualWield())
slots[1] = EquipmentSlot.OffHand;
break;
}
case InventoryType.Shield:
slots[0] = EquipmentSlot.OffHand;
break;
@@ -5462,7 +5485,7 @@ namespace Game.Entities
// equipment visual show
SetVisibleItemSlot(slot, null);
}
m_items[slot] = null;
}
else if ((pBag = GetBagByPos(bag)) != null)
@@ -5802,7 +5825,7 @@ namespace Game.Entities
}
}
public byte GetInventorySlotCount() { return m_activePlayerData.NumBackpackSlots; }
public byte GetInventorySlotCount() { return m_activePlayerData.NumBackpackSlots; }
public void SetInventorySlotCount(byte slots)
{
//ASSERT(slots <= (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START));
@@ -5951,7 +5974,7 @@ namespace Game.Entities
}
public Dictionary<ObjectGuid, ObjectGuid> GetAELootView() { return m_AELootView; }
/// <summary>
/// if in a Battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
/// Called by remove insignia spell effect
@@ -6559,7 +6582,7 @@ namespace Game.Entities
{
if (oldSlot >= SharedConst.VoidStorageMaxSlot || newSlot >= SharedConst.VoidStorageMaxSlot || oldSlot == newSlot)
return false;
_voidStorageItems.Swap(newSlot, oldSlot);
return true;
}