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:
+33
-17
@@ -6094,33 +6094,49 @@ namespace Game.Spells
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case SpellEffectName.CreateLoot:
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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.IsPlayer() && !IsTriggered() && spellEffectInfo.ItemType != 0)
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Unit target = m_targets.GetUnitTarget() ?? player;
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if (target.IsPlayer() && !IsTriggered())
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{
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List<ItemPosCount> dest = new();
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InventoryResult msg = target.ToPlayer().CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, spellEffectInfo.ItemType, 1);
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if (msg != InventoryResult.Ok)
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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 (spellEffectInfo.Effect == SpellEffectName.CreateLoot)
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{
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ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(spellEffectInfo.ItemType);
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// @todo Needs review
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if (itemTemplate != null && itemTemplate.GetItemLimitCategory() == 0)
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if (target.ToPlayer().GetFreeInventorySpace() == 0)
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{
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player.SendEquipError(msg, null, null, spellEffectInfo.ItemType);
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player.SendEquipError(InventoryResult.InvFull, null, null, spellEffectInfo.ItemType);
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return SpellCastResult.DontReport;
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}
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else
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}
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if (spellEffectInfo.ItemType != 0)
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{
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List<ItemPosCount> dest = new();
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InventoryResult msg = target.ToPlayer().CanStoreNewItem(ItemConst.NullBag, ItemConst.NullSlot, dest, spellEffectInfo.ItemType, 1);
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if (msg != InventoryResult.Ok)
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{
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// Conjure Food/Water/Refreshment spells
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if (!(m_spellInfo.SpellFamilyName == SpellFamilyNames.Mage && m_spellInfo.SpellFamilyFlags[0].HasAnyFlag(0x40000000u)))
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return SpellCastResult.TooManyOfItem;
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else if (!target.ToPlayer().HasItemCount(spellEffectInfo.ItemType))
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ItemTemplate itemTemplate = Global.ObjectMgr.GetItemTemplate(spellEffectInfo.ItemType);
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/// @todo Needs review
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if (itemTemplate != null && itemTemplate.GetItemLimitCategory() == 0)
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{
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player.SendEquipError(msg, null, null, spellEffectInfo.ItemType);
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return SpellCastResult.DontReport;
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}
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else if (m_spellInfo.GetEffects().Count > 1)
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player.CastSpell(m_caster, (uint)m_spellInfo.GetEffect(1).CalcValue(), new CastSpellExtraArgs().SetOriginalCastId(m_castId)); // move this to anywhere
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return SpellCastResult.DontReport;
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else
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{
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// Conjure Food/Water/Refreshment spells
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if (m_spellInfo.SpellFamilyName != SpellFamilyNames.Mage || (!m_spellInfo.SpellFamilyFlags[0].HasAnyFlag(0x40000000u)))
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return SpellCastResult.TooManyOfItem;
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else if (!(target.ToPlayer().HasItemCount(spellEffectInfo.ItemType)))
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{
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player.SendEquipError(msg, null, null, spellEffectInfo.ItemType);
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return SpellCastResult.DontReport;
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}
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else if (m_spellInfo.GetEffects().Count > 1)
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player.CastSpell(player, (uint)m_spellInfo.GetEffect(1).CalcValue(), new CastSpellExtraArgs()
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.SetOriginalCastId(m_castId)); // move this to anywhere
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return SpellCastResult.DontReport;
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}
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}
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}
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}
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@@ -1098,32 +1098,21 @@ namespace Game.Spells
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Player player = unitTarget.ToPlayer();
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uint item_id = effectInfo.ItemType;
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ItemContext context = m_spellInfo.HasAttribute(SpellAttr0.Tradespell) ? ItemContext.TradeSkill : ItemContext.None;
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if (item_id != 0)
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DoCreateItem(item_id, context);
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// special case: fake item replaced by generate using spell_loot_template
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// Pick a random item from spell_loot_template
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if (m_spellInfo.IsLootCrafting())
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{
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if (item_id != 0)
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{
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if (!player.HasItemCount(item_id))
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return;
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// remove reagent
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uint count = 1;
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player.DestroyItemCount(item_id, count, true);
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// create some random items
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player.AutoStoreLoot(m_spellInfo.Id, LootStorage.Spell, context);
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}
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else
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player.AutoStoreLoot(m_spellInfo.Id, LootStorage.Spell, context); // create some random items
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player.AutoStoreLoot(m_spellInfo.Id, LootStorage.Spell, context, false, true);
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player.UpdateCraftSkill(m_spellInfo.Id);
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}
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else // If there's no random loot entries for this spell, pick the item associated with this spell
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{
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uint itemId = effectInfo.ItemType;
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if (itemId != 0)
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DoCreateItem(itemId, context);
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}
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// @todo ExecuteLogEffectCreateItem(i, GetEffect(i].ItemType);
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}
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