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
+9 -20
View File
@@ -1098,32 +1098,21 @@ namespace Game.Spells
Player player = unitTarget.ToPlayer();
uint item_id = effectInfo.ItemType;
ItemContext context = m_spellInfo.HasAttribute(SpellAttr0.Tradespell) ? ItemContext.TradeSkill : ItemContext.None;
if (item_id != 0)
DoCreateItem(item_id, context);
// special case: fake item replaced by generate using spell_loot_template
// Pick a random item from spell_loot_template
if (m_spellInfo.IsLootCrafting())
{
if (item_id != 0)
{
if (!player.HasItemCount(item_id))
return;
// remove reagent
uint count = 1;
player.DestroyItemCount(item_id, count, true);
// create some random items
player.AutoStoreLoot(m_spellInfo.Id, LootStorage.Spell, context);
}
else
player.AutoStoreLoot(m_spellInfo.Id, LootStorage.Spell, context); // create some random items
player.AutoStoreLoot(m_spellInfo.Id, LootStorage.Spell, context, false, true);
player.UpdateCraftSkill(m_spellInfo.Id);
}
else // If there's no random loot entries for this spell, pick the item associated with this spell
{
uint itemId = effectInfo.ItemType;
if (itemId != 0)
DoCreateItem(itemId, context);
}
// @todo ExecuteLogEffectCreateItem(i, GetEffect(i].ItemType);
}