Core/Spells: Removed leftovers of old cooldown handling

* Use ItemEffect.db2 data directly instead of copying it to another structure
This commit is contained in:
Shauren
2015-02-21 13:08:33 +01:00
parent 6ff1764084
commit 68fceee10e
14 changed files with 74 additions and 105 deletions

View File

@@ -4398,12 +4398,12 @@ void Spell::TakeCastItem()
bool expendable = false;
bool withoutCharges = false;
for (uint8 i = 0; i < proto->Effects.size(); ++i)
for (uint8 i = 0; i < proto->Effects.size() && i < 5; ++i)
{
// item has limited charges
if (proto->Effects[i].Charges)
if (proto->Effects[i]->Charges)
{
if (proto->Effects[i].Charges < 0)
if (proto->Effects[i]->Charges < 0)
expendable = true;
int32 charges = m_CastItem->GetSpellCharges(i);
@@ -4640,11 +4640,11 @@ void Spell::TakeReagents()
// if CastItem is also spell reagent
if (castItemTemplate && castItemTemplate->GetId() == itemid)
{
for (uint8 s = 0; s < castItemTemplate->Effects.size(); ++s)
for (uint8 s = 0; s < castItemTemplate->Effects.size() && s < 5; ++s)
{
// CastItem will be used up and does not count as reagent
int32 charges = m_CastItem->GetSpellCharges(s);
if (castItemTemplate->Effects[s].Charges < 0 && abs(charges) < 2)
if (castItemTemplate->Effects[s]->Charges < 0 && abs(charges) < 2)
{
++itemcount;
break;
@@ -6014,8 +6014,8 @@ SpellCastResult Spell::CheckItems()
if (!proto)
return SPELL_FAILED_ITEM_NOT_READY;
for (uint8 i = 0; i < proto->Effects.size(); ++i)
if (proto->Effects[i].Charges)
for (uint8 i = 0; i < proto->Effects.size() && i < 5; ++i)
if (proto->Effects[i]->Charges)
if (m_CastItem->GetSpellCharges(i) == 0)
return SPELL_FAILED_NO_CHARGES_REMAIN;
@@ -6115,11 +6115,11 @@ SpellCastResult Spell::CheckItems()
ItemTemplate const* proto = m_CastItem->GetTemplate();
if (!proto)
return SPELL_FAILED_ITEM_NOT_READY;
for (uint8 s = 0; s < proto->Effects.size(); ++s)
for (uint8 s = 0; s < proto->Effects.size() && s < 5; ++s)
{
// CastItem will be used up and does not count as reagent
int32 charges = m_CastItem->GetSpellCharges(s);
if (proto->Effects[s].Charges < 0 && abs(charges) < 2)
if (proto->Effects[s]->Charges < 0 && abs(charges) < 2)
{
++itemcount;
break;
@@ -6220,9 +6220,9 @@ SpellCastResult Spell::CheckItems()
ItemTemplate const* proto = targetItem->GetTemplate();
for (uint8 e = 0; e < proto->Effects.size(); ++e)
{
if (proto->Effects[e].SpellID && (
proto->Effects[e].Trigger == ITEM_SPELLTRIGGER_ON_USE ||
proto->Effects[e].Trigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE))
if (proto->Effects[e]->SpellID && (
proto->Effects[e]->Trigger == ITEM_SPELLTRIGGER_ON_USE ||
proto->Effects[e]->Trigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE))
{
isItemUsable = true;
break;
@@ -6399,8 +6399,8 @@ SpellCastResult Spell::CheckItems()
if (Item* pitem = player->GetItemByEntry(item_id))
{
for (uint8 x = 0; x < pProto->Effects.size(); ++x)
if (pProto->Effects[x].Charges != 0 && pitem->GetSpellCharges(x) == pProto->Effects[x].Charges)
for (uint8 x = 0; x < pProto->Effects.size() && x < 5; ++x)
if (pProto->Effects[x]->Charges != 0 && pitem->GetSpellCharges(x) == pProto->Effects[x]->Charges)
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
}
break;