diff options
Diffstat (limited to 'src/game/SpellEffects.cpp')
-rw-r--r-- | src/game/SpellEffects.cpp | 116 |
1 files changed, 58 insertions, 58 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 0c5e55d3fa8..ef6d5c2c2d7 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -3083,7 +3083,7 @@ void Spell::SendLoot(uint64 guid, LootType loottype) player->SendLoot(guid, loottype); } -void Spell::EffectOpenLock(uint32 /*i*/) +void Spell::EffectOpenLock(uint32 effIndex) { if(!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER) { @@ -3093,7 +3093,6 @@ void Spell::EffectOpenLock(uint32 /*i*/) Player* player = (Player*)m_caster; - LootType loottype = LOOT_CORPSE; uint32 lockId = 0; uint64 guid = 0; @@ -3146,7 +3145,7 @@ void Spell::EffectOpenLock(uint32 /*i*/) if(!lockId) // possible case for GO and maybe for items. { - SendLoot(guid, loottype); + SendLoot(guid, LOOT_CORPSE); return; } @@ -3161,74 +3160,75 @@ void Spell::EffectOpenLock(uint32 /*i*/) return; } - // check key - for(int i = 0; i < 8; ++i) + bool reqKey = false; // some locks not have reqs + + for(int j = 0; j < 8; ++j) { - // Type==1 This means lockInfo->Index[i] is an item - if(lockInfo->Type[i]==LOCK_KEY_ITEM && lockInfo->Index[i] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[i]) + switch(lockInfo->Type[j]) { - SendLoot(guid, loottype); - return; - } - } + // check key item (many fit cases can be) + case LOCK_KEY_ITEM: + if(lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[j]) + { + SendLoot(guid, LOOT_CORPSE); + return; + } + reqKey = true; + break; + // check key skill (only single first fit case can be) + case LOCK_KEY_SKILL: + { + reqKey = true; - uint32 SkillId = 0; - // Check and skill-up skill - if( m_spellInfo->Effect[1] == SPELL_EFFECT_SKILL ) - SkillId = m_spellInfo->EffectMiscValue[1]; - // pickpocketing spells - else if( m_spellInfo->EffectMiscValue[0] == LOCKTYPE_PICKLOCK ) - SkillId = SKILL_LOCKPICKING; + // wrong locktype, skip + if(uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j]) + continue; - // skill bonus provided by casting spell (mostly item spells) - uint32 spellSkillBonus = uint32(damage/*m_currentBasePoints[0]+1*/); + SkillType skillId = SkillByLockType(LockType(lockInfo->Index[j])); - uint32 reqSkillValue = lockInfo->Skill[0]; + if ( skillId != SKILL_NONE ) + { + // skill bonus provided by casting spell (mostly item spells) + uint32 spellSkillBonus = uint32(damage); + uint32 reqSkillValue = lockInfo->Skill[j]; - if(lockInfo->Skill[1]) // required pick lock skill applying - { - if(SkillId != SKILL_LOCKPICKING) // wrong skill (cheating?) - { - SendCastResult(SPELL_FAILED_FIZZLE); - return; - } + if ( player->GetSkillValue(skillId) + spellSkillBonus < reqSkillValue ) + { + SendCastResult(SPELL_FAILED_LOW_CASTLEVEL); + return; + } - reqSkillValue = lockInfo->Skill[1]; + // update skill if really known + if(uint32 SkillValue = player->GetPureSkillValue(skillId)) + { + if(gameObjTarget) + { + // Allow one skill-up until respawned + if ( !gameObjTarget->IsInSkillupList( player->GetGUIDLow() ) && + player->UpdateGatherSkill(skillId, SkillValue, reqSkillValue) ) + gameObjTarget->AddToSkillupList( player->GetGUIDLow() ); + } + else if(itemTarget) + { + // Do one skill-up + player->UpdateGatherSkill(skillId, SkillValue, reqSkillValue); + } + } + } + + SendLoot(guid, LOOT_SKINNING); + return; + } + } } - else if(SkillId == SKILL_LOCKPICKING) // apply picklock skill to wrong target + + if(reqKey) { SendCastResult(SPELL_FAILED_BAD_TARGETS); return; } - if ( SkillId ) - { - loottype = LOOT_SKINNING; - if ( player->GetSkillValue(SkillId) + spellSkillBonus < reqSkillValue ) - { - SendCastResult(SPELL_FAILED_LOW_CASTLEVEL); - return; - } - - // update skill if really known - if(uint32 SkillValue = player->GetPureSkillValue(SkillId)) - { - if(gameObjTarget) - { - // Allow one skill-up until respawned - if ( !gameObjTarget->IsInSkillupList( player->GetGUIDLow() ) && - player->UpdateGatherSkill(SkillId, SkillValue, reqSkillValue) ) - gameObjTarget->AddToSkillupList( player->GetGUIDLow() ); - } - else if(itemTarget) - { - // Do one skill-up - player->UpdateGatherSkill(SkillId, SkillValue, reqSkillValue); - } - } - } - - SendLoot(guid, loottype); + SendLoot(guid, LOOT_SKINNING); } void Spell::EffectSummonChangeItem(uint32 i) |