diff options
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
| -rw-r--r-- | src/server/game/Spells/Spell.cpp | 44 |
1 files changed, 28 insertions, 16 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 6851f890ff0..e6df1995c09 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -6619,32 +6619,44 @@ SpellCastResult Spell::CheckItems(uint32* param1 /*= nullptr*/, uint32* param2 / { // m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : player; - if (target->GetTypeId() == TYPEID_PLAYER && !IsTriggered() && m_spellInfo->Effects[i].ItemType) + if (target->GetTypeId() == TYPEID_PLAYER && !IsTriggered()) { - ItemPosCountVec dest; - InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1); - if (msg != EQUIP_ERR_OK) - { - ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType); - /// @todo Needs review - if (itemTemplate && !itemTemplate->ItemLimitCategory) + // 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, + // so we need to make sure there is at least one free space in the player's inventory + if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_CREATE_ITEM_2) + if (target->ToPlayer()->GetFreeInventorySpace() == 0) { - player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); + player->SendEquipError(EQUIP_ERR_INVENTORY_FULL, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } - else + + if (m_spellInfo->Effects[i].ItemType) + { + ItemPosCountVec dest; + InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1); + if (msg != EQUIP_ERR_OK) { - // Conjure Food/Water/Refreshment spells - if (m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE || (!(m_spellInfo->SpellFamilyFlags[0] & 0x40000000))) - return SPELL_FAILED_TOO_MANY_OF_ITEM; - else if (!(target->ToPlayer()->HasItemCount(m_spellInfo->Effects[i].ItemType))) + ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType); + /// @todo Needs review + if (itemTemplate && !itemTemplate->ItemLimitCategory) { player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } else - player->CastSpell(player, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere - return SPELL_FAILED_DONT_REPORT; + { + // Conjure Food/Water/Refreshment spells + if (m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE || (!(m_spellInfo->SpellFamilyFlags[0] & 0x40000000))) + return SPELL_FAILED_TOO_MANY_OF_ITEM; + else if (!(target->ToPlayer()->HasItemCount(m_spellInfo->Effects[i].ItemType))) + { + player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); + return SPELL_FAILED_DONT_REPORT; + } + else + player->CastSpell(player, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere + return SPELL_FAILED_DONT_REPORT; + } } } } |
