[7464] Move check of spell using for lock open to single function. Remove more hacks.

This commit is contained in:
VladimirMangos 2009-03-16 00:41:38 +03:00
parent 9def5df2d7
commit 4aaf758ab7
5 changed files with 115 additions and 186 deletions

View file

@ -4161,114 +4161,31 @@ uint8 Spell::CanCast(bool strict)
return SPELL_FAILED_TRY_AGAIN;
// get the lock entry
LockEntry const *lockInfo = NULL;
uint32 lockId = 0;
if (GameObject* go=m_targets.getGOTarget())
lockInfo = sLockStore.LookupEntry(go->GetLockId());
lockId = go->GetLockId();
else if(Item* itm=m_targets.getItemTarget())
lockInfo = sLockStore.LookupEntry(itm->GetProto()->LockID);
lockId = itm->GetProto()->LockID;
SkillType skillId =SKILL_NONE;
int32 reqSkillValue = 0;
int32 skillValue = 0;
// check lock compatibility
if (lockInfo)
{
// check for lock - key pair (checked by client also, just prevent cheating
bool ok_key = false;
bool req_key = false;
for(int it = 0; it < 8; ++it)
{
switch(lockInfo->Type[it])
{
case LOCK_KEY_NONE:
break;
case LOCK_KEY_ITEM:
{
req_key = true;
if(lockInfo->Index[it])
{
if(m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[it])
ok_key =true;
break;
}
}
case LOCK_KEY_SKILL:
{
req_key = true;
if(uint32(m_spellInfo->EffectMiscValue[i])!=lockInfo->Index[it])
break;
SkillType skill = SkillByLockType(LockType(lockInfo->Index[it]));
if(skill==SKILL_NONE)
ok_key =true;
else if(((Player*)m_caster)->HasSkill(skill))
ok_key =true;
}
}
if(ok_key)
break;
}
if(!ok_key && req_key)
return SPELL_FAILED_BAD_TARGETS;
}
SpellCastResult res = CanOpenLock(i,lockId,skillId,reqSkillValue,skillValue);
if(res != SPELL_CAST_OK)
return res;
// chance for fail at orange mining/herb/LockPicking gathering attempt
if (!m_selfContainer || ((*m_selfContainer) != this))
break;
// get the skill value of the player
int32 SkillValue = 0;
bool canFailAtMax = true;
if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_HERBALISM)
// second check prevent fail at rechecks
if(skillId != SKILL_NONE && (!m_selfContainer || ((*m_selfContainer) != this)))
{
SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_HERBALISM);
canFailAtMax = false;
bool canFailAtMax = skillId != SKILL_HERBALISM && skillId != SKILL_MINING;
// chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
if((canFailAtMax || skillValue < sWorld.GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue-25, skillValue+37))
return SPELL_FAILED_TRY_AGAIN;
}
else if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_MINING)
{
SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_MINING);
canFailAtMax = false;
}
else if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_PICKLOCK)
SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_LOCKPICKING);
// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
if(m_CastItem)
SkillValue = 0;
// add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
SkillValue += m_currentBasePoints[i]+1;
// get the required lock value
int32 ReqValue=0;
if (lockInfo)
{
// check for lock - key pair
bool ok = false;
for(int it = 0; it < 8; ++it)
{
if(lockInfo->Type[it]==LOCK_KEY_ITEM && lockInfo->Index[it] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[it])
{
// if so, we're good to go
ok = true;
break;
}
}
if(ok)
break;
if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_PICKLOCK)
ReqValue = lockInfo->Skill[1];
else
ReqValue = lockInfo->Skill[0];
}
// skill doesn't meet the required value
if (ReqValue > SkillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
// chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
if((canFailAtMax || SkillValue < sWorld.GetConfigMaxSkillValue()) && ReqValue > irand(SkillValue-25, SkillValue+37))
return SPELL_FAILED_TRY_AGAIN;
break;
}
case SPELL_EFFECT_SUMMON_DEAD_PET:
@ -5631,3 +5548,65 @@ bool SpellEvent::IsDeletable() const
{
return m_Spell->IsDeletable();
}
SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
{
if(!lockId) // possible case for GO and maybe for items.
return SPELL_CAST_OK;
// Get LockInfo
LockEntry const *lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
return SPELL_FAILED_BAD_TARGETS;
bool reqKey = false; // some locks not have reqs
for(int j = 0; j < 8; ++j)
{
switch(lockInfo->Type[j])
{
// check key item (many fit cases can be)
case LOCK_KEY_ITEM:
if(lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[j])
return SPELL_CAST_OK;
reqKey = true;
break;
// check key skill (only single first fit case can be)
case LOCK_KEY_SKILL:
{
reqKey = true;
// wrong locktype, skip
if(uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j])
continue;
skillId = SkillByLockType(LockType(lockInfo->Index[j]));
if ( skillId != SKILL_NONE )
{
// skill bonus provided by casting spell (mostly item spells)
// add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
uint32 spellSkillBonus = uint32(m_currentBasePoints[effIndex]+1);
reqSkillValue = lockInfo->Skill[j];
// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
skillValue = m_CastItem || m_caster->GetTypeId()!= TYPEID_PLAYER ?
0 : ((Player*)m_caster)->GetSkillValue(skillId);
skillValue += spellSkillBonus;
if (skillValue < reqSkillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
}
return SPELL_CAST_OK;
}
}
}
if(reqKey)
return SPELL_FAILED_BAD_TARGETS;
return SPELL_CAST_OK;
}