[7980] Implement item use target requirements store and check (new table item_required_target).

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

* Also implement this table reload
* Static Spell::SendCastResult function for call not from spell code.
  Can be also used in scripts where need send explicitly spell cast error to client.
This commit is contained in:
NoFantasy 2009-06-09 00:22:51 +04:00 committed by VladimirMangos
parent 6d8867d0fc
commit 6a1b4e5729
18 changed files with 279 additions and 36 deletions

View file

@ -119,9 +119,30 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
}
SpellCastTargets targets;
if(!targets.read(&recvPacket, pUser))
if (!targets.read(&recvPacket, pUser))
return;
targets.Update(pUser);
if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget()))
{
// free greay item aftre use faul
pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
// send spell error
if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid))
{
// for implicit area/coord target spells
if (IsPointEffectTarget(Targets(spellInfo->EffectImplicitTargetA[0])) ||
IsAreaEffectTarget(Targets(spellInfo->EffectImplicitTargetA[0])))
Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_NO_VALID_TARGETS);
// for explicit target spells
else
Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS);
}
return;
}
//Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
if(!Script->ItemUse(pUser,pItem,targets))
{