Beispiel #1
0
void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
{
    // send update
    uint8 tradeSlot;
    uint8 bag;
    uint8 slot;

    recvPacket >> tradeSlot;
    recvPacket >> bag;
    recvPacket >> slot;

    TradeData* my_trade = _player->GetTradeData();
    if (!my_trade)
        return;

    TradeStatusInfo info;
    // invalid slot number
    if (tradeSlot >= TRADE_SLOT_COUNT)
    {
        info.Status = TRADE_STATUS_TRADE_CANCELED;
        SendTradeStatus(info);
        return;
    }

    // check cheating, can't fail with correct client operations
    Item* item = _player->GetItemByPos(bag, slot);
    if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded(false, true)))
    {
        info.Status = TRADE_STATUS_TRADE_CANCELED;
        SendTradeStatus(info);
        return;
    }

    ObjectGuid iGUID = item->GetGUID();

    // prevent place single item into many trade slots using cheating and client bugs
    if (my_trade->HasItem(iGUID))
    {
        // cheating attempt
        info.Status = TRADE_STATUS_TRADE_CANCELED;
        SendTradeStatus(info);
        return;
    }

    if (tradeSlot != TRADE_SLOT_NONTRADED && item->IsBindedNotWith(my_trade->GetTrader()))
    {
        info.Status = TRADE_STATUS_NOT_ON_TAPLIST;
        info.Slot = tradeSlot;
        SendTradeStatus(info);
        return;
    }

    my_trade->SetItem(TradeSlots(tradeSlot), item);
}
Beispiel #2
0
void WorldSession::HandleSetTradeItemOpcode(WorldPackets::Trade::SetTradeItem& setTradeItem)
{
    TradeData* my_trade = _player->GetTradeData();
    if (!my_trade)
        return;

    WorldPackets::Trade::TradeStatus info;
    // invalid slot number
    if (setTradeItem.TradeSlot >= TRADE_SLOT_COUNT)
    {
        info.Status = TRADE_STATUS_CANCELLED;
        SendTradeStatus(info);
        return;
    }

    // check cheating, can't fail with correct client operations
    Item* item = _player->GetItemByPos(setTradeItem.PackSlot, setTradeItem.ItemSlotInPack);
    if (!item || (setTradeItem.TradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded(false, true)))
    {
        info.Status = TRADE_STATUS_CANCELLED;
        SendTradeStatus(info);
        return;
    }

    ObjectGuid iGUID = item->GetGUID();

    // prevent place single item into many trade slots using cheating and client bugs
    if (my_trade->HasItem(iGUID))
    {
        // cheating attempt
        info.Status = TRADE_STATUS_CANCELLED;
        SendTradeStatus(info);
        return;
    }

    my_trade->UpdateClientStateIndex();

    if (setTradeItem.TradeSlot != TRADE_SLOT_NONTRADED && item->IsBindedNotWith(my_trade->GetTrader()))
    {
        info.Status = TRADE_STATUS_NOT_ON_TAPLIST;
        info.TradeSlot = setTradeItem.TradeSlot;
        SendTradeStatus(info);
        return;
    }

    my_trade->SetItem(TradeSlots(setTradeItem.TradeSlot), item);
}
Beispiel #3
0
void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
{
    // send update
    uint8 tradeSlot;
    uint8 bag;
    uint8 slot;

    recvPacket >> slot;
    recvPacket >> tradeSlot;
    recvPacket >> bag;

    std::cout << "Unk1 : " << (int)tradeSlot << " Unk2: " << (int)slot << " unk3 : " << (int)bag << std::endl;

    TradeData* my_trade = _player->GetTradeData();
    if (!my_trade)
        return;

    // invalid slot number
    if (tradeSlot >= TRADE_SLOT_COUNT)
    {
        std::cout << "Ery : test1" << std::endl;
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    // check cheating, can't fail with correct client operations
    Item* item = _player->GetItemByPos(bag, slot);
    if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded(false, true)))
    {
        std::cout << "Ery : test2" << std::endl;
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    uint64 iGUID = item->GetGUID();

    // prevent place single item into many trade slots using cheating and client bugs
    if (my_trade->HasItem(iGUID))
    {
        std::cout << "Ery : test3" << std::endl;
        // cheating attempt
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    my_trade->SetItem(TradeSlots(tradeSlot), item);
}
void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
{
    // send update
    uint8 tradeSlot;
    uint8 bag;
    uint8 slot;

    recvPacket >> tradeSlot;
    recvPacket >> bag;
    recvPacket >> slot;

    if (!_player->pTrader)
        return;

    // invalid slot number
    if (tradeSlot >= TRADE_SLOT_COUNT)
    {
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    // check cheating, can't fail with correct client operations
    Item* item = _player->GetItemByPos(bag,slot);
    if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded()))
    {
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    uint64 iGUID = item->GetGUID();

    // prevent place single item into many trade slots using cheating and client bugs
    for (int i = 0; i < TRADE_SLOT_COUNT; ++i)
    {
        if (_player->tradeItems[i] == iGUID)
        {
            // cheating attempt
            SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
            return;
        }
    }

    _player->tradeItems[tradeSlot] = iGUID;

    _player->pTrader->GetSession()->SendUpdateTrade();
}
Beispiel #5
0
void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
{
    // send update
    uint8 tradeSlot;
    uint8 bag;
    uint8 slot;

    recvPacket >> tradeSlot;
    recvPacket >> bag;
    recvPacket >> slot;

    TradeData* my_trade = _player->m_trade;
    if (!my_trade)
        return;

    // invalid slot number
    if (tradeSlot >= TRADE_SLOT_COUNT)
    {
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    // check cheating, can't fail with correct client operations
    Item* item = _player->GetItemByPos(bag, slot);
    if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded()))
    {
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    // prevent place single item into many trade slots using cheating and client bugs
    if (my_trade->HasItem(item->GetObjectGuid()))
    {
        // cheating attempt
        SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
        return;
    }

    my_trade->SetItem(TradeSlots(tradeSlot), item);
}
/**
 * Handles the Packet sent by the client when sending a mail.
 *
 * This methods takes the packet sent by the client and performs the following actions:
 * - Checks whether the mail is valid: i.e. can he send the selected items,
 *   does he have enough money, etc.
 * - Creates a MailDraft and adds the needed items, money, cost data.
 * - Sends the mail.
 *
 * Depending on the outcome of the checks performed the player will recieve a different
 * MailResponseResult.
 *
 * @see MailResponseResult
 * @see SendMailResult()
 *
 * @param recv_data the WorldPacket containing the data sent by the client.
 */
void WorldSession::HandleSendMail(WorldPacket& recv_data)
{
    ObjectGuid mailboxGuid;
    ObjectGuid itemGuid;
    uint64 unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailboxGuid;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    recv_data >> itemGuid;

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!CheckMailBox(mailboxGuid))
        return;

    if (receiver.empty())
        return;

    Player* pl = _player;

    ObjectGuid rc;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr.GetPlayerGuidByName(receiver);

    if (!rc)
    {
        DETAIL_LOG("%s is sending mail to %s (GUID: nonexistent!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
                   pl->GetGuidStr().c_str(), receiver.c_str(), subject.c_str(), body.c_str(), itemGuid ? 1 : 0, money, COD, unk1, unk2);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    DETAIL_LOG("%s is sending mail to %s with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
               pl->GetGuidStr().c_str(), rc.GetString().c_str(), subject.c_str(), body.c_str(), itemGuid ? 1 : 0, money, COD, unk1, unk2);

    if (pl->GetObjectGuid() == rc)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 reqmoney = money + 30;

    if (pl->GetMoney() < reqmoney)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receive = sObjectMgr.GetPlayer(rc);

    Team rc_team;
    uint8 mails_count = 0;                                  // do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }
    else
    {
        rc_team = sObjectMgr.GetPlayerTeamByGUID(rc);
        if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", rc.GetCounter()))
        {
            Field* fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
            delete result;
        }
    }

    // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // check the receiver's Faction...
    if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    uint32 rc_account = receive
                        ? receive->GetSession()->GetAccountId()
                        : sObjectMgr.GetPlayerAccountIdByGUID(rc);

    Item* item = NULL;

    if (itemGuid)
    {
        item = pl->GetItemByGuid(itemGuid);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if ((item->GetProto()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    // pl->ModifyMoney(-int32(reqmoney));

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    if (itemGuid || money > 0)
    {
        uint32 rc_account = 0;
        if (receive)
            rc_account = receive->GetSession()->GetAccountId();
        else
            rc_account = sObjectMgr.GetPlayerAccountIdByGUID(rc);

        if (item)
        {
            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
            {
                sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                                GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
            }

            pl->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            CharacterDatabase.BeginTransaction();
            item->DeleteFromInventoryDB();                  // deletes item from character's inventory
            item->SaveToDB();                               // recursive and not have transaction guard into self, item not in inventory and can be save standalone
            // owner in data will set at mail receive and item extracting
            CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", rc.GetCounter(), item->GetGUIDLow());
            CharacterDatabase.CommitTransaction();

            draft.AddItem(item);

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                            GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_UINT32_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
    .SetMoney(money)
    .SetCOD(COD)
    .SendMailTo(MailReceiver(receive, rc), pl, body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: HandleAuctionSellItem");

    ObjectGuid auctioneerGuid;
    ObjectGuid itemGuid;
    uint32 etime, bid, buyout;

    recv_data >> auctioneerGuid;
    recv_data >> itemGuid;
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (!bid || !etime)
        return;                                             // check for cheaters

    Player* pl = GetPlayer();

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch (etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
        case 12*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    if (!itemGuid)
        return;

    Item* it = pl->GetItemByGuid(itemGuid);

    // do not allow to sell already auctioned items
    if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
    {
        sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
        SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
        return;
    }

    // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
    if (!it)
    {
        SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
        return;
    }

    if (!it->CanBeTraded())
    {
        SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
        return;
    }

    if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
        return;
    }

    // check money for deposit
    uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
    if (pl->GetMoney() < deposit)
    {
        SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
    {
        sLog.outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                        GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
    }

    pl->ModifyMoney(-int32(deposit));

    AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, it, etime, bid, buyout, deposit, pl);

    DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
               itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId);

    SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK);

    // used by eluna
    sHookMgr->OnAdd(auctionHouse);
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
    uint64 auctioneer;
    uint32 itemsCount, etime, bid, buyout;
    recv_data >> auctioneer;
    recv_data >> itemsCount;

    uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
    uint32 count[MAX_AUCTION_ITEMS];

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        recv_data >> itemGUIDs[i];
        recv_data >> count[i];

        if (!itemGUIDs[i] || !count[i] || count[i] > 1000 )
            return;
    }

    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (!bid || !etime)
        return;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", GUID_LOPART(auctioneer));
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", GUID_LOPART(auctioneer));
        return;
    }

    if (itemsCount > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    etime *= MINUTE;

    switch(etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item* items[MAX_AUCTION_ITEMS];

    uint32 finalCount = 0;

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = _player->GetItemByGuid(itemGUIDs[i]);

        if (!item)
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
            return;
        }

        if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() || 
            item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
            item->GetCount() < count[i])
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
            return;
        }

        items[i] = item;
        finalCount += count[i];
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
            return;
        }
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
        AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

        uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
        if (!_player->HasEnoughMoney(deposit))
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
            return;
        }

        _player->ModifyMoney(-int32(deposit));

        AuctionEntry* AH = new AuctionEntry;
        AH->Id = sObjectMgr->GenerateAuctionID();

        if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
            AH->auctioneer = 23442;
        else
            AH->auctioneer = GUID_LOPART(auctioneer);

        if (itemsCount == 1 && item->GetCount() == count[i])
        {
            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                    GetPlayerName(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
            }

            AH->item_guidlow = item->GetGUIDLow();
            AH->item_template = item->GetEntry();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(item);
            auctionHouse->AddAuction(AH);

            _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            item->DeleteFromInventoryDB(trans);
            item->SaveToDB(trans);
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);

            GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
        else
        {
            Item* newItem = item->CloneItem(finalCount, _player);
            if (!newItem)
            {
                sLog->outError("CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
                SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
                return;
            }

            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                    GetPlayerName(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount());
            }

            AH->item_guidlow = newItem->GetGUIDLow();
            AH->item_template = newItem->GetEntry();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(newItem);
            auctionHouse->AddAuction(AH);

            for (uint32 i = 0; i < itemsCount; ++i)
            {
                Item* item = items[i];

                if (item->GetCount() == count[i])
                {
                    _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

                    SQLTransaction trans = CharacterDatabase.BeginTransaction();
                    item->DeleteFromInventoryDB(trans);
                    item->SaveToDB(trans);
                    CharacterDatabase.CommitTransaction(trans);
                }
                else
                {
                    item->SetCount(item->GetCount() - count[i]);
                    item->SetState(ITEM_CHANGED, _player);
                    _player->ItemRemovedQuestCheck(item->GetEntry(), count[i]);
                    item->SendUpdateToPlayer(_player);

                    SQLTransaction trans = CharacterDatabase.BeginTransaction();
                    item->SaveToDB(trans);
                    CharacterDatabase.CommitTransaction(trans);
                }
            }

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);

            GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
    }
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPackets::AuctionHouse::AuctionSellItem& packet)
{
    if (packet.Items.size() > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    for (auto const& item : packet.Items)
        if (!item.Guid || !item.UseCount || item.UseCount > 1000)
            return;

    if (!packet.MinBid || !packet.RunTime)
        return;

    if (packet.MinBid > MAX_MONEY_AMOUNT || packet.BuyoutPrice > MAX_MONEY_AMOUNT)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (%s) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUID().ToString().c_str());
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }


    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.Auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", packet.Auctioneer.ToString().c_str());
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", packet.Auctioneer.ToString().c_str());
        return;
    }

    packet.RunTime *= MINUTE;

    switch (packet.RunTime)
    {
        case 1 * MIN_AUCTION_TIME:
        case 2 * MIN_AUCTION_TIME:
        case 4 * MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    uint32 finalCount = 0;
    for (auto const& packetItem : packet.Items)
    {
        Item* item = _player->GetItemByGuid(packetItem.Guid);

        if (!item)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
            return;
        }

        if (sAuctionMgr->GetAItem(item->GetGUID().GetCounter()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
            item->GetTemplate()->GetFlags() & ITEM_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
            item->GetCount() < packetItem.UseCount)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }

        finalCount += packetItem.UseCount;
    }

    if (packet.Items.empty())
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    // check if there are 2 identical guids, in this case user is most likely cheating
    for (uint32 i = 0; i < packet.Items.size() - 1; ++i)
    {
        for (uint32 j = i + 1; j < packet.Items.size(); ++j)
        {
            if (packet.Items[i].Guid == packet.Items[j].Guid)
            {
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
                return;
            }
        }
    }

    for (auto const& packetItem : packet.Items)
    {
        Item* item = _player->GetItemByGuid(packetItem.Guid);

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }

    Item* item = _player->GetItemByGuid(packet.Items[0].Guid);

    uint32 auctionTime = uint32(packet.RunTime * sWorld->getRate(RATE_AUCTION_TIME));
    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, packet.RunTime, item, finalCount);
    if (!_player->HasEnoughMoney((uint64)deposit))
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    AuctionEntry* AH = new AuctionEntry();

    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = UI64LIT(23442);     ///@TODO - HARDCODED DB GUID, BAD BAD BAD
    else
        AH->auctioneer = packet.Auctioneer.GetCounter();

    // Required stack size of auction matches to current item stack size, just move item to auctionhouse
    if (packet.Items.size() == 1 && item->GetCount() == packet.Items[0].UseCount)
    {
        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->GetDefaultLocaleName(), item->GetEntry(), item->GetCount());
        }

        AH->Id = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = item->GetGUID().GetCounter();
        AH->itemEntry = item->GetEntry();
        AH->itemCount = item->GetCount();
        AH->owner = _player->GetGUID().GetCounter();
        AH->startbid = packet.MinBid;
        AH->bidder = UI64LIT(0);
        AH->bid = 0;
        AH->buyout = packet.BuyoutPrice;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling item %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
            _player->GetGUID().ToString().c_str(), _player->GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetTemplate()->GetDefaultLocaleName(), AH->auctioneer, item->GetCount(), packet.MinBid, packet.BuyoutPrice, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(item);
        auctionHouse->AddAuction(AH);

        _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        item->DeleteFromInventoryDB(trans);
        item->SaveToDB(trans);
        AH->SaveToDB(trans);
        _player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }
    else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
    {
        Item* newItem = item->CloneItem(finalCount, _player);
        if (!newItem)
        {
            TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            delete AH;
            return;
        }

        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->GetDefaultLocaleName(), newItem->GetEntry(), newItem->GetCount());
        }

        AH->Id = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = newItem->GetGUID().GetCounter();
        AH->itemEntry = newItem->GetEntry();
        AH->itemCount = newItem->GetCount();
        AH->owner = _player->GetGUID().GetCounter();
        AH->startbid = packet.MinBid;
        AH->bidder = UI64LIT(0);
        AH->bid = 0;
        AH->buyout = packet.BuyoutPrice;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
            _player->GetGUID().ToString().c_str(), _player->GetName().c_str(), newItem->GetGUID().ToString().c_str(), newItem->GetTemplate()->GetDefaultLocaleName(), AH->auctioneer, newItem->GetCount(), packet.MinBid, packet.BuyoutPrice, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(newItem);
        auctionHouse->AddAuction(AH);

        for (auto const& packetItem : packet.Items)
        {
            Item* item2 = _player->GetItemByGuid(packetItem.Guid);

            // Item stack count equals required count, ready to delete item - cloned item will be used for auction
            if (item2->GetCount() == packetItem.UseCount)
            {
                _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);

                SQLTransaction trans = CharacterDatabase.BeginTransaction();
                item2->DeleteFromInventoryDB(trans);
                item2->DeleteFromDB(trans);
                CharacterDatabase.CommitTransaction(trans);
                delete item2;
            }
            else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
            {
                item2->SetCount(item2->GetCount() - packetItem.UseCount);
                item2->SetState(ITEM_CHANGED, _player);
                _player->ItemRemovedQuestCheck(item2->GetEntry(), packetItem.UseCount);
                item2->SendUpdateToPlayer(_player);

                SQLTransaction trans = CharacterDatabase.BeginTransaction();
                item2->SaveToDB(trans);
                CharacterDatabase.CommitTransaction(trans);
            }
        }

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        newItem->SaveToDB(trans);
        AH->SaveToDB(trans);
        _player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }

    _player->ModifyMoney(-int32(deposit));
}
Beispiel #10
0
void WorldSession::HandleSendMail(WorldPacket & recvData)
{
    uint64 mailbox, unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recvData >> mailbox;
    recvData >> receiver;

    recvData >> subject;

    recvData >> body;

    recvData >> unk1;                                      // stationery?
    recvData >> unk2;                                      // 0x00000000

    uint8 items_count;
    recvData >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recvData.rfinish();                   // set to end to avoid warnings spam
        return;
    }

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        recvData.read_skip<uint8>();                       // item slot in mail, not used
        recvData >> itemGUIDs[i];
    }

    recvData >> money >> COD;                              // money and cod
    recvData >> unk3;                                      // const 0
    recvData >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!CanOpenMailBox(mailbox))
        return;

    if (receiver.empty())
        return;

    Player* player = _player;

    if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr->GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        ;//sLog->outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
        //    player->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    ;//sLog->outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", player->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (player->GetGUID() == rc)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;  // price hardcoded in client

    uint32 reqmoney = cost + money;
  
    // Check for overflow
    if (reqmoney < money)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    if (!player->HasEnoughMoney(reqmoney))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receive = ObjectAccessor::FindPlayerInOrOutOfWorld(rc);

    uint32 rc_teamId = TEAM_NEUTRAL;
    uint16 mails_count = 0;                                  //do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_teamId = receive->GetTeamId();
        mails_count = receive->GetMailSize();
    }
    else
    {
		// xinef: get data from global storage
		if (GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(GUID_LOPART(rc)))
		{
			rc_teamId = Player::TeamIdForRace(playerData->race);
			mails_count = playerData->mailCount;
        }
    }
    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }
    // test the receiver's Faction... or all items are account bound
	// Xinef: check for boa items, not used currently
    /*bool accountBound = items_count && !money && !COD ? true : false;
    for (uint8 i = 0; i < items_count; ++i)
    {
        Item* item = player->GetItemByGuid(itemGUIDs[i]);
        if (item)
        {
            ItemTemplate const* itemProto = item->GetTemplate();
            if (!itemProto || !(itemProto->Flags & ITEM_PROTO_FLAG_BIND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }*/

    uint32 rc_account = receive
        ? receive->GetSession()->GetAccountId()
        : sObjectMgr->GetPlayerAccountIdByGUID(rc);

	if (/*!accountBound*/ GetAccountId() != rc_account && !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && player->GetTeamId() != rc_teamId && AccountMgr::IsPlayerAccount(GetSecurity()))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = player->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && GetAccountId() != rc_account)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int32(reqmoney));
    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
				if (item->GetState() == ITEM_UNCHANGED)
					item->FSetState(ITEM_CHANGED);		// pussywizard: so the item will be saved and owner will be updated in database
                item->SetOwnerGUID(rc);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = GetAccountId() != rc_account;
        }

		if( money >= 10*GOLD )
		{
			CleanStringForMysqlQuery(subject);
			CharacterDatabase.PExecute("INSERT INTO log_money VALUES(%u, %u, \"%s\", \"%s\", %u, \"%s\", %u, \"<MAIL> %s\", NOW())", GetAccountId(), player->GetGUIDLow(), player->GetName().c_str(), player->GetSession()->GetRemoteAddress().c_str(), rc_account, receiver.c_str(), money, subject.c_str());
		}
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;
  
    // don't ask for COD if there are no items
    if (items_count == 0)
        COD = 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
Beispiel #11
0
// $req will be deleted by the caller.
void WorldSession::HandleSendMailCallback(WorldSession::AsyncMailSendRequest* req)
{
    MasterPlayer* pl = GetMasterPlayer();
    Player* loadedPlayer = GetPlayer();
    ASSERT(pl);

    uint32 reqmoney = req->money + 30;

    // Check for overflow
    if (reqmoney < req->money)
    {
        ProcessAnticheatAction("MailCheck", "Attempt to send free mails with money overflow", CHEAT_ACTION_LOG);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }
    if (reqmoney && (!loadedPlayer || loadedPlayer->GetMoney() < reqmoney))
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (req->mailsCount > 100)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // check the receiver's Faction...
    if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != req->rcTeam && GetSecurity() == SEC_PLAYER)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    uint32 rc_account = sObjectMgr.GetPlayerAccountIdByGUID(req->receiver);

    Item* item = NULL;

    if (req->itemGuid)
    {
        item = loadedPlayer->GetItemByGuid(req->itemGuid);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item || !item->IsInWorld())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if ((item->GetProto()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (req->COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }
    }

    // Antispam checks
    if (loadedPlayer->getLevel() < sWorld.getConfig(CONFIG_UINT32_MAILSPAM_LEVEL) &&
        req->money < sWorld.getConfig(CONFIG_UINT32_MAILSPAM_MONEY) &&
        (sWorld.getConfig(CONFIG_BOOL_MAILSPAM_ITEM) && !req->itemGuid))
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    AccountPersistentData& data = sAccountMgr.GetAccountPersistentData(GetAccountId());
    if (!data.CanMail(rc_account))
    {
        std::stringstream details;
        std::string from = ChatHandler(this).playerLink(GetMasterPlayer()->GetName());
        std::string to = ChatHandler(this).playerLink(req->receiverName);
        details << from << " -> " << to << "\n";
        details << req->subject << "\n";
        details << req->body << "\n";
        if (req->COD)
            details << "COD: " << req->COD << " coppers\n";
        uint32 logId = sWorld.InsertLog(details.str(), SEC_GAMEMASTER);

        std::stringstream oss;
        oss << "Mail limit reached (\"" << req->body.substr(0, 30) << "...\") [log #" << logId << "]";
        ProcessAnticheatAction("ChatSpam", oss.str().c_str(), CHEAT_ACTION_LOG | CHEAT_ACTION_REPORT_GMS);
        pl->SendMailResult(0, MAIL_SEND, MAIL_OK);
        return;
    }
    data.JustMailed(rc_account);

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    loadedPlayer->ModifyMoney(-int32(reqmoney));

    bool needItemDelay = false;

    MailDraft draft(req->subject, req->body);

    if (!req->COD && (req->money || item))
    {
        PlayerTransactionData data;
        data.type = "Mail";
        data.parts[0].lowGuid = pl->GetGUIDLow();
        if (item)
        {
            data.parts[0].itemsEntries[0] = item->GetEntry();
            data.parts[0].itemsCount[0] = item->GetCount();
        }
        data.parts[0].money = req->money;
        data.parts[1].lowGuid = req->receiver.GetCounter();
        sWorld.LogTransaction(data);
    }

    if (req->itemGuid || req->money > 0)
    {
        if (item)
        {
            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
            {
                sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                                GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), req->receiver.GetString().c_str(), rc_account);
            }

            loadedPlayer->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            CharacterDatabase.BeginTransaction();
            item->DeleteFromInventoryDB();                  // deletes item from character's inventory
            item->SaveToDB();                               // recursive and not have transaction guard into self, item not in inventory and can be save standalone
            // owner in data will set at mail receive and item extracting
            CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", req->receiver.GetCounter(), item->GetGUIDLow());
            CharacterDatabase.CommitTransaction();

            draft.AddItem(item);

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (req->money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                            GetPlayerName(), GetAccountId(), req->money, req->receiver.GetString().c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_UINT32_MAIL_DELIVERY_DELAY) : 0;

    if (!item && req->COD)
    {
        req->COD = 0;
        ProcessAnticheatAction("MailCheck", "Attempt to send COD mail without any item", CHEAT_ACTION_LOG);
    }
    // will delete item or place to receiver mail list
    draft
    .SetMoney(req->money)
    .SetCOD(req->COD)
    .SendMailTo(MailReceiver(req->receiverPtr, req->receiver), loadedPlayer, req->body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    CharacterDatabase.BeginTransaction();
    loadedPlayer->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
Beispiel #12
0
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
    DEBUG_LOG("WORLD: HandleAuctionSellItem");

    ObjectGuid auctioneerGuid;
    uint32 etime, bid, buyout, itemCount;
    GuidVector guids;
    std::vector<uint32> stackSizes;

    recv_data >> auctioneerGuid;
    recv_data >> itemCount;

    if (itemCount > MAX_BAG_SIZE * 5)
    {
        recv_data.rpos(recv_data.wpos());                   // should not happen
        return;
    }

    guids.resize(itemCount);
    stackSizes.resize(itemCount);

    for (uint32 i = 0; i < itemCount; ++i)
    {
        recv_data >> guids[i];                              // item guid
        recv_data >> stackSizes[i];                         // stack size
    }

    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (!bid || !etime)
        return;                                             // check for cheaters

    Player *pl = GetPlayer();

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch (etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    for (uint32 i = 0; i < itemCount; ++i)
    {
        ObjectGuid itemGuid = guids[i];

        if (!itemGuid)
            continue;

        uint32 stackSize = stackSizes[i];

        Item *it = pl->GetItemByGuid(itemGuid);

        // do not allow to sell already auctioned items
        if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
        {
            sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
            continue;
        }

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
        if (!it)
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
            continue;
        }

        if (!it->CanBeTraded())
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
            continue;
        }

        if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
            continue;
        }

        // check money for deposit
        uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
        if (pl->GetMoney() < deposit)
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
            continue;
        }

        if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
        }

        if (stackSize == 0)
            stackSize = 1;

        if (stackSize > it->GetMaxStackCount())             // too big stack size
            stackSize = it->GetMaxStackCount();

        if (!pl->HasItemCount(it->GetEntry(), stackSize))   // not enough items
            continue;

        Item *newItem = it->CloneItem(stackSize);

        pl->DestroyItemCount(it, stackSize, true);

        pl->ModifyMoney(-int32(deposit));

        AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl);

        DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
            itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId);

        SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK);

        GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }
}
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
    uint64 auctioneer, item;
    uint64 bid, buyout;
    uint32 etime, count;
    uint32 unk = 1;

    recv_data >> auctioneer;                                // uint64
    recv_data >> unk;                                       // 1
    recv_data >> item;                                      // uint64
    recv_data >> count;                                     // 3.2.2, number of items being auctioned
    recv_data >> bid;                                       // uint64, 4.0.6
    recv_data >> buyout;                                    // uint64, 4.0.6
    recv_data >> etime;                                     // uint32

    Player *pl = GetPlayer();

    if (!item || !bid || !etime)
        return;                                             //check for cheaters

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction());
    if (!auctionHouseEntry)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - ETIME: %u", etime);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - ETIME: %u", etime);

    // client understand only 3 auction time
    switch(etime)
    {
    case 1*MIN_AUCTION_TIME:
    case 2*MIN_AUCTION_TIME:
    case 4*MIN_AUCTION_TIME:
        break;
    default:
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item *it = pl->GetItemByGuid(item);
    //do not allow to sell already auctioned items
    if (sAuctionMgr->GetAItem(GUID_LOPART(item)))
    {
        sLog->outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
    if (!it)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
        return;
    }

    if (!it->CanBeTraded())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->GetProto()->Flags & ITEM_PROTO_FLAG_CONJURED || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->IsBag() && !((Bag*)it)->IsEmpty())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction());

    //we have to take deposit :
    uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, it, count);
    if (!pl->HasEnoughMoney(deposit))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
    {
        sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
            GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), count);
    }

    pl->ModifyMoney(-int32(deposit));

    uint32 auction_time = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = sObjectMgr->GenerateAuctionID();
    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = 23442;
    else
        AH->auctioneer = GUID_LOPART(auctioneer);
    AH->item_guidlow = GUID_LOPART(item);
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
    AH->expire_time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->auctionHouseEntry = auctionHouseEntry;

    sLog->outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), AH->auctioneer, bid, buyout, auction_time, AH->GetHouseId());
    sAuctionMgr->AddAItem(it);
    auctionHouse->AddAuction(AH);

    pl->MoveItemFromInventory(it->GetBagSlot(), it->GetSlot(), true);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB(trans);
    it->SaveToDB(trans);                                         // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    AH->SaveToDB(trans);
    pl->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);

    GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
Beispiel #14
0
void WorldSession::HandleAcceptTradeOpcode(WorldPacket& /*recvPacket*/)
{
    Item *myItems[TRADE_SLOT_TRADED_COUNT]  = { NULL, NULL, NULL, NULL, NULL, NULL };
    Item *hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
    bool myCanCompleteTrade=true,hisCanCompleteTrade=true;

    if ( !GetPlayer()->pTrader )
        return;

    // not accept case incorrect money amount
    if( _player->tradeGold > _player->GetMoney() )
    {
        SendNotification(LANG_NOT_ENOUGH_GOLD);
        _player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
        _player->acceptTrade = false;
        return;
    }

    // not accept case incorrect money amount
    if( _player->pTrader->tradeGold > _player->pTrader->GetMoney() )
    {
        _player->pTrader->GetSession( )->SendNotification(LANG_NOT_ENOUGH_GOLD);
        SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
        _player->pTrader->acceptTrade = false;
        return;
    }

    // not accept if some items now can't be trade (cheating)
    for (int i=0; i<TRADE_SLOT_TRADED_COUNT; ++i)
    {
        if(_player->tradeItems[i] != NULL_SLOT )
        {
            Item* item  =_player->GetItemByPos( _player->tradeItems[i] );
            if(!item || !item->CanBeTraded())
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
        }
        if(_player->pTrader->tradeItems[i] != NULL_SLOT)
        {
            Item* item  =_player->pTrader->GetItemByPos( _player->pTrader->tradeItems[i]);
            if(!item || !item->CanBeTraded())
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
        }
    }

    _player->acceptTrade = true;
    if (_player->pTrader->acceptTrade )
    {
        // inform partner client
        _player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);

        // store items in local list and set 'in-trade' flag
        for(int i=0; i<TRADE_SLOT_TRADED_COUNT; ++i)
        {
            if(_player->tradeItems[i] != NULL_SLOT )
            {
                sLog.outDebug("player trade item bag: %u slot: %u",_player->tradeItems[i] >> 8, _player->tradeItems[i] & 255 );
                                                            //Can return NULL
                myItems[i]=_player->GetItemByPos( _player->tradeItems[i] );
                if (myItems[i])
                    myItems[i]->SetInTrade();
            }
            if(_player->pTrader->tradeItems[i] != NULL_SLOT)
            {
                sLog.outDebug("partner trade item bag: %u slot: %u",_player->pTrader->tradeItems[i] >> 8,_player->pTrader->tradeItems[i] & 255);
                                                            //Can return NULL
                hisItems[i]=_player->pTrader->GetItemByPos( _player->pTrader->tradeItems[i]);
                if(hisItems[i])
                    hisItems[i]->SetInTrade();
            }
Beispiel #15
0
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8+8+4+4+4);

    uint64 auctioneer, item;
    uint32 etime, bid, buyout;
    recv_data >> auctioneer >> item;
    recv_data >> bid >> buyout >> etime;
    Player *pl = GetPlayer();

    if (!item || !bid || !etime)
        return;                                             //check for cheaters

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction());
    if(!auctionHouseEntry)
    {
        sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer)) );
        return;
    }


    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch(etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item *it = pl->GetItemByGuid( item );
    //do not allow to sell already auctioned items
    if(auctionmgr.GetAItem(GUID_LOPART(item)))
    {
        sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
    if(!it)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
        return;
    }

    if(!it->CanBeTraded())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );

    //we have to take deposit :
    uint32 deposit = auctionmgr.GetAuctionDeposit( auctionHouseEntry, etime, it );
    if ( pl->GetMoney() < deposit )
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
    {
        sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
            GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount());
    }

    pl->ModifyMoney( -int32(deposit) );

    uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = objmgr.GenerateAuctionID();
    AH->auctioneer = GUID_LOPART(auctioneer);
    AH->item_guidlow = GUID_LOPART(item);
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
    AH->expire_time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->auctionHouseEntry = auctionHouseEntry;

    sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, AH->GetHouseId());
    auctionHouse->AddAuction(AH);

    auctionmgr.AddAItem(it);
    pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);

    CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB();
    it->SaveToDB();                                         // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    AH->SaveToDB();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);
}
Beispiel #16
0
void WorldSession::HandleSendMail(WorldPacket & recv_data )
{
    uint64 mailbox, unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailbox;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    uint8 items_count;
    recv_data >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recv_data.rpos(recv_data.wpos());                   // set to end to avoid warnings spam
        return;
    }

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

    for(uint8 i = 0; i < items_count; ++i)
    {
        recv_data.read_skip<uint8>();                       // item slot in mail, not used
        recv_data >> itemGUIDs[i];
    }

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    if (receiver.empty())
        return;

    Player* pl = _player;

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = objmgr.GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        sLog.outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
            pl->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    sLog.outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (pl->GetGUID() == rc)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;      // price hardcoded in client

    uint32 reqmoney = cost + money;

    if (pl->GetMoney() < reqmoney)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player *receive = objmgr.GetPlayer(rc);

    uint32 rc_team = 0;
    uint8 mails_count = 0;                                  // do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }
    else
    {
        rc_team = objmgr.GetPlayerTeamByGUID(rc);
        if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc)))
        {
            Field *fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
            delete result;
        }
    }

    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // check the receiver's Faction...
    if (!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    uint32 rc_account = receive
        ? receive->GetSession()->GetAccountId()
        : objmgr.GetPlayerAccountIdByGUID(rc);

    Item* items[MAX_MAIL_ITEMS];

    for(uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = pl->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if(!item)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() /*&& item->IsSoulBound() */&& pl->GetSession()->GetAccountId() != rc_account)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        items[i] = item;
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    uint32 itemTextId = !body.empty() ? objmgr.CreateItemText( body ) : 0;

    pl->ModifyMoney( -int32(reqmoney) );
    pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, itemTextId);

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for(uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                        GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                pl->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);
                CharacterDatabase.BeginTransaction();
                item->DeleteFromInventoryDB();     // deletes item from character's inventory
                item->SaveToDB();                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone
                // owner in data will set at mail receive and item extracting
                CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", GUID_LOPART(rc), item->GetGUIDLow());
                CharacterDatabase.CommitTransaction();

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(),"GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(MailReceiver(receive, GUID_LOPART(rc)), pl, MAIL_CHECK_MASK_NONE, deliver_delay);

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
Beispiel #17
0
/**
 * Handles the Packet sent by the client when sending a mail.
 *
 * This methods takes the packet sent by the client and performs the following actions:
 * - Checks whether the mail is valid: i.e. can he send the selected items,
 *   does he have enough money, etc.
 * - Creates a MailDraft and adds the needed items, money, cost data.
 * - Sends the mail.
 *
 * Depending on the outcome of the checks performed the player will recieve a different
 * MailResponseResult.
 *
 * @see MailResponseResult
 * @see SendMailResult()
 *
 * @param recv_data the WorldPacket containing the data sent by the client.
 */
void WorldSession::HandleSendMail(WorldPacket& recv_data)
{
    sLog.outError("WORLD: CMSG_SEND_MAIL");
    ObjectGuid mailboxGuid;
    uint64 money, COD;
    std::string receiver, subject, body;
    uint8 receiverLen, subjectLen, bodyLen;
    uint32 unk1, unk2;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    recv_data >> money >> COD;                              // money and cod

    bodyLen = recv_data.ReadBits(12);
    subjectLen = recv_data.ReadBits(9);

    uint8 items_count = recv_data.ReadBits(5);              // attached items count
    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recv_data.rfinish();                                // set to end to avoid warnings spam
        return;
    }

    recv_data.ReadGuidMask<0>(mailboxGuid);

    ObjectGuid itemGuids[MAX_MAIL_ITEMS];
    for (uint8 i = 0; i < items_count; ++i)
        recv_data.ReadGuidMask<2, 6, 3, 7, 1, 0, 4, 5>(itemGuids[i]);

    recv_data.ReadGuidMask<3, 4>(mailboxGuid);

    receiverLen = recv_data.ReadBits(7);

    recv_data.ReadGuidMask<2, 6, 1, 7, 5>(mailboxGuid);

    recv_data.ReadGuidBytes<4>(mailboxGuid);

    for (uint8 i = 0; i < items_count; ++i)
    {
        recv_data.ReadGuidBytes<6, 1, 7, 2>(itemGuids[i]);
        recv_data.read_skip<uint8>();                       // item slot in mail, not used
        recv_data.ReadGuidBytes<3, 0, 4, 5>(itemGuids[i]);
    }

    recv_data.ReadGuidBytes<7, 3, 6, 5>(mailboxGuid);

    subject = recv_data.ReadString(subjectLen);
    receiver = recv_data.ReadString(receiverLen);

    recv_data.ReadGuidBytes<2, 0>(mailboxGuid);

    body = recv_data.ReadString(bodyLen);

    recv_data.ReadGuidBytes<1>(mailboxGuid);

    DEBUG_LOG("WORLD: CMSG_SEND_MAIL receiver '%s' subject '%s' body '%s' mailbox " UI64FMTD " money " UI64FMTD " COD " UI64FMTD " unkt1 %u unk2 %u",
        receiver.c_str(), subject.c_str(), body.c_str(), mailboxGuid.GetRawValue(), money, COD, unk1, unk2);
    // packet read complete, now do check

    if (!CheckMailBox(mailboxGuid))
        return;

    if (receiver.empty())
        return;

    Player* pl = _player;

    ObjectGuid rc;
    if (normalizePlayerName(receiver))
        rc = sAccountMgr.GetPlayerGuidByName(receiver);

    if (!rc)
    {
        DEBUG_LOG("%s is sending mail to %s (GUID: nonexistent!) with subject %s and body %s includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u",
                   pl->GetGuidStr().c_str(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    DEBUG_LOG("%s is sending mail to %s with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
               pl->GetGuidStr().c_str(), rc.GetString().c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (pl->GetObjectGuid() == rc)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;      // price hardcoded in client

    uint64 reqmoney = cost + money;

    if (pl->GetMoney() < reqmoney)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receive = sObjectMgr.GetPlayer(rc);

    Team rc_team;
    uint8 mails_count = 0;                                  // do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }
    else
    {
        rc_team = sAccountMgr.GetPlayerTeamByGUID(rc);
        if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", rc.GetCounter()))
        {
            Field* fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
            delete result;
        }
    }

    // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // check the receiver's Faction...
    if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    uint32 rc_account = receive
                        ? receive->GetSession()->GetAccountId()
                        : sAccountMgr.GetPlayerAccountIdByGUID(rc);

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGuids[i].IsItem())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = pl->GetItemByGuid(itemGuids[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && pl->GetSession()->GetAccountId() != rc_account)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if ((item->GetProto()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        items[i] = item;
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    pl->ModifyMoney(-int64(reqmoney));
    pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
                {
                    sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                                    GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer());        // makes the item no longer refundable
                pl->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);
                CharacterDatabase.BeginTransaction();
                item->DeleteFromInventoryDB();              // deletes item from character's inventory
                item->SaveToDB();                           // recursive and not have transaction guard into self, item not in inventory and can be save standalone
                // owner in data will set at mail receive and item extracting
                CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", rc.GetCounter(), item->GetGUIDLow());
                CharacterDatabase.CommitTransaction();

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail money: " UI64FMTD " to player: %s (Account: %u)",
                            GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_UINT32_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
    .SetMoney(money)
    .SetCOD(COD)
    .SendMailTo(MailReceiver(receive, rc), pl, body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
Beispiel #18
0
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
    ObjectGuid mailbox;
    uint64 money, COD;
    std::string receiver, subject, body;
    uint32 bodyLength, subjectLength, receiverLength;
    uint32 unk1, unk2;
    
    recvData >> COD >> money;                              // money and cod
    recvData >> unk1;
    recvData >> unk2; // Stationery?
    
    subjectLength = recvData.ReadBits(9);
    mailbox[7] = recvData.ReadBit();
    mailbox[5] = recvData.ReadBit();
    mailbox[0] = recvData.ReadBit();
    bodyLength = recvData.ReadBits(12);
    mailbox[2] = recvData.ReadBit();
    receiverLength = recvData.ReadBits(7);
    mailbox[1] = recvData.ReadBit();
    uint8 items_count = recvData.ReadBits(5);              // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recvData.rfinish();                   // set to end to avoid warnings spam
        return;
    }

    mailbox[6] = recvData.ReadBit();

    ObjectGuid itemGUIDs[MAX_MAIL_ITEMS];

    uint8 bitOrder[8] = {3, 7, 0, 2, 6, 5, 1, 4};
    for (uint8 i = 0; i < items_count; ++i)
        recvData.ReadBitInOrder(itemGUIDs[i], bitOrder);

    mailbox[4] = recvData.ReadBit();
    mailbox[3] = recvData.ReadBit();

    recvData.FlushBits();
    
    recvData.ReadByteSeq(mailbox[7]);

    for (uint8 i = 0; i < items_count; ++i)
    {
        recvData.ReadByteSeq(itemGUIDs[i][3]);
        recvData.ReadByteSeq(itemGUIDs[i][1]);
        recvData.ReadByteSeq(itemGUIDs[i][0]);
        recvData.ReadByteSeq(itemGUIDs[i][7]);
        recvData.ReadByteSeq(itemGUIDs[i][6]);
        recvData.read_skip<uint8>();           // item slot in mail, not used
        recvData.ReadByteSeq(itemGUIDs[i][4]);
        recvData.ReadByteSeq(itemGUIDs[i][5]);
        recvData.ReadByteSeq(itemGUIDs[i][2]);
    }

    recvData.ReadByteSeq(mailbox[3]);
    body = recvData.ReadString(bodyLength);
    recvData.ReadByteSeq(mailbox[5]);
    recvData.ReadByteSeq(mailbox[4]);
    subject = recvData.ReadString(subjectLength);
    recvData.ReadByteSeq(mailbox[1]);
    receiver = recvData.ReadString(receiverLength);
    recvData.ReadByteSeq(mailbox[6]);
    recvData.ReadByteSeq(mailbox[2]);
    recvData.ReadByteSeq(mailbox[0]);

    // packet read complete, now do check

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    if (receiver.empty())
        return;

    Player* player = _player;

    if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr->GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        sLog->outInfo(LOG_FILTER_NETWORKIO, "Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u",
            player->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    sLog->outInfo(LOG_FILTER_NETWORKIO, "Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u", player->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (player->GetGUID() == rc)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;  // price hardcoded in client

    uint64 reqmoney = cost + money;

    if (!player->HasEnoughMoney(reqmoney) && !player->isGameMaster())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receive = ObjectAccessor::FindPlayer(rc);

    uint32 rc_team = 0;
    uint8 mails_count = 0;                                  //do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }

    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }
    // test the receiver's Faction... or all items are account bound
    bool accountBound = items_count ? true : false;
    for (uint8 i = 0; i < items_count; ++i)
    {
        Item* item = player->GetItemByGuid(itemGUIDs[i]);
        if (item)
        {
            ItemTemplate const* itemProto = item->GetTemplate();
            if (!itemProto || !(itemProto->Flags & ITEM_PROTO_FLAG_BIND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }

    // We have remove mysql query for check team of offline players
    // On pandashan, it's will work anyway because of interfaction
    /*if (!accountBound && !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && player->GetTeam() != rc_team && AccountMgr::IsPlayerAccount(GetSecurity()))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }*/

    uint32 rc_account = receive
        ? receive->GetSession()->GetAccountId()
        : sObjectMgr->GetPlayerAccountIdByGUID(rc);

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = player->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != rc_account)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_NOT_SAME_ACCOUNT);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_DESTROY_NONEMPTY_BAG);
            return;
        }

        items[i] = item;
    }

    // Check for spamming
    if (!UpdateAntispamCount())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        SendNotification(GetTrinityString(LANG_ANTISPAM_ERROR));
        return;
    }

    // Check for special symbols
    if (!checkMailText(subject) ||  !checkMailText(body))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int64(reqmoney));
    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (!AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(),
                                    rc_account, "", 0, receiver.c_str(),
                                    "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                                    GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(rc);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 && !AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            //TODO: charcter guid
            sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(),
                            rc_account, "", 0, receiver.c_str(),
                            "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                            GetPlayerName().c_str(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // Guild Mail
    if (receive && receive->GetGuildId() && player->GetGuildId())
        if (player->HasAura(83951) && (player->GetGuildId() == receive->GetGuildId()))
            needItemDelay = false;

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
    ObjectGuid mailbox, unk3;
    std::string receiverName, subject, body;
    uint32 stationery, package, money, COD;
    uint8 unk4;
    uint8 items_count;
    recvData >> mailbox >> receiverName >> subject >> body
             >> stationery                                 // stationery?
             >> package                                    // 0x00000000
             >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                      // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recvData.rfinish();                   // set to end to avoid warnings spam
        return;
    }

    ObjectGuid itemGUIDs[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        recvData.read_skip<uint8>();                       // item slot in mail, not used
        recvData >> itemGUIDs[i];
    }

    recvData >> money >> COD;                              // money and cod
    recvData >> unk3;                                      // const 0
    recvData >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!CanOpenMailBox(mailbox))
        return;

    if (receiverName.empty())
        return;

    Player* player = _player;

    if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    ObjectGuid receiverGuid;
    if (normalizePlayerName(receiverName))
        receiverGuid = sCharacterCache->GetCharacterGuidByName(receiverName);

    if (!receiverGuid)
    {
        TC_LOG_INFO("network", "Player %u is sending mail to %s (GUID: non-existing!) with subject %s "
            "and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
            player->GetGUID().GetCounter(), receiverName.c_str(), subject.c_str(), body.c_str(),
            items_count, money, COD, stationery, package);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    TC_LOG_INFO("network", "Player %u is sending mail to %s (%s) with subject %s and body %s "
        "including %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
        player->GetGUID().GetCounter(), receiverName.c_str(), receiverGuid.ToString().c_str(), subject.c_str(),
        body.c_str(), items_count, money, COD, stationery, package);

    if (player->GetGUID() == receiverGuid)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;  // price hardcoded in client

    uint32 reqmoney = cost + money;

    // Check for overflow
    if (reqmoney < money)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    if (!player->HasEnoughMoney(reqmoney) && !player->IsGameMaster())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receiver = ObjectAccessor::FindConnectedPlayer(receiverGuid);

    uint32 receiverTeam = 0;
    uint8 mailsCount = 0;                                  //do not allow to send to one player more than 100 mails
    uint8 receiverLevel = 0;
    uint32 receiverAccountId = 0;

    if (receiver)
    {
        receiverTeam = receiver->GetTeam();
        mailsCount = receiver->GetMailSize();
        receiverLevel = receiver->getLevel();
        receiverAccountId = receiver->GetSession()->GetAccountId();
    }
    else
    {
        if (CharacterCacheEntry const* characterInfo = sCharacterCache->GetCharacterCacheByGuid(receiverGuid))
        {
            receiverTeam = Player::TeamForRace(characterInfo->Race);
            receiverLevel = characterInfo->Level;
            receiverAccountId = characterInfo->AccountId;
        }

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_COUNT);
        stmt->setUInt32(0, receiverGuid.GetCounter());

        PreparedQueryResult result = CharacterDatabase.Query(stmt);
        if (result)
        {
            Field* fields = result->Fetch();
            mailsCount = fields[0].GetUInt64();
        }
    }

    // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mailsCount > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // test the receiver's Faction... or all items are account bound
    bool accountBound = items_count ? true : false;
    for (uint8 i = 0; i < items_count; ++i)
    {
        if (Item* item = player->GetItemByGuid(itemGUIDs[i]))
        {
            ItemTemplate const* itemProto = item->GetTemplate();
            if (!itemProto || !(itemProto->Flags & ITEM_FLAG_IS_BOUND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }

    if (!accountBound && player->GetTeam() != receiverTeam && !HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_MAIL))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    if (receiverLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_RECEIVER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = player->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != receiverAccountId)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if ((item->GetTemplate()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int32(reqmoney));
    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        bool log = HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (log)
                {
                    sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail item: %s (Entry: %u Count: %u) "
                        "to: %s (%s) (Account: %u)", GetPlayerName().c_str(), GetGUIDLow(), GetAccountId(),
                        item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(),
                        receiverName.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(receiverGuid);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != receiverAccountId;
        }

        if (log && money > 0)
        {
            sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail money: %u to: %s (%s) (Account: %u)",
                GetPlayerName().c_str(), GetGUIDLow(), GetAccountId(), money, receiverName.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // don't ask for COD if there are no items
    if (items_count == 0)
        COD = 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receiver, receiverGuid.GetCounter()), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
    ObjectGuid auctioneer;
    uint64 bid, buyout;
    uint32 etime;
    uint8 itemCount;

    // 32 slots, value sent as 5 bits
    ObjectGuid itemGuids[MAX_AUCTION_ITEMS];
    uint32 count[MAX_AUCTION_ITEMS];

    recvData >> auctioneer;     // auctioneer GUID
    recvData >> bid;
    recvData >> buyout;
    recvData >> etime;

    if (!bid || !etime)
    {
        recvData.rfinish();
        return;
    }

    if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (GUID %u) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUIDLow());
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        recvData.rfinish();
        return;
    }

    itemCount = recvData.ReadBits(5);  //   Item Counts
    recvData.FlushBits();

    if (itemCount > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        recvData.rfinish();
        return;
    }

    for (uint8 i = 0; i < itemCount; i++)
    {
        recvData >> itemGuids[i];     // Item GUID
        recvData >> count[i];         // Count of Item

        if (!itemGuids[i] || !count[i] || count[i] > 1000)
        {
            recvData.rfinish();
            return;
        }
    }


    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", GUID_LOPART(auctioneer));
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", GUID_LOPART(auctioneer));
        return;
    }

    etime *= MINUTE;

    switch (etime)
    {
        case 1 * MIN_AUCTION_TIME:
        case 2 * MIN_AUCTION_TIME:
        case 4 * MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item* items[MAX_AUCTION_ITEMS];

    uint32 finalCount = 0;

    for (uint32 i = 0; i < itemCount; ++i)
    {
        Item* item = _player->GetItemByGuid(itemGuids[i]);

        if (!item)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
            return;
        }

        if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
            item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_EXPIRATION) ||
            item->GetCount() < count[i])
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }

        items[i] = item;
        finalCount += count[i];
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    for (uint32 i = 0; i < itemCount; ++i)
    {
        Item* item = items[i];

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }

    Item* item = items[0];

    uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
    if (!_player->HasEnoughMoney((uint64)deposit))
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    AuctionEntry* AH = new AuctionEntry();

    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = 23442;     ///@TODO - HARDCODED DB GUID, BAD BAD BAD
    else
        AH->auctioneer = GUID_LOPART(auctioneer);

    // Required stack size of auction matches to current item stack size, just move item to auctionhouse
    if (itemCount == 1 && item->GetCount() == count[0])
    {
        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
        }

        AH->autcionId = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = item->GetGUIDLow();
        AH->itemEntry = item->GetEntry();
        AH->itemCount = item->GetCount();
        AH->owner = _player->GetGUIDLow();
        AH->startbid = bid;
        AH->bidder = 0;
        AH->bid = 0;
        AH->buyout = buyout;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) "
            "to auctioneer %u with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
            _player->GetName().c_str(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(),
            AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(item);
        auctionHouse->AddAuction(AH);

        _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        item->DeleteFromInventoryDB(trans);
        item->SaveToDB(trans);
        AH->SaveToDB(trans);
        _player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    } else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
    {
        Item* newItem = item->CloneItem(finalCount, _player);
        if (!newItem)
        {
            TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            delete AH;
            return;
        }

        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount());
        }

        AH->autcionId = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = newItem->GetGUIDLow();
        AH->itemEntry = newItem->GetEntry();
        AH->itemCount = newItem->GetCount();
        AH->owner = _player->GetGUIDLow();
        AH->startbid = bid;
        AH->bidder = 0;
        AH->bid = 0;
        AH->buyout = buyout;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to "
            "auctioneer %u with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
            _player->GetName().c_str(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(),
            newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(newItem);
        auctionHouse->AddAuction(AH);

        for (uint32 j = 0; j < itemCount; ++j)
        {
            Item* item2 = items[j];

            // Item stack count equals required count, ready to delete item - cloned item will be used for auction
            if (item2->GetCount() == count[j])
            {
                _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);

                SQLTransaction trans = CharacterDatabase.BeginTransaction();
                item2->DeleteFromInventoryDB(trans);
                item2->DeleteFromDB(trans);
                CharacterDatabase.CommitTransaction(trans);
            } else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
            {
                item2->SetCount(item2->GetCount() - count[j]);
                item2->SetState(ITEM_CHANGED, _player);
                _player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
                item2->SendUpdateToPlayer(_player);

                SQLTransaction trans = CharacterDatabase.BeginTransaction();
                item2->SaveToDB(trans);
                CharacterDatabase.CommitTransaction(trans);
            }
        }

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        newItem->SaveToDB(trans);
        AH->SaveToDB(trans);
        _player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }

    _player->ModifyMoney(-int32(deposit));
}
Beispiel #21
0
void WorldSession::HandleSendMail(WorldPacket & recv_data)
{
    CHECK_PACKET_SIZE(recv_data,8+1+1+1+4+4+1+4+4+8+1);

    ObjectGuid mailboxGuid;
    uint64 unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailboxGuid;
    recv_data >> receiver;

    // recheck
    CHECK_PACKET_SIZE(recv_data, 8+(receiver.size()+1)+1+1+4+4+1+4+4+8+1);

    recv_data >> subject;

    // recheck
    CHECK_PACKET_SIZE(recv_data, 8+(receiver.size()+1)+(subject.size()+1)+1+4+4+1+4+4+8+1);

    recv_data >> body;

    // recheck
    CHECK_PACKET_SIZE(recv_data, 8+(receiver.size()+1)+(subject.size()+1)+(body.size()+1)+4+4+1+4+4+8+1);

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    uint8 items_count;
    recv_data >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recv_data.rpos(recv_data.wpos());                   // set to end to avoid warnings spam
        return;
    }

    // recheck
    CHECK_PACKET_SIZE(recv_data, 8+(receiver.size()+1)+(subject.size()+1)+(body.size()+1)+4+4+1+items_count*(1+8)+4+4+8+1);

    ObjectGuid itemGuids[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        recv_data.read_skip<uint8>();                       // item slot in mail, not used
        recv_data >> itemGuids[i];
    }

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!CheckMailBox(mailboxGuid))
        return;

    items_count = 0;
    // remove duplicates, after this items_count will contains real items count
    {
        ObjectGuid tmpItemGuids[MAX_MAIL_ITEMS];
        bool inTable = false;
        for (uint8 i = 0; i < MAX_MAIL_ITEMS; ++i)
        {
            if (itemGuids[i].IsEmpty())
                continue;

            inTable = false;

            for (uint8 j = 0; j < MAX_MAIL_ITEMS; ++j)
            {
                if (tmpItemGuids[j].IsEmpty())
                    break;

                if (tmpItemGuids[j] == itemGuids[i])
                {
                    inTable = true;
                    break;
                }
            }

            if (!inTable)
            {
                tmpItemGuids[items_count] = itemGuids[i];
                ++items_count;
            }

            itemGuids[i].Clear();
        }

        for (uint8 i = 0; i < items_count; ++i)
            itemGuids[i] = tmpItemGuids[i];
    }

    if (receiver.empty())
        return;

    Player* pl = _player;

    ObjectGuid rc;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr.GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        sLog.outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
            pl->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        pl->SendMailResult(0, 0, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    sLog.outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (pl->GetGUID() == rc)
    {
        pl->SendMailResult(0, 0, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 reqmoney = money + 30;
    if (items_count)
        reqmoney = money + (30 * items_count);

    if (pl->GetMoney() < reqmoney)
    {
        pl->SendMailResult(0, 0, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player *receive = sObjectMgr.GetPlayer(rc);

    uint32 rc_team = 0;
    uint8 mails_count = 0;                                  //do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }
    else
    {
        rc_team = sObjectMgr.GetPlayerTeamByGUID(rc);
        QueryResultAutoPtr result = RealmDataDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc));
        if (result)
        {
            Field *fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
        }
    }

    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        pl->SendMailResult(0, 0, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // test the receiver's Faction...
    if (!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && !HasPermissions(PERM_GMT))
    {
        pl->SendMailResult(0, 0, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    Item* items[MAX_MAIL_ITEMS];

    for(uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGuids[i].IsItem())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!itemGuids[i].GetCounter())
        {
            pl->SendMailResult(0, 0, MAIL_ERR_INTERNAL_ERROR);
            return;
        }

        Item* item = pl->GetItemByGuid(itemGuids[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if(!item)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if ((item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION)))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsBag() && !((Bag*)item)->IsEmpty())
        {
            pl->SendMailResult(0, 0, MAIL_ERR_INTERNAL_ERROR);
            return;
        }

        items[i] = item;
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    pl->ModifyMoney(-int32(reqmoney));

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    uint32 rc_account = 0;
    if (receive)
        rc_account = receive->GetSession()->GetAccountId();
    else
        rc_account = sObjectMgr.GetPlayerAccountIdByGUID(rc);

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for(uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (!item)
                    continue;

                if (HasPermissions(PERM_GMT) && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                        GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                sLog.outLog(LOG_TRADE, "Player %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                    GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);

                pl->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
                RealmDataDatabase.BeginTransaction();
                item->DeleteFromInventoryDB();     //deletes item from character's inventory
                item->SaveToDB();                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone
                // owner in data will set at mail receive and item extracting
                RealmDataDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", rc.GetCounter(), item->GetGUIDLow());
                RealmDataDatabase.CommitTransaction();

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0)
        {
            if (HasPermissions(PERM_GMT) && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog.outCommand(GetAccountId(),"GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                    GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
            }

            if (_player->GetSession()->IsAccountFlagged(ACC_SPECIAL_LOG))
            {
                sLog.outLog(LOG_SPECIAL, "Player %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                    GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
            }

            sLog.outLog(LOG_TRADE, "Player %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    sLog.outLog(LOG_MAIL, "Player %s (Account: %u) sent mail to player: %s (Account: %u) with subject: %s and body: %s",
        GetPlayerName(), GetAccountId(), receiver.c_str(), rc_account, subject.c_str(), body.c_str());

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // If GM sends mail to player - deliver_delay must be zero
    if (deliver_delay && HasPermissions(PERM_GMT) && sWorld.getConfig(CONFIG_GM_MAIL))
        deliver_delay = 0;

    // will delete item or place to receiver mail list
    draft
        .SetMoney(money)
        .SetCOD(COD)
        .SendMailTo(MailReceiver(receive, rc), pl, body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    RealmDataDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    RealmDataDatabase.CommitTransaction();
}
Beispiel #22
0
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: HandleAuctionSellItem");

    ObjectGuid auctioneerGuid;
    uint64 item;
    uint32 etime, bid, buyout;
    recv_data >> auctioneerGuid;
    recv_data.read_skip<uint32>();                          // const 1?
    recv_data >> item;
    recv_data.read_skip<uint32>();                          // stack size
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (!item || !bid || !etime)
        return;                                             // check for cheaters

    Player *pl = GetPlayer();

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch(etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item *it = pl->GetItemByGuid( item );
    // do not allow to sell already auctioned items
    if(sAuctionMgr.GetAItem(GUID_LOPART(item)))
    {
        sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
    if(!it)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
        return;
    }

    if(!it->CanBeTraded())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    //we have to take deposit :
    uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it );
    if ( pl->GetMoney() < deposit )
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
    {
        sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
            GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
    }

    pl->ModifyMoney( -int32(deposit) );

    uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = sObjectMgr.GenerateAuctionID();
    AH->item_guidlow = GUID_LOPART(item);
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
    AH->expire_time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->auctionHouseEntry = auctionHouseEntry;

    DETAIL_LOG("selling item %u to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
        GUID_LOPART(item), auctioneerGuid.GetString().c_str(), bid, buyout, auction_time, AH->GetHouseId());
    auctionHouse->AddAuction(AH);

    sAuctionMgr.AddAItem(it);
    pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);

    CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB();
    it->SaveToDB();                                         // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    AH->SaveToDB();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);

    GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
    ObjectGuid mailbox;
    uint64 money, COD;
    std::string receiverName, subject, body;
    uint32 bodyLength, subjectLength, receiverLength;
    uint32 unk1, unk2;
    uint8 itemCount;

    recvData >> unk1 >> unk2;                       // both unknown
    recvData >> COD >> money;                       // money and cod
    recvData >> mailbox;
    bodyLength = recvData.ReadBits(11);
    receiverLength = recvData.ReadBits(9);
    itemCount = recvData.ReadBits(5);               // attached items count

    if (itemCount > MAX_MAIL_ITEMS)                 // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recvData.rfinish();                         // set to end to avoid warnings spam
        return;
    }

    ObjectGuid itemGuids[MAX_MAIL_ITEMS];
    for (uint8 i = 0; i < itemCount; ++i)
        recvData >> itemGuids[i];

    subjectLength = recvData.ReadBits(9);

    for (uint8 i = 0; i < itemCount; ++i)
        recvData.read_skip<uint8>();                // item slot in mail, not used

    body = recvData.ReadString(bodyLength);
    subject = recvData.ReadString(subjectLength);
    receiverName = recvData.ReadString(receiverLength);

    // packet read complete, now do check

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    if (receiverName.empty())
        return;

    Player* player = _player;

    if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    uint64 receiverGuid = 0;
    if (normalizePlayerName(receiverName))
        receiverGuid = sObjectMgr->GetPlayerGUIDByName(receiverName);

    if (!receiverGuid)
    {
        TC_LOG_INFO("network", "Player %u is sending mail to %s (GUID: not existed!) with subject %s "
            "and body %s includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u",
            player->GetGUIDLow(), receiverName.c_str(), subject.c_str(), body.c_str(),
            itemCount, money, COD, unk1, unk2);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    TC_LOG_INFO("network", "Player %u is sending mail to %s (GUID: %u) with subject %s and body %s "
        "includes %u items, " UI64FMTD " copper and " UI64FMTD " COD copper with unk1 = %u, unk2 = %u",
        player->GetGUIDLow(), receiverName.c_str(), GUID_LOPART(receiverGuid), subject.c_str(),
        body.c_str(), itemCount, money, COD, unk1, unk2);

    if (player->GetGUID() == receiverGuid)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = itemCount ? 30 * itemCount : 30;  // price hardcoded in client

    uint64 reqmoney = cost + money;

    if (!player->HasEnoughMoney(reqmoney) && !player->IsGameMaster())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receiver = ObjectAccessor::FindPlayer(receiverGuid);

    uint32 receiverTeam = 0;
    uint8 mailsCount = 0;                                  //do not allow to send to one player more than 100 mails
    uint8 receiverLevel = 0;
    uint32 receiverAccountId = 0;

    if (receiver)
    {
        receiverTeam = receiver->GetTeam();
        mailsCount = receiver->GetMailSize();
        receiverLevel = receiver->getLevel();
        receiverAccountId = receiver->GetSession()->GetAccountId();
    } else
    {
        receiverTeam = sObjectMgr->GetPlayerTeamByGUID(receiverGuid);

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_COUNT);
        stmt->setUInt32(0, GUID_LOPART(receiverGuid));

        PreparedQueryResult result = CharacterDatabase.Query(stmt);
        if (result)
        {
            Field* fields = result->Fetch();
            mailsCount = fields[0].GetUInt64();
        }

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);
        stmt->setUInt32(0, GUID_LOPART(receiverGuid));

        result = CharacterDatabase.Query(stmt);
        if (result)
        {
            Field* fields = result->Fetch();
            receiverLevel = fields[0].GetUInt8();
        }

        receiverAccountId = sObjectMgr->GetPlayerAccountIdByGUID(receiverGuid);
    }

    // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mailsCount > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // test the receiver's Faction... or all items are account bound
    bool accountBound = itemCount ? true : false;
    for (uint8 i = 0; i < itemCount; ++i)
    {
        if (Item* item = player->GetItemByGuid(itemGuids[i]))
        {
            ItemTemplate const* itemProto = item->GetTemplate();
            if (!itemProto || !(itemProto->Flags & ITEM_PROTO_FLAG_BIND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }

    if (!accountBound && player->GetTeam() != receiverTeam && !HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_MAIL))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    if (receiverLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_RECEIVER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < itemCount; ++i)
    {
        if (!itemGuids[i])
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = player->GetItemByGuid(itemGuids[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != receiverAccountId)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_NOT_SAME_ACCOUNT);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_EXPIRATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_DYNAMIC_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_DESTROY_NONEMPTY_BAG);
            return;
        }

        items[i] = item;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int64(reqmoney));
    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (itemCount > 0 || money > 0)
    {
        bool log = HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
        if (itemCount > 0)
        {
            for (uint8 i = 0; i < itemCount; ++i)
            {
                Item* item = items[i];
                if (log)
                {
                    sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail item: %s (Entry: %u Count: %u) "
                        "to player: %s (GUID: %u) (Account: %u)", GetPlayerName().c_str(), GetGuidLow(), GetAccountId(),
                        item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(),
                        receiverName.c_str(), GUID_LOPART(receiverGuid), receiverAccountId);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(receiverGuid);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != receiverAccountId;
        }

        if (log && money > 0)
        {
            sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail money: " UI64FMTD " to player: %s (GUID: %u) (Account: %u)",
                GetPlayerName().c_str(), GetGuidLow(), GetAccountId(), money, receiverName.c_str(), GUID_LOPART(receiverGuid), receiverAccountId);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // Mail sent between guild members arrives instantly if they have the guild perk "Guild Mail"
    //if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
    //    if (guild->GetLevel() >= 17 && guild->IsMember(receiverGuid))
    //        deliver_delay = 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receiver, GUID_LOPART(receiverGuid)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleSendMail(WorldPacket & recv_data)
{
    uint64 mailbox, unk3, money, COD;
    std::string receiver, subject, body;
    uint32 unk1, unk2;
    uint8 unk4;
    recv_data >> mailbox;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    uint8 items_count;
    recv_data >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recv_data.rpos(recv_data.wpos());                   // set to end to avoid warnings spam
        return;
    }

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        recv_data.read_skip<uint8>();                       // item slot in mail, not used
        recv_data >> itemGUIDs[i];
    }

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    if (receiver.empty())
        return;

    Player* pl = _player;

    if (pl->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetStarGateString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr->GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        sLog->outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items,  "UI64FMTD" copper and  "UI64FMTD" COD copper with unk1 = %u, unk2 = %u",
            pl->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    sLog->outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items,  "UI64FMTD" copper and  "UI64FMTD" COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (pl->GetGUID() == rc)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;  // price hardcoded in client

    uint64 reqmoney = cost + money;

    if (!pl->HasEnoughMoney(uint32(reqmoney)))
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player *receive = sObjectMgr->GetPlayer(rc);

    uint32 rc_team = 0;
    uint8 mails_count = 0;                                  //do not allow to send to one player more than 100 mails
    uint8 receiveLevel = 0;

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
        receiveLevel = receive->getLevel();
    }
    else
    {
        rc_team = sObjectMgr->GetPlayerTeamByGUID(rc);
        if (QueryResult result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc)))
        {
            Field *fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
        }
        if (QueryResult result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid = '%u'", GUID_LOPART(rc)))
        {
            Field *fields = result->Fetch();
            receiveLevel = fields[0].GetUInt8();
        }
    }
    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }
    // test the receiver's Faction... or all items are account bound
    bool accountBound = items_count ? true : false;
    for (uint8 i = 0; i < items_count; ++i)
    {
        Item* item = pl->GetItemByGuid(itemGUIDs[i]);
        if (item)
        {
            ItemPrototype const* itemProto = item->GetProto();
            if (!itemProto || !(itemProto->Flags & ITEM_PROTO_FLAG_BIND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }

    if (!accountBound && !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    if (receiveLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetStarGateString(LANG_MAIL_RECEIVER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    uint32 rc_account = receive
        ? receive->GetSession()->GetAccountId()
        : sObjectMgr->GetPlayerAccountIdByGUID(rc);

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = pl->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && pl->GetSession()->GetAccountId() != rc_account)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->GetProto()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsBag() && !((Bag*)item)->IsEmpty())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    pl->ModifyMoney(-int32(reqmoney));
    pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                        GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                pl->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone
                // owner in data will set at mail receive and item extracting
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SET_ITEM_OWNER);
                stmt->setUInt32(0, GUID_LOPART(rc));
                stmt->setUInt32(1, item->GetGUIDLow());
                trans->Append(stmt);

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail money:  "UI64FMTD" to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(pl), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    pl->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
    ObjectGuid auctioneer;
    uint64 bid, buyout;
    uint32 itemsCount, etime;

    recvData >> bid >> etime >> buyout;
    auctioneer[2] = recvData.ReadBit();
    auctioneer[6] = recvData.ReadBit();
    auctioneer[5] = recvData.ReadBit();
    auctioneer[3] = recvData.ReadBit();
    auctioneer[1] = recvData.ReadBit();
    auctioneer[4] = recvData.ReadBit();
    auctioneer[7] = recvData.ReadBit();
    auctioneer[0] = recvData.ReadBit();
    itemsCount = recvData.ReadBits(5);

    ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
    uint32 count[MAX_AUCTION_ITEMS];

    memset(itemGUIDs, 0, sizeof(itemGUIDs));

    if (itemsCount > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    for (uint8 i = 0; i < itemsCount; i++)
    {
        itemGUIDs[i][7] = recvData.ReadBit();
        itemGUIDs[i][3] = recvData.ReadBit();
        itemGUIDs[i][5] = recvData.ReadBit();
        itemGUIDs[i][1] = recvData.ReadBit();
        itemGUIDs[i][6] = recvData.ReadBit();
        itemGUIDs[i][2] = recvData.ReadBit();
        itemGUIDs[i][0] = recvData.ReadBit();
        itemGUIDs[i][4] = recvData.ReadBit();
    }

    recvData.FlushBits();

    for (uint8 i = 0; i < itemsCount; i++)
    {
        ObjectGuid guid = itemGUIDs[i];

        recvData.ReadByteSeq(guid[0]);
        recvData.ReadByteSeq(guid[2]);
        recvData.ReadByteSeq(guid[4]);
        recvData.ReadByteSeq(guid[5]);
        recvData.ReadByteSeq(guid[7]);
        recvData.ReadByteSeq(guid[3]);
        recvData.ReadByteSeq(guid[6]);
        recvData.ReadByteSeq(guid[1]);
        recvData >> count[i];

        for (uint32 j = 0; j < MAX_AUCTION_ITEMS; ++j)
        {
            if (guid != 0 && itemGUIDs[j] != 0 && guid == itemGUIDs[j])
            {
                // duplicate guid, cheating
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
                return;
            }
        }

        itemGUIDs[i] = guid;

        if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
            return;
    }

    recvData.ReadByteSeq(auctioneer[3]);
    recvData.ReadByteSeq(auctioneer[5]);
    recvData.ReadByteSeq(auctioneer[1]);
    recvData.ReadByteSeq(auctioneer[2]);
    recvData.ReadByteSeq(auctioneer[0]);
    recvData.ReadByteSeq(auctioneer[7]);
    recvData.ReadByteSeq(auctioneer[6]);
    recvData.ReadByteSeq(auctioneer[4]);

    if (!bid || !etime)
        return;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
        return;

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
        return;

    etime *= MINUTE;

    switch (etime)
    {
    case 1 * MIN_AUCTION_TIME:
    case 2 * MIN_AUCTION_TIME:
    case 4 * MIN_AUCTION_TIME:
        break;
    default:
        return;
    }

    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item* items[MAX_AUCTION_ITEMS];

    uint32 finalCount = 0;
    uint32 true_item_entry = 0;

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = _player->GetItemByGuid(itemGUIDs[i]);

        if (!item)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_ITEM_NOT_FOUND);
            return;
        }

        if (!true_item_entry)
        {
            true_item_entry = item->GetEntry();
        }
        else
        {
            if (item->GetEntry() != true_item_entry)
            {
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_ITEM_NOT_FOUND);
                return;
            }
        }

        if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
                item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
                item->GetCount() < count[i])
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
            return;
        }

        items[i] = item;
        finalCount += count[i];
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    if (!GetPlayer()->HasItemCount(true_item_entry, finalCount))
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_ITEM_NOT_FOUND);
        return;
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
        AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

        uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
        if (!_player->HasEnoughMoney((uint64)deposit))
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_NOT_ENOUGH_MONEY);
            return;
        }

        _player->ModifyMoney(-int32(deposit));

        AuctionEntry* AH = new AuctionEntry;
        AH->Id = sObjectMgr->GenerateAuctionID();

        if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
            AH->auctioneer = 174444;
        else
            AH->auctioneer = GUID_LOPART(auctioneer);

        ASSERT(sObjectMgr->GetCreatureData(AH->auctioneer)); // Tentative de vendre un item a un pnj qui n'existe pas, mieux vaut crash ici sinon l'item en question risque de disparaitre tout simplement

        // Required stack size of auction matches to current item stack size, just move item to auctionhouse
        if (itemsCount == 1 && item->GetCount() == count[i])
        {
            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(), 0, "", 0, "",
                                 "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                                 GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
            }

            AH->itemGUIDLow = item->GetGUIDLow();
            AH->itemEntry = item->GetEntry();
            AH->itemCount = item->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(item);
            auctionHouse->AddAuction(AH);

            _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            item->DeleteFromInventoryDB(trans);
            item->SaveToDB(trans);
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);


            WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT);
            data << uint32(0);                                     // amount place holder

            uint32 count = 0;
            uint32 totalcount = 0;

            auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
            data.put<uint32>(0, count);
            data << uint32(totalcount);
            data << uint32(0);
            SendPacket(&data);


            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
        else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
        {
            Item* newItem = item->CloneItem(finalCount, _player);
            if (!newItem)
            {
                sLog->outError(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
                return;
            }

            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(), 0, "", 0, "",
                                 "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                                 GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
            }

            AH->itemGUIDLow = newItem->GetGUIDLow();
            AH->itemEntry = newItem->GetEntry();
            AH->itemCount = newItem->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(newItem);
            auctionHouse->AddAuction(AH);

            for (uint32 j = 0; j < itemsCount; ++j)
            {
                Item* item2 = items[j];

                // Item stack count equals required count, ready to delete item - cloned item will be used for auction
                if (item2->GetCount() == count[j])
                {
                    _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);

                    SQLTransaction trans = CharacterDatabase.BeginTransaction();
                    item2->DeleteFromInventoryDB(trans);
                    item2->DeleteFromDB(trans);
                    CharacterDatabase.CommitTransaction(trans);
                }
                else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
                {
                    item2->SetCount(item2->GetCount() - count[j]);
                    item2->SetState(ITEM_CHANGED, _player);
                    _player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
                    item2->SendUpdateToPlayer(_player);

                    SQLTransaction trans = CharacterDatabase.BeginTransaction();
                    item2->SaveToDB(trans);
                    CharacterDatabase.CommitTransaction(trans);
                }
            }

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            newItem->SaveToDB(trans);
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
    }
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
    ObjectGuid auctioneer;
    uint32 itemsCount, etime, bid, buyout;
    recvData >> auctioneer;
    recvData >> itemsCount;

    ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
    uint32 count[MAX_AUCTION_ITEMS];
    memset(count, 0, sizeof(count));

    if (itemsCount > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        recvData.rfinish();
        return;
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        recvData >> itemGUIDs[i];
        recvData >> count[i];

        if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
        {
            recvData.rfinish();
            return;
        }
    }

    recvData >> bid;
    recvData >> buyout;
    recvData >> etime;

    if (!bid || !etime)
        return;

    if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (GUID %u) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUID().GetCounter());
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", auctioneer.ToString().c_str());
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", auctioneer.ToString().c_str());
        return;
    }

    etime *= MINUTE;

    switch (etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item* items[MAX_AUCTION_ITEMS];

    uint32 finalCount = 0;
    uint32 itemEntry = 0;

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = _player->GetItemByGuid(itemGUIDs[i]);

        if (!item)
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
            return;
        }

        if (itemEntry == 0)
            itemEntry = item->GetTemplate()->ItemId;

        if (sAuctionMgr->GetAItem(item->GetGUID().GetCounter()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
            item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
            item->GetCount() < count[i] || itemEntry != item->GetTemplate()->ItemId)
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }

        items[i] = item;
        finalCount += count[i];
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    // check if there are 2 identical guids, in this case user is most likely cheating
    for (uint32 i = 0; i < itemsCount - 1; ++i)
    {
        for (uint32 j = i + 1; j < itemsCount; ++j)
        {
            if (itemGUIDs[i] == itemGUIDs[j])
            {
                SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
                return;
            }
        }
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }

    Item* item = items[0];

    uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
    if (!_player->HasEnoughMoney(deposit))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    AuctionEntry* AH = new AuctionEntry();

    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->houseId = AUCTIONHOUSE_NEUTRAL;
    else
    {
        CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(creature->GetSpawnId());
        if (!auctioneerData)
        {
            TC_LOG_ERROR("misc", "Data for auctioneer not found (%s)", auctioneer.ToString().c_str());
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            delete AH;
            return;
        }

        CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id);
        if (!auctioneerInfo)
        {
            TC_LOG_ERROR("misc", "Non existing auctioneer (%s)", auctioneer.ToString().c_str());
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            delete AH;
            return;
        }

        const AuctionHouseEntry* AHEntry = sAuctionMgr->GetAuctionHouseEntry(auctioneerInfo->faction);
        AH->houseId = AHEntry->houseId;
    }

    // Required stack size of auction matches to current item stack size, just move item to auctionhouse
    if (itemsCount == 1 && item->GetCount() == count[0])
    {
        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
        }

        AH->Id = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = item->GetGUID().GetCounter();
        AH->itemEntry = item->GetEntry();
        AH->itemCount = item->GetCount();
        AH->owner = _player->GetGUID().GetCounter();
        AH->startbid = bid;
        AH->bidder = 0;
        AH->bid = 0;
        AH->buyout = buyout;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->etime = etime;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
            _player->GetName().c_str(), _player->GetGUID().GetCounter(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUID().GetCounter(), item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(item);
        auctionHouse->AddAuction(AH);
        sAuctionMgr->PendingAuctionAdd(_player, AH);

        _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        item->DeleteFromInventoryDB(trans);
        item->SaveToDB(trans);

        AH->SaveToDB(trans);
        _player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }
    else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
    {
        Item* newItem = item->CloneItem(finalCount, _player);
        if (!newItem)
        {
            TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            delete AH;
            return;
        }

        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount());
        }

        AH->Id = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = newItem->GetGUID().GetCounter();
        AH->itemEntry = newItem->GetEntry();
        AH->itemCount = newItem->GetCount();
        AH->owner = _player->GetGUID().GetCounter();
        AH->startbid = bid;
        AH->bidder = 0;
        AH->bid = 0;
        AH->buyout = buyout;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->etime = etime;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
            _player->GetName().c_str(), _player->GetGUID().GetCounter(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUID().GetCounter(), newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(newItem);
        auctionHouse->AddAuction(AH);
        sAuctionMgr->PendingAuctionAdd(_player, AH);

        for (uint32 j = 0; j < itemsCount; ++j)
        {
            Item* item2 = items[j];

            // Item stack count equals required count, ready to delete item - cloned item will be used for auction
            if (item2->GetCount() == count[j])
            {
                _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);

                SQLTransaction trans = CharacterDatabase.BeginTransaction();
                item2->DeleteFromInventoryDB(trans);
                item2->DeleteFromDB(trans);
                CharacterDatabase.CommitTransaction(trans);
                delete item2;
            }
            else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
            {
                item2->SetCount(item2->GetCount() - count[j]);
                item2->SetState(ITEM_CHANGED, _player);
                _player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
                item2->SendUpdateToPlayer(_player);

                SQLTransaction trans = CharacterDatabase.BeginTransaction();
                item2->SaveToDB(trans);
                CharacterDatabase.CommitTransaction(trans);
            }
        }

        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        newItem->SaveToDB(trans);
        AH->SaveToDB(trans);
        _player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }
}
Beispiel #27
0
void WorldSession::HandleSendMail(WorldPackets::Mail::SendMail& packet)
{
    if (packet.Info.Attachments.size() > MAX_MAIL_ITEMS)        // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        return;
    }

    if (!CanOpenMailBox(packet.Info.Mailbox))
        return;

    if (packet.Info.Target.empty())
        return;

    Player* player = _player;

    if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    ObjectGuid receiverGuid;
    if (normalizePlayerName(packet.Info.Target))
        receiverGuid = ObjectMgr::GetPlayerGUIDByName(packet.Info.Target);

    if (!receiverGuid)
    {
        TC_LOG_INFO("network", "Player %s is sending mail to %s (GUID: not existing!) with subject %s "
            "and body %s includes " SZFMTD " items, " SI64FMTD " copper and " SI64FMTD " COD copper with StationeryID = %d",
            GetPlayerInfo().c_str(), packet.Info.Target.c_str(), packet.Info.Subject.c_str(), packet.Info.Body.c_str(),
            packet.Info.Attachments.size(), packet.Info.SendMoney, packet.Info.Cod, packet.Info.StationeryID);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    if (packet.Info.SendMoney < 0)
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        TC_LOG_WARN("cheat", "Player %s attempted to send mail to %s (%s) with negative money value (SendMoney: " SI64FMTD ")",
            GetPlayerInfo().c_str(), packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), packet.Info.SendMoney);
        return;
    }

    if (packet.Info.Cod < 0)
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        TC_LOG_WARN("cheat", "Player %s attempted to send mail to %s (%s) with negative COD value (Cod: " SI64FMTD ")",
            GetPlayerInfo().c_str(), packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), packet.Info.Cod);
        return;
    }

    TC_LOG_INFO("network", "Player %s is sending mail to %s (%s) with subject %s and body %s "
        "includes " SZFMTD " items, " SI64FMTD " copper and " SI64FMTD  " COD copper with StationeryID = %d",
        GetPlayerInfo().c_str(), packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), packet.Info.Subject.c_str(),
        packet.Info.Body.c_str(), packet.Info.Attachments.size(), packet.Info.SendMoney, packet.Info.Cod, packet.Info.StationeryID);

    if (player->GetGUID() == receiverGuid)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = !packet.Info.Attachments.empty() ? 30 * packet.Info.Attachments.size() : 30;  // price hardcoded in client

    int64 reqmoney = cost + packet.Info.SendMoney;

    // Check for overflow
    if (reqmoney < packet.Info.SendMoney)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    if (!player->HasEnoughMoney(reqmoney) && !player->IsGameMaster())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receiver = ObjectAccessor::FindConnectedPlayer(receiverGuid);

    uint32 receiverTeam = 0;
    uint8 mailsCount = 0;                                  //do not allow to send to one player more than 100 mails
    uint8 receiverLevel = 0;
    uint32 receiverAccountId = 0;
    uint32 receiverBnetAccountId = 0;

    if (receiver)
    {
        receiverTeam = receiver->GetTeam();
        mailsCount = receiver->GetMailSize();
        receiverLevel = receiver->getLevel();
        receiverAccountId = receiver->GetSession()->GetAccountId();
        receiverBnetAccountId = receiver->GetSession()->GetBattlenetAccountId();
    }
    else
    {
        receiverTeam = ObjectMgr::GetPlayerTeamByGUID(receiverGuid);

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_COUNT);
        stmt->setUInt64(0, receiverGuid.GetCounter());

        PreparedQueryResult result = CharacterDatabase.Query(stmt);
        if (result)
        {
            Field* fields = result->Fetch();
            mailsCount = fields[0].GetUInt64();
        }

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);
        stmt->setUInt64(0, receiverGuid.GetCounter());

        result = CharacterDatabase.Query(stmt);
        if (result)
        {
            Field* fields = result->Fetch();
            receiverLevel = fields[0].GetUInt8();
        }

        receiverAccountId = ObjectMgr::GetPlayerAccountIdByGUID(receiverGuid);
        receiverBnetAccountId = Battlenet::AccountMgr::GetIdByGameAccount(receiverAccountId);
    }

    // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mailsCount > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // test the receiver's Faction... or all items are account bound
    bool accountBound = !packet.Info.Attachments.empty();
    for (auto const& att : packet.Info.Attachments)
    {
        if (Item* item = player->GetItemByGuid(att.ItemGUID))
        {
            ItemTemplate const* itemProto = item->GetTemplate();
            if (!itemProto || !(itemProto->GetFlags() & ITEM_FLAG_IS_BOUND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }

    if (!accountBound && player->GetTeam() != receiverTeam && !HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_MAIL))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    if (receiverLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_RECEIVER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    std::vector<Item*> items;

    for (auto const& att : packet.Info.Attachments)
    {
        if (att.ItemGUID.IsEmpty())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = player->GetItemByGuid(att.ItemGUID);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != receiverAccountId)
        {
            if (!item->IsBattlenetAccountBound() || !player->GetSession()->GetBattlenetAccountId() || player->GetSession()->GetBattlenetAccountId() != receiverBnetAccountId)
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_NOT_SAME_ACCOUNT);
                return;
            }
        }

        if (item->GetTemplate()->GetFlags() & ITEM_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (packet.Info.Cod && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_DESTROY_NONEMPTY_BAG);
            return;
        }

        items.push_back(item);
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-reqmoney);
    player->UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(packet.Info.Subject, packet.Info.Body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (!packet.Info.Attachments.empty() || packet.Info.SendMoney > 0)
    {
        bool log = HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
        if (!packet.Info.Attachments.empty())
        {
            for (auto const& item : items)
            {
                if (log)
                {
                    sLog->outCommand(GetAccountId(), "GM %s (%s) (Account: %u) mail item: %s (Entry: %u Count: %u) "
                        "to: %s (%s) (Account: %u)", GetPlayerName().c_str(), _player->GetGUID().ToString().c_str(), GetAccountId(),
                        item->GetTemplate()->GetDefaultLocaleName(), item->GetEntry(), item->GetCount(),
                        packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(receiverGuid);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != receiverAccountId;
        }

        if (log && packet.Info.SendMoney > 0)
        {
            sLog->outCommand(GetAccountId(), "GM %s (%s) (Account: %u) mail money: " SI64FMTD " to: %s (%s) (Account: %u)",
                GetPlayerName().c_str(), _player->GetGUID().ToString().c_str(), GetAccountId(), packet.Info.SendMoney, packet.Info.Target.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // Mail sent between guild members arrives instantly
    if (Guild* guild = sGuildMgr->GetGuildById(player->GetGuildId()))
        if (guild->IsMember(receiverGuid))
            deliver_delay = 0;

    // don't ask for COD if there are no items
    if (packet.Info.Attachments.empty())
        packet.Info.Cod = 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(packet.Info.SendMoney)
        .AddCOD(packet.Info.Cod)
        .SendMailTo(trans, MailReceiver(receiver, receiverGuid.GetCounter()), MailSender(player), packet.Info.Body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}