Beispiel #1
0
void BlackMarketMgr::SendAuctionWonMail(BlackMarketEntry* entry, SQLTransaction& trans)
{
    // Mail already sent
    if (entry->GetMailSent())
        return;

    uint32 bidderAccId = 0;
    ObjectGuid bidderGuid = ObjectGuid::Create<HighGuid::Player>(entry->GetBidder());
    Player* bidder = ObjectAccessor::FindConnectedPlayer(bidderGuid);
    // data for gm.log
    std::string bidderName;
    bool logGmTrade = false;

    if (bidder)
    {
        bidderAccId = bidder->GetSession()->GetAccountId();
        bidderName = bidder->GetName();
        logGmTrade = bidder->GetSession()->HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
    }
    else
    {
        bidderAccId = ObjectMgr::GetPlayerAccountIdByGUID(bidderGuid);
        if (!bidderAccId) // Account exists
            return;

        logGmTrade = AccountMgr::HasPermission(bidderAccId, rbac::RBAC_PERM_LOG_GM_TRADE, realm.Id.Realm);

        if (logGmTrade && !ObjectMgr::GetPlayerNameByGUID(bidderGuid, bidderName))
            bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
    }

    // Create item
    BlackMarketTemplate const* templ = entry->GetTemplate();
    Item* item = Item::CreateItem(templ->Item.ItemID, templ->Quantity);
    if (!item)
        return;

    if (templ->Item.ItemBonus)
        for (int32 bonusList : templ->Item.ItemBonus->BonusListIDs)
            item->AddBonuses(bonusList);

    item->SetOwnerGUID(bidderGuid);

    item->SaveToDB(trans);

    // Log trade
    if (logGmTrade)
        sLog->outCommand(bidderAccId, "GM %s (Account: %u) won item in blackmarket auction: %s (Entry: %u Count: %u) and payed gold : %u.",
            bidderName.c_str(), bidderAccId, item->GetTemplate()->GetDefaultLocaleName(), item->GetEntry(), item->GetCount(), entry->GetCurrentBid() / GOLD);

    if (bidder)
        bidder->GetSession()->SendBlackMarketWonNotification(entry, item);

    MailDraft(entry->BuildAuctionMailSubject(BMAH_AUCTION_WON), entry->BuildAuctionMailBody())
        .AddItem(item)
        .SendMailTo(trans, MailReceiver(bidder, entry->GetBidder()), entry, MAIL_CHECK_MASK_COPIED);

    entry->MailSent();
}
Beispiel #2
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPacket & recv_data)
{
    uint64 mailbox;
    uint32 mailId;
    uint32 itemId;
    recv_data >> mailbox;
    recv_data >> mailId;
    recv_data >> itemId;                                    // item guid low

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

    Player* pl = _player;

    Mail* m = pl->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (pl->GetMoney() < m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item *it = pl->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        m->RemoveItem(itemId);
        m->removedItems.push_back(itemId);

        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
            Player *receive = objmgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (GetSecurity() > SEC_MODERATOR && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
            {
                std::string sender_name;
                if (receive)
                {
                    sender_accId = receive->GetSession()->GetAccountId();
                    sender_name = receive->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = objmgr.GetPlayerAccountIdByGUID(sender_guid);

                    if (!objmgr.GetPlayerNameByGUID(sender_guid,sender_name))
                        sender_name = objmgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog.outCommand(GetAccountId(),"GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                    GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount(),m->COD,sender_name.c_str(),sender_accId);
            }
            else if (!receive)
                sender_accId = objmgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (receive || sender_accId)
            {
                MailDraft(m->subject)
                    .AddMoney(m->COD)
                    .SendMailTo(MailReceiver(receive,m->sender),MailSender(MAIL_NORMAL,m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            pl->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        pl->m_mailsUpdated = true;
        pl->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        pl->MoveItemToInventory(dest,it,true);

        CharacterDatabase.BeginTransaction();
        pl->SaveInventoryAndGoldToDB();
        pl->_SaveMail();
        CharacterDatabase.CommitTransaction();

        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
Beispiel #3
0
//called when player lists his received mails
void WorldSession::HandleGetMailList(WorldPacket & recv_data)
{
    uint64 mailbox;
    recv_data >> mailbox;

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

    Player* pl = _player;

    //load players mails, and mailed items
    if (!pl->m_mailsLoaded)
        pl ->_LoadMail();

    // client can't work with packets > max int16 value
    const uint32 maxPacketSize = 32767;

    uint32 mailsCount = 0;                                 // real send to client mails amount
    uint32 realCount  = 0;                                 // real mails amount

    WorldPacket data(SMSG_MAIL_LIST_RESULT, (200));         // guess size
    data << uint32(0);                                      // real mail's count
    data << uint8(0);                                       // mail's count
    time_t cur_time = time(NULL);

    for (PlayerMails::iterator itr = pl->GetMailBegin(); itr != pl->GetMailEnd(); ++itr)
    {
        // packet send mail count as uint8, prevent overflow
        if (mailsCount >= 254)
        {
            realCount += 1;
            continue;
        }

        // skip deleted or not delivered (deliver delay not expired) mails
        if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time)
            continue;

        uint8 item_count = (*itr)->items.size();            // max count is MAX_MAIL_ITEMS (12)

        size_t next_mail_size = 2+4+1+((*itr)->messageType == MAIL_NORMAL ? 8 : 4)+4*8+((*itr)->subject.size()+1)+1+item_count*(1+4+4+7*3*4+4+4+4+4+4+4+1);

        if (data.wpos()+next_mail_size > maxPacketSize)
        {
            realCount += 1;
            continue;
        }

        uint32 show_flags = 0;
        if ((*itr)->messageType != MAIL_NORMAL)
            show_flags |= MAIL_SHOW_DELETE;
        if ((*itr)->messageType == MAIL_AUCTION)
            show_flags |= MAIL_SHOW_AUCTION;
        if ((*itr)->HasItems() && (*itr)->messageType == MAIL_NORMAL)
            show_flags |= MAIL_SHOW_RETURN;

        data << uint16(next_mail_size);                    // Message size
        data << uint32((*itr)->messageID);                 // Message ID
        data << uint8((*itr)->messageType);                // Message Type

        switch((*itr)->messageType)
        {
            case MAIL_NORMAL:                               // sender guid
                data << uint64(MAKE_NEW_GUID((*itr)->sender, 0, HIGHGUID_PLAYER));
                break;
            case MAIL_CREATURE:
            case MAIL_GAMEOBJECT:
            case MAIL_AUCTION:
                data << uint32((*itr)->sender);            // creature/gameobject entry, auction id
                break;
            case MAIL_ITEM:                                 // item entry (?) sender = "Unknown", NYI
                data << uint32(0);                          // item entry
                break;
        }

        data << uint32((*itr)->COD);                         // COD
        data << uint32((*itr)->itemTextId);                  // sure about this
        data << uint32(0);                                   // unknown
        data << uint32((*itr)->stationery);                  // stationery (Stationery.dbc)
        data << uint32((*itr)->money);                       // Gold
        data << uint32(show_flags);                          // unknown, 0x4 - auction, 0x10 - normal
        data << float(((*itr)->expire_time-time(NULL))/DAY); // Time
        data << uint32((*itr)->mailTemplateId);              // mail template (MailTemplate.dbc)
        data << (*itr)->subject;                             // Subject string - once 00, when mail type = 3
        data << uint8(item_count);                           // client limit is 0x10

        for (uint8 i = 0; i < item_count; ++i)
        {
            Item *item = pl->GetMItem((*itr)->items[i].item_guid);
            // item index (0-6?)
            data << uint8(i);
            // item guid low?
            data << uint32((item ? item->GetGUIDLow() : 0));
            // entry
            data << uint32((item ? item->GetEntry() : 0));
            for (uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
            {
                data << uint32((item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0));
                data << uint32((item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0));
                data << uint32((item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0));
            }
            // can be negative
            data << int32((item ? item->GetItemRandomPropertyId() : 0));
            // unk
            data << uint32((item ? item->GetItemSuffixFactor() : 0));
            // stack count
            data << uint32((item ? item->GetCount() : 0));
            // charges
            data << uint32((item ? item->GetSpellCharges() : 0));
            // durability
            data << uint32((item ? item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) : 0));
            // durability
            data << uint32((item ? item->GetUInt32Value(ITEM_FIELD_DURABILITY) : 0));
            // unknown wotlk
            data << uint8(0);
        }

        realCount += 1;
        mailsCount += 1;
    }

    data.put<uint32>(0, realCount);                         // this will display warning about undelivered mail to player if realCount > mailsCount
    data.put<uint8>(4, mailsCount);                        // set real send mails to client
    SendPacket(&data);

    // recalculate m_nextMailDelivereTime and unReadMails
    _player->UpdateNextMailTimeAndUnreads();
}
// 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;
    uint32 unk1, unk2;                                      // 4.0.6a SkyFire
    recv_data >> auctioneerGuid;
    recv_data.read_skip<uint32>();                          // const 1?
    recv_data >> itemGuid;
    recv_data.read_skip<uint32>();                          // stack size
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;
    recv_data >> unk1 >>  unk2;                             // 4.0.6a SkyFire

    if (itemGuid.IsEmpty() || !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(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(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 = itemGuid.GetCounter();
    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 %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, 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::DoLootRelease(ObjectGuid lguid)
{
    Player*  player = GetPlayer();
    Loot*    loot;

    player->SetLootGuid(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                return;

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if (go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min * amount_rate;
                        float max_amount = go_max * amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if (uses < max_amount)
                        {
                            if (uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if (lockInfo)
                                    ReqValue = lockInfo->Skill[0];
                                float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25);
                                double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses));
                                if (roll_chance_f(float(100.0f * chance + skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                        // not have more uses
                                    go->SetLootState(GO_JUST_DEACTIVATED);
                            }
                            else                            // 100% chance until min uses
                                go->SetLootState(GO_READY);
                        }
                        else                                // max uses already
                            go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else                                    // not vein
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    // The fishing hole used once more
                    go->AddUse();                           // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        go->SetLootState(GO_READY);
                }
                else // not chest (or vein/herb/etc)
                    go->SetLootState(GO_JUST_DEACTIVATED);

                loot->clear();
            }
            else
                // not fully looted object
                go->SetLootState(GO_ACTIVATED);
            break;
        }
        case HIGHGUID_CORPSE:                               // ONLY remove insignia at BG
        {
            Corpse* corpse = _player->GetMap()->GetCorpse(lguid);
            if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                return;

            loot = &corpse->loot;

            if (loot->isLooted())
            {
                loot->clear();
                corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
            }
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item* pItem = player->GetItemByGuid(lguid);
            if (!pItem)
                return;

            switch (pItem->loot.loot_type)
            {
                    // temporary loot in stacking items, clear loot state, no auto loot move
                case LOOT_PROSPECTING:
                {
                    uint32 count = pItem->GetCount();

                    // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
                    if (count > 5)
                        count = 5;

                    // reset loot for allow repeat looting if stack > 5
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);

                    player->DestroyItemCount(pItem, count, true);
                    break;
                }
                // temporary loot, auto loot move
                case LOOT_DISENCHANTING:
                {
                    if (!pItem->loot.isLooted())
                        player->AutoStoreLoot(pItem->loot); // can be lost if no space
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);
                    player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    break;
                }
                // normal persistence loot
                default:
                {
                    // must be destroyed only if no loot
                    if (pItem->loot.isLooted())
                    {
                        pItem->SetLootState(ITEM_LOOT_REMOVED);
                        player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    }
                    break;
                }
            }
            return;                                         // item can be looted only single player
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                return;

            loot = &pCreature->loot;

            // update next looter
            if (Group* group = pCreature->GetGroupLootRecipient())
                if (group->GetLooterGuid() == player->GetObjectGuid())
                    group->UpdateLooterGuid(pCreature);

            if (loot->isLooted() && !pCreature->isAlive())
            {
                // for example skinning after normal loot
                pCreature->PrepareBodyLootState();
                pCreature->AllLootRemovedFromCorpse();
            }
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    // Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetObjectGuid());
}
Beispiel #6
0
//called when player lists his received mails
void WorldSession::HandleGetMail(WorldPacket & recv_data )
{
    uint64 mailbox;
    recv_data >> mailbox;

    //GameObject* obj = ObjectAccessor::GetGameObject(_player, mailbox);
    //if (!obj || !obj->IsMailBox())
    //    return;

    Player* pl = _player;

    //load players mails, and mailed items
    if (!pl->m_mailsLoaded)
        pl ->_LoadMail();

    // client can't work with packets > max int16 value
    const uint32 maxPacketSize = 32767;

    uint32 mails_count = 0;                                 // real send to client mails amount

    WorldPacket data(SMSG_MAIL_LIST_RESULT, (200));         // guess size
    data << uint8(0);                                       // mail's count
    time_t cur_time = time(NULL);

    for (PlayerMails::iterator itr = pl->GetmailBegin(); itr != pl->GetmailEnd(); ++itr)
    {
        // skip deleted or not delivered (deliver delay not expired) mails
        if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time)
            continue;

        uint8 item_count = (*itr)->items.size();            // max count is MAX_MAIL_ITEMS (12)

        size_t next_mail_size = 2+4+1+8+4*8+((*itr)->subject.size()+1)+1+item_count*(1+4+4+6*3*4+4+4+1+4+4+4);

        if (data.wpos()+next_mail_size > maxPacketSize)
            break;

        uint32 show_flags = 0;
        if ((*itr)->messageType != MAIL_NORMAL)
            show_flags |= MAIL_SHOW_DELETE;
        if ((*itr)->messageType == MAIL_AUCTION)
            show_flags |= MAIL_SHOW_AUCTION;
        if ((*itr)->HasItems() && (*itr)->messageType == MAIL_NORMAL)
            show_flags |= MAIL_SHOW_RETURN;

        data << (uint16) 0x0040;                            // unknown 2.3.0, different values
        data << (uint32) (*itr)->messageID;                 // Message ID
        data << (uint8) (*itr)->messageType;                // Message Type

        switch((*itr)->messageType)
        {
        case MAIL_NORMAL:                               // sender guid
            data << uint64(MAKE_NEW_GUID((*itr)->sender, 0, HIGHGUID_PLAYER));
            break;
        case MAIL_CREATURE:
        case MAIL_GAMEOBJECT:
        case MAIL_AUCTION:
            data << (uint32) (*itr)->sender;            // creature/gameobject entry, auction id
            break;
        case MAIL_ITEM:                                 // item entry (?) sender = "Unknown", NYI
            break;
        }

        data << (uint32) (*itr)->COD;                       // COD
        data << (uint32) (*itr)->itemTextId;                // sure about this
        data << (uint32) 0;                                 // unknown
        data << (uint32) (*itr)->stationery;                // stationery (Stationery.dbc)
        data << (uint32) (*itr)->money;                     // Gold
        data << (uint32) show_flags;                        // unknown, 0x4 - auction, 0x10 - normal
        // Time
        data << (float)  ((*itr)->expire_time-time(NULL))/DAY;
        data << (uint32) (*itr)->mailTemplateId;            // mail template (MailTemplate.dbc)
        data << (*itr)->subject;                            // Subject string - once 00, when mail type = 3

        data << (uint8) item_count;

        for (uint8 i = 0; i < item_count; ++i)
        {
            Item *item = pl->GetMItem((*itr)->items[i].item_guid);
            // item index (0-6?)
            data << (uint8)  i;
            // item guid low?
            data << (uint32) (item ? item->GetGUIDLow() : 0);
            // entry
            data << (uint32) (item ? item->GetEntry() : 0);
            for (uint8 j = 0; j < 6; ++j)
            {
                data << (uint32) (item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0);
                data << uint32((item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0));
                data << uint32((item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0));
            }
            // can be negative
            data << (uint32) (item ? item->GetItemRandomPropertyId() : 0);
            // unk
            data << (uint32) (item ? item->GetItemSuffixFactor() : 0);
            // stack count
            data << (uint8)  (item ? item->GetCount() : 0);
            // charges
            data << (uint32) (item ? item->GetSpellCharges() : 0);
            // durability
            data << (uint32) (item ? item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) : 0);
            // durability
            data << (uint32) (item ? item->GetUInt32Value(ITEM_FIELD_DURABILITY) : 0);
        }

        mails_count += 1;
    }

    data.put<uint8>(0, mails_count);                        // set real send mails to client
    SendPacket(&data);

    // recalculate m_nextMailDelivereTime and unReadMails
    _player->UpdateNextMailTimeAndUnreads();
}
void WorldSession::HandleSellItemOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_SELL_ITEM");
    uint64 vendorguid, itemguid;
    uint32 count;

    recvData >> vendorguid >> itemguid >> count;

    if (!itemguid)
        return;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0);
        return;
    }

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

    Item* pItem = _player->GetItemByGuid(itemguid);
    if (pItem)
    {
        // prevent sell not owner item
        if (_player->GetGUID() != pItem->GetOwnerGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsNotEmptyBag())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }

        // prevent sell currently looted item
        if (_player->GetLootGUID() == pItem->GetGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }

        // prevent selling item for sellprice when the item is still refundable
        // this probably happens when right clicking a refundable item, the client sends both
        // CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified)
        if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
            return; // Therefore, no feedback to client

        // special case at auto sell (sell all)
        if (count == 0)
            count = pItem->GetCount();
        else
        {
            // prevent sell more items that exist in stack (possible only not from client)
            if (count > pItem->GetCount())
            {
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
                return;
            }
        }

        ItemTemplate const* pProto = pItem->GetTemplate();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())               // need split items
                {
                    Item* pNewItem = pItem->CloneItem(count, _player);
                    if (!pNewItem)
                    {
                        TC_LOG_ERROR("network", "WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
                        return;
                    }

                    pItem->SetCount(pItem->GetCount() - count);
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), count);
                    if (_player->IsInWorld())
                        pItem->SendUpdateToPlayer(_player);
                    pItem->SetState(ITEM_CHANGED, _player);

                    _player->AddItemToBuyBackSlot(pNewItem);
                    if (_player->IsInWorld())
                        pNewItem->SendUpdateToPlayer(_player);
                }
                else
                {
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(_player);
                    _player->AddItemToBuyBackSlot(pItem);
                }

                uint32 money = pProto->SellPrice * count;
                _player->ModifyMoney(money);
                _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
            }
            else
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }
    }
    _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, creature, itemguid, 0);
    return;
}
Beispiel #8
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPackets::Mail::MailTakeItem& packet)
{
    uint32 AttachID = packet.AttachID;

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

    Player* player = _player;

    Mail* m = player->GetMail(packet.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr))
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // verify that the mail has the item to avoid cheaters taking COD items without paying
    if (std::find_if(m->items.begin(), m->items.end(), [AttachID](MailItemInfo info){ return info.item_guid == AttachID; }) == m->items.end())
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(uint64(m->COD)))
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(packet.AttachID);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        m->RemoveItem(packet.AttachID);
        m->removedItems.push_back(packet.AttachID);

        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid = ObjectGuid::Create<HighGuid::Player>(m->sender);
            Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
            {
                std::string sender_name;
                if (receiver)
                {
                    sender_accId = receiver->GetSession()->GetAccountId();
                    sender_name = receiver->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid);

                    if (!ObjectMgr::GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: " UI64FMTD " to player: %s (Account: %u)",
                    GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->GetDefaultLocaleName(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!receiver)
                sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (receiver || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            player->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUID().GetCounter());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

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

        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_OK, 0, packet.AttachID, count);
    }
    else
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
void WorldSession::HandleSellItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_SELL_ITEM");

    ObjectGuid vendorGuid;
    ObjectGuid itemGuid;
    uint8 _count;

    recv_data >> vendorGuid;
    recv_data >> itemGuid;
    recv_data >> _count;

    // prevent possible overflow, as mangos uses uint32 for item count
    uint32 count = _count;

    if (!itemGuid)
        return;

    Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: HandleSellItemOpcode - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, itemGuid, 0);
        return;
    }

    Item* pItem = _player->GetItemByGuid(itemGuid);

    if (!pItem)
        return;

    // prevent sell not owner item
    if (_player->GetObjectGuid() != pItem->GetOwnerGuid())
    {
        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
        return;
    }

    // prevent sell non empty bag by drag-and-drop at vendor's item list
    if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
    {
        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
        return;
    }

    // prevent sell currently looted item
    if (_player->GetLootGuid() == pItem->GetObjectGuid())
    {
        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
        return;
    }

    // special case at auto sell (sell all)
    if (count == 0)
    {
        count = pItem->GetCount();
    }
    else
    {
        // prevent sell more items that exist in stack (possible only not from client)
        if (count > pItem->GetCount())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return;
        }
    }

    ItemPrototype const* pProto = pItem->GetProto();

    if (!pProto)
    {
        _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemGuid, 0);
        return;
    }

    if (pProto->SellPrice == 0)
    {
        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
        return;
    }

    uint32 money = pProto->SellPrice * count;

    for (auto i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        auto const &spell = pProto->Spells[i];

        // if spell charges for this item are negative, it means that the item should be destroyed once the charges are consumed.
        // it also means that the value of this item is relative to how many charges are remaining.
        if (spell.SpellId != 0 && spell.SpellCharges < 0)
        {
            auto const multiplier = static_cast<float>(pItem->GetSpellCharges(i)) / spell.SpellCharges;
            money *= multiplier;
            break;
        }
    }

    if (count < pItem->GetCount())              // need split items
    {
        Item* pNewItem = pItem->CloneItem(count, _player);
        if (!pNewItem)
        {
            sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return;
        }

        pItem->SetCount(pItem->GetCount() - count);
        _player->ItemRemovedQuestCheck(pItem->GetEntry(), count);
        if (_player->IsInWorld())
            pItem->SendCreateUpdateToPlayer(_player);
        pItem->SetState(ITEM_CHANGED, _player);

        _player->AddItemToBuyBackSlot(pNewItem, money);
        if (_player->IsInWorld())
            pNewItem->SendCreateUpdateToPlayer(_player);
    }
    else
    {
        _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
        _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        pItem->RemoveFromUpdateQueueOf(_player);
        _player->AddItemToBuyBackSlot(pItem, money);
    }

    _player->ModifyMoney(money);
}
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.rfinish();                   // 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* player = _player;

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

    if (player->GetSession()->GetSecurity() == 2 || player->GetSession()->GetSecurity() == 3 || player->GetSession()->GetSecurity() == 4 || player->GetSession()->GetSecurity() == 5 || player->GetSession()->GetSecurity() == 6 || player->GetSession()->GetSecurity() == 7 || player->GetSession()->GetSecurity() == 8)
    {
        SendNotification("Gamemasters are not allowed to send mails.");
        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;

    if (!player->HasEnoughMoney(reqmoney))
    {
        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
    uint8 receiveLevel = 0;

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
        receiveLevel = receive->getLevel();
    }
    else
    {
        rc_team = sObjectMgr->GetPlayerTeamByGUID(rc);

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_COUNT);

        stmt->setUInt32(0, GUID_LOPART(rc));

        PreparedQueryResult result = CharacterDatabase.Query(stmt);

        if (result)
        {
            Field* fields = result->Fetch();
            mails_count = fields[0].GetUInt64();
        }

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);

        stmt->setUInt32(0, GUID_LOPART(rc));

        result = CharacterDatabase.Query(stmt);

        if (result)
        {
            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)
    {
        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;
            }
        }
    }

    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;
    }

    if (receiveLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(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])
        {
            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_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->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 (!AccountMgr::IsPlayerAccount(GetSecurity()) && 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->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))
        {
            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->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);
}
// 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;
    std::vector<ObjectGuid> 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);
    }
}
Beispiel #12
0
bool CPlayer::SellItemToMultiVendor(ObjectGuid itemGuid, uint8 _count)
{
    DEBUG_LOG("WORLD: SellItemToMultiVendor");

    // prevent possible overflow, as mangos uses uint32 for item count
    uint32 count = _count;

    uint32 entry;
    ObjectGuid guid;
    GetMultiVendor(entry, guid);

    if (!itemGuid)
        return false;

    Creature* pCreature = GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: SellItemToMultiVendor - %s not found or you can't interact with him.", guid.GetString().c_str());
        SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemGuid, 0);
        return false;
    }

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

    Item* pItem = GetItemByGuid(itemGuid);
    if (pItem)
    {
        // prevent sell not owner item
        if (GetObjectGuid() != pItem->GetOwnerGuid())
        {
            SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return false;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        {
            SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return false;
        }

        // prevent sell currently looted item
        if (GetLootGuid() == pItem->GetObjectGuid())
        {
            SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return false;
        }

        // special case at auto sell (sell all)
        if (count == 0)
        {
            count = pItem->GetCount();
        }
        else
        {
            // prevent sell more items that exist in stack (possible only not from client)
            if (count > pItem->GetCount())
            {
                SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
                return false;
            }
        }

        ItemPrototype const* pProto = pItem->GetProto();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())              // need split items
                {
                    Item* pNewItem = pItem->CloneItem(count, ToPlayer());
                    if (!pNewItem)
                    {
                        sLog.outError("WORLD: SellItemToMultiVendor - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
                        return false;
                    }

                    pItem->SetCount(pItem->GetCount() - count);
                    ItemRemovedQuestCheck(pItem->GetEntry(), count);
                    if (IsInWorld())
                        pItem->SendCreateUpdateToPlayer(ToPlayer());
                    pItem->SetState(ITEM_CHANGED, ToPlayer());

                    AddItemToBuyBackSlot(pNewItem);
                    if (IsInWorld())
                        pNewItem->SendCreateUpdateToPlayer(ToPlayer());
                }
                else
                {
                    ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(ToPlayer());
                    AddItemToBuyBackSlot(pItem);
                }

                uint32 money = pProto->SellPrice * count;

                ModifyMoney(money);
            }
            else
                SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);

            return true;
        }
    }

    SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemGuid, 0);
    return false;
}
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
{
    Item *pItem = GetAItem(auction->item_guidlow);
    if(!pItem)
        return;

    ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
    Player *bidder = sObjectMgr.GetPlayer(bidder_guid);

    uint32 bidder_accId = 0;

    // data for gm.log
    if( sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
    {
        uint32 bidder_security = 0;
        std::string bidder_name;
        if (bidder)
        {
            bidder_accId = bidder->GetSession()->GetAccountId();
            bidder_security = bidder->GetSession()->GetSecurity();
            bidder_name = bidder->GetName();
        }
        else
        {
            bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
            bidder_security = sAccountMgr.GetSecurity(bidder_accId);

            if (bidder_security > SEC_PLAYER )              // not do redundant DB requests
            {
                if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name))
                    bidder_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
            }
        }

        if (bidder_security > SEC_PLAYER)
        {
            ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
            std::string owner_name;
            if(!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name))
                owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);

            uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);

            sLog.outCommand(bidder_accId,"GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
                bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid);
        }
    }
    else if (!bidder)
        bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);

    // receiver exist
    if(bidder || bidder_accId)
    {
        std::ostringstream msgAuctionWonSubject;
        msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;

        std::ostringstream msgAuctionWonBody;
        msgAuctionWonBody.width(16);
        msgAuctionWonBody << std::right << std::hex << auction->owner;
        msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
        DEBUG_LOG( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() );

        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
        CharacterDatabase.CommitTransaction();

        if (bidder)
        {
            bidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
            // FIXME: for offline player need also
            bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
        }
        else
            RemoveAItem(pItem->GetGUIDLow());               // we have to remove the item, before we delete it !!

        // will delete item or place to receiver mail list
        MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
            .AddItem(pItem)
            .SendMailTo(MailReceiver(bidder,auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
    // receiver not exist
    else
    {
        CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", pItem->GetGUIDLow());
        RemoveAItem(pItem->GetGUIDLow());                   // we have to remove the item, before we delete it !!
        delete pItem;
    }
}
Beispiel #14
0
//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 #15
0
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recvData)
{
    uint64 auctioneer, bid, buyout;
    uint32 itemsCount, etime;
    recvData >> auctioneer;
    recvData >> itemsCount;

    uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
    memset(itemGUIDs, 0, sizeof(itemGUIDs));
    uint32 count[MAX_AUCTION_ITEMS];
    memset(count, 0, sizeof(count));

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

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

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

    recvData >> bid;
    recvData >> buyout;
    recvData >> 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;
    }

    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(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
            return;
        }

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

        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] || itemEntry != item->GetTemplate()->ItemId)
        {
            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;
    }

// 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(NULL, AUCTION_SELL_ITEM, 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, ERR_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 = 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);

            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, 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;
        }
    }
}
Beispiel #16
0
void WorldSession::SendUpdateTrade(bool trader_data /*= true*/)
{
    TradeData* view_trade = trader_data ? _player->GetTradeData()->GetTraderData() : _player->GetTradeData();

    ByteBuffer itemData(7*2 + 7*4 + 3*4 + 3*4 + 1);

    uint8 count = 0;
    for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
        if (view_trade->GetItem(TradeSlots(i)))
            ++count;

    WorldPacket data(SMSG_TRADE_STATUS_EXTENDED, 4*6 + 8 + 1 + 3 + count * 70);
    data << uint32(0);                                      // this value must be equal to value from TRADE_STATUS_OPEN_WINDOW status packet (different value for different players to block multiple trades?)
    data << uint32(0);                                      // unk 2
    data << uint64(view_trade->GetMoney());                 // trader gold
    data << uint32(view_trade->GetSpell());                 // spell casted on lowest slot item
    data << uint32(TRADE_SLOT_COUNT);                       // trade slots count/number?, = next field in most cases
    data << uint32(0);                                      // unk 5
    data << uint8(trader_data);                             // 1 means traders data, 0 means own
    data << uint32(TRADE_SLOT_COUNT);                       // trade slots count/number?, = prev field in most cases
    data.WriteBits(count, 22);

    for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
    {
        Item* item = view_trade->GetItem(TradeSlots(i));
        if (!item)
            continue;

        ObjectGuid giftCreatorGuid = item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR);
        ObjectGuid creatorGuid = item->GetUInt64Value(ITEM_FIELD_CREATOR);

        data.WriteBit(giftCreatorGuid[7]);
        data.WriteBit(giftCreatorGuid[1]);
        bool notWrapped = data.WriteBit(!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED));
        data.WriteBit(giftCreatorGuid[3]);

        if (notWrapped)
        {
            data.WriteBit(creatorGuid[7]);
            data.WriteBit(creatorGuid[1]);
            data.WriteBit(creatorGuid[4]);
            data.WriteBit(creatorGuid[6]);
            data.WriteBit(creatorGuid[2]);
            data.WriteBit(creatorGuid[3]);
            data.WriteBit(creatorGuid[5]);
            data.WriteBit(item->GetTemplate()->LockID != 0);
            data.WriteBit(creatorGuid[0]);

            itemData.WriteByteSeq(creatorGuid[1]);

            itemData << uint32(item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
            for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS /*3*/; ++enchant_slot)
                itemData << uint32(item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
            itemData << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY));

            itemData.WriteByteSeq(creatorGuid[6]);
            itemData.WriteByteSeq(creatorGuid[2]);
            itemData.WriteByteSeq(creatorGuid[7]);
            itemData.WriteByteSeq(creatorGuid[4]);

            itemData << uint32(0); // reforge id, FIXME: not implemented
            itemData << uint32(item->GetUInt32Value(ITEM_FIELD_DURABILITY));
            itemData << uint32(item->GetItemRandomPropertyId());

            itemData.WriteByteSeq(creatorGuid[3]);

            itemData << uint32(0); // unk7

            itemData.WriteByteSeq(creatorGuid[0]);

            itemData << uint32(item->GetSpellCharges());
            itemData << uint32(item->GetItemSuffixFactor());

            itemData.WriteByteSeq(creatorGuid[5]);
        }

        data.WriteBit(giftCreatorGuid[6]);
        data.WriteBit(giftCreatorGuid[4]);
        data.WriteBit(giftCreatorGuid[2]);
        data.WriteBit(giftCreatorGuid[0]);
        data.WriteBit(giftCreatorGuid[5]);

        itemData.WriteByteSeq(giftCreatorGuid[6]);
        itemData.WriteByteSeq(giftCreatorGuid[1]);
        itemData.WriteByteSeq(giftCreatorGuid[7]);
        itemData.WriteByteSeq(giftCreatorGuid[4]);

        itemData << uint32(item->GetTemplate()->ItemId);

        itemData.WriteByteSeq(giftCreatorGuid[0]);

        itemData << uint32(item->GetCount());

        itemData.WriteByteSeq(giftCreatorGuid[5]);

        itemData << uint8(i);

        itemData.WriteByteSeq(giftCreatorGuid[2]);
        itemData.WriteByteSeq(giftCreatorGuid[3]);
    }

    data.FlushBits();
    data.append(itemData);

    SendPacket(&data);
}
// 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);
}
Beispiel #18
0
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
{
    Item* pItem = GetAItem(auction->itemGUIDLow);
    if (!pItem)
        return;

    uint32 bidderAccId = 0;
    ObjectGuid bidderGuid(HIGHGUID_PLAYER, auction->bidder);
    Player* bidder = ObjectAccessor::FindConnectedPlayer(bidderGuid);
    // data for gm.log
    std::string bidderName;
    bool logGmTrade = false;

    if (bidder)
    {
        bidderAccId = bidder->GetSession()->GetAccountId();
        bidderName = bidder->GetName();
        logGmTrade = bidder->GetSession()->HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
    }
    else
    {
        bidderAccId = sObjectMgr->GetPlayerAccountIdByGUID(bidderGuid);
        logGmTrade = AccountMgr::HasPermission(bidderAccId, rbac::RBAC_PERM_LOG_GM_TRADE, realmID);

        if (logGmTrade && !sObjectMgr->GetPlayerNameByGUID(bidderGuid, bidderName))
            bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
    }

    if (logGmTrade)
    {
        ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
        std::string ownerName;
        if (!sObjectMgr->GetPlayerNameByGUID(ownerGuid, ownerName))
            ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

        uint32 ownerAccId = sObjectMgr->GetPlayerAccountIdByGUID(ownerGuid);

        sLog->outCommand(bidderAccId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
            bidderName.c_str(), bidderAccId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, ownerName.c_str(), ownerAccId);
    }

    // receiver exist
    if (bidder || bidderAccId)
    {
        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
        stmt->setUInt32(0, auction->bidder);
        stmt->setUInt32(1, pItem->GetGUIDLow());
        trans->Append(stmt);

        if (bidder)
        {
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidderGuid, 0, 0, auction->itemEntry);
            // FIXME: for offline player need also
            bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
        }

        MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0))
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
    else
    {
        // bidder doesn't exist, delete the item
        sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true);
    }
}
Beispiel #19
0
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction, SQLTransaction& trans)
{
    Item *pItem = GetAItem(auction->item_guidlow);
    if (!pItem)
        return;

    uint32 bidder_accId = 0;
    uint32 bidder_security = 0;
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
    // data for gm.log
    if (sWorld.getBoolConfig(CONFIG_GM_LOG_TRADE))
    {
        std::string bidder_name;
        if (bidder)
        {
            bidder_accId = bidder->GetSession()->GetAccountId();
            bidder_security = bidder->GetSession()->GetSecurity();
            bidder_name = bidder->GetName();
        }
        else
        {
            bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
            bidder_security = sAccountMgr.GetSecurity(bidder_accId);

            if (bidder_security > SEC_PLAYER) // not do redundant DB requests
            {
                if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid,bidder_name))
                    bidder_name = sObjectMgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN);
            }
        }
        if (bidder_security > SEC_PLAYER)
        {
            std::string owner_name;
            if (!sObjectMgr.GetPlayerNameByGUID(auction->owner,owner_name))
                owner_name = sObjectMgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN);

            uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(auction->owner);

            sLog.outCommand(bidder_accId,"GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
                bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid);
        }
    }

    // receiver exist
    if (bidder || bidder_accId)
    {
        std::ostringstream msgAuctionWonSubject;
        msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;

        std::ostringstream msgAuctionWonBody;
        msgAuctionWonBody.width(16);
        msgAuctionWonBody << std::right << std::hex << auction->owner;
        msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
        sLog.outDebug("AuctionWon body string : %s", msgAuctionWonBody.str().c_str());

        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        trans->PAppend("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());

        if (bidder)
        {
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
            // FIXME: for offline player need also
            bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
        }

        MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder,auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}
Beispiel #20
0
/**
 * Handles the packet sent by the client when requesting the current mail list.
 * It will send a list of all available mails in the players mailbox to the client.
 */
void WorldSession::HandleGetMailList(WorldPacket& recv_data)
{
    ObjectGuid mailboxGuid;
    recv_data >> mailboxGuid;

    if (!CheckMailBox(mailboxGuid))
        return;

    // client can't work with packets > max int16 value
    const uint32 maxPacketSize = 32767;

    uint32 mailsCount = 0;                                  // send to client mails amount

    WorldPacket data(SMSG_MAIL_LIST_RESULT, (200));         // guess size
    data << uint8(0);                                       // mail's count
    time_t cur_time = time(NULL);

    for (PlayerMails::iterator itr = _player->GetMailBegin(); itr != _player->GetMailEnd(); ++itr)
    {
        // packet send mail count as uint8, prevent overflow
        if (mailsCount >= 254)
            break;

        // skip deleted or not delivered (deliver delay not expired) mails
        if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time)
            continue;

        uint8 item_count = (*itr)->items.size();            // max count is MAX_MAIL_ITEMS (12)

        size_t next_mail_size = 2 + 4 + 1 + 8 + 4 * 8 + ((*itr)->subject.size() + 1) + 1 + item_count * (1 + 4 + 4 + 6 * 3 * 4 + 4 + 4 + 1 + 4 + 4 + 4);

        if (data.wpos() + next_mail_size > maxPacketSize)
            break;

        data << uint16(next_mail_size);                     // Message size
        data << uint32((*itr)->messageID);                  // Message ID
        data << uint8((*itr)->messageType);                 // Message Type

        switch ((*itr)->messageType)
        {
            case MAIL_NORMAL:                               // sender guid
                data << ObjectGuid(HIGHGUID_PLAYER, (*itr)->sender);
                break;
            case MAIL_CREATURE:
            case MAIL_GAMEOBJECT:
            case MAIL_AUCTION:
                data << uint32((*itr)->sender);             // creature/gameobject entry, auction id
                break;
            case MAIL_ITEM:                                 // item entry (?) sender = "Unknown", NYI
                data << uint32(0);                          // item entry
                break;
        }

        data << uint32((*itr)->COD);                        // COD
        data << uint32((*itr)->itemTextId);                 // item text
        data << uint32(0);                                  // unknown
        data << uint32((*itr)->stationery);                 // stationery (Stationery.dbc)
        data << uint32((*itr)->money);                      // copper
        data << uint32((*itr)->checked);                    // flags
        data << float(float((*itr)->expire_time - time(NULL)) / float(DAY));// Time
        data << uint32((*itr)->mailTemplateId);             // mail template (MailTemplate.dbc)
        data << (*itr)->subject;                            // Subject string - once 00, when mail type = 3, max 256

        data << (uint8)item_count;

        for (uint8 i = 0; i < item_count; ++i)
        {
            Item* item = _player->GetMItem((*itr)->items[i].item_guid);
            // item index (0-6?)
            data << uint8(i);
            // item guid low?
            data << uint32(item ? item->GetGUIDLow() : 0);
            // entry
            data << uint32(item ? item->GetEntry() : 0);
            for (uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
            {
                // unsure
                data << uint32(item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0);
                // unsure
                data << uint32(item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0);
                // unsure
                data << uint32(item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0);
            }
            // can be negative
            data << uint32(item ? item->GetItemRandomPropertyId() : 0);
            // unk
            data << uint32(item ? item->GetItemSuffixFactor() : 0);
            // stack count
            data << (uint8)(item ? item->GetCount() : 0);
            // charges
            data << uint32(item ? item->GetSpellCharges() : 0);
            // durability
            data << uint32(item ? item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) : 0);
            // durability
            data << uint32(item ? item->GetUInt32Value(ITEM_FIELD_DURABILITY) : 0);
        }

        mailsCount += 1;
    }

    data.put<uint8>(0, mailsCount);                         // set real send mails to client
    SendPacket(&data);

    // recalculate m_nextMailDelivereTime and unReadMails
    _player->UpdateNextMailTimeAndUnreads();
}
Beispiel #21
0
void WorldSession::HandleSellItemOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8+8+1);

    sLog.outDebug(  "WORLD: Received CMSG_SELL_ITEM" );
    uint64 vendorguid, itemguid;
    uint8 _count;

    recv_data >> vendorguid >> itemguid >> _count;

    // prevent possible overflow, as mangos uses uint32 for item count
    uint32 count = _count;

    if(!itemguid)
        return;

    Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, vendorguid,UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog.outDebug( "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
        _player->SendSellError( SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0);
        return;
    }

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

    Item *pItem = _player->GetItemByGuid( itemguid );
    if( pItem )
    {
        // prevent sell not owner item
        if(_player->GetGUID()!=pItem->GetOwnerGUID())
        {
            _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if(pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        {
            _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent sell currently looted item
        if(_player->GetLootGUID()==pItem->GetGUID())
        {
            _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // special case at auto sell (sell all)
        if(count==0)
        {
            count = pItem->GetCount();
        }
        else
        {
            // prevent sell more items that exist in stack (possable only not from client)
            if(count > pItem->GetCount())
            {
                _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
                return;
            }
        }

        ItemPrototype const *pProto = pItem->GetProto();
        if( pProto )
        {
            if( pProto->SellPrice > 0 )
            {
                if(count < pItem->GetCount())               // need split items
                {
                    Item *pNewItem = pItem->CloneItem( count, _player );
                    if (!pNewItem)
                    {
                        sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count );
                        _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
                        return;
                    }

                    pItem->SetCount( pItem->GetCount() - count );
                    _player->ItemRemovedQuestCheck( pItem->GetEntry(), count );
                    if( _player->IsInWorld() )
                        pItem->SendUpdateToPlayer( _player );
                    pItem->SetState(ITEM_CHANGED, _player);

                    _player->AddItemToBuyBackSlot( pNewItem );
                    if( _player->IsInWorld() )
                        pNewItem->SendUpdateToPlayer( _player );
                }
                else
                {
                    _player->ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount());
                    _player->RemoveItem( pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(_player);
                    _player->AddItemToBuyBackSlot( pItem );
                }

                _player->ModifyMoney( pProto->SellPrice * count );
            }
            else
                _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }
    }
    _player->SendSellError( SELL_ERR_CANT_FIND_ITEM, pCreature, itemguid, 0);
    return;
}
Beispiel #22
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)
{
    ObjectGuid mailboxGuid;
    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

    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;
    }

    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;

    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(), items_count, 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(), 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

    uint32 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 = 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* 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())
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            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(-int32(reqmoney));

    bool needItemDelay = false;

    MailDraft draft(subject, body);

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

        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);
                }

                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: %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();
}
Beispiel #23
0
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    uint64 auctioneer, item;
    uint32 etime, bid, buyout;
    recv_data >> auctioneer;
    recv_data.read_skip<uint32>();                          // const 1?
    recv_data >> item;
    recv_data.read_skip<uint32>();                          // unk 3.2.2, const 1?
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> 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();
    if(sWorld.getConfig(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());
    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);
}
void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
                    go->SetLootState(GO_JUST_DEACTIVATED);
                else
                    go->SetLootState(GO_READY);
            }
            else
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
        {
            // not fully looted object
            go->SetLootState(GO_ACTIVATED, player);

            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item* pItem = player->GetItemByGuid(lguid);
        if (!pItem)
            return;

        ItemTemplate const* proto = pItem->GetTemplate();

        // destroy only 5 items from stack in case prospecting and milling
        if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if (count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
        {
            if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
                player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
        }
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &creature->loot;
        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
            if (!creature->IsAlive())
                creature->AllLootRemovedFromCorpse();

            creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
        else
        {
            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                if (Group* group = player->GetGroup())
                {
                    if (group->GetLootMethod() != MASTER_LOOT)
                    {
                        loot->roundRobinPlayer = 0;
                        group->SendLooter(creature, NULL);

                        // force update of dynamic flags, otherwise other group's players still not able to loot.
                        creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
                    }
                }
                else
                    loot->roundRobinPlayer = 0;
            }
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Beispiel #25
0
void WorldSession::DoLootRelease( uint64 lguid )
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if(!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if(go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if(uses < max_amount)
                    {
                        if(uses >= min_amount)
                        {
                            float chance_rate = sWorld.getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if(lockInfo)
                                ReqValue = lockInfo->Skill[0];
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                            if(roll_chance_f(100*chance+skill))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount()>=irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid );
        if(!pItem)
            return;

        ItemPrototype const* proto = pItem->GetProto();

        // destroy only 5 items from stack in case prospecting and milling
        if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
            proto->Class == ITEM_CLASS_TRADE_GOODS)
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if(count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
            player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
        if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            return;

        loot = &pCreature->loot;

        // update next looter
        if(Player *recipient = pCreature->GetLootRecipient())
            if(Group* group = recipient->GetGroup())
                if (group->GetLooterGuid() == player->GetGUID())
                    group->UpdateLooterGuid(pCreature);

        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
            if(!pCreature->isAlive())
                pCreature->AllLootRemovedFromCorpse();

            pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Beispiel #26
0
void AuctionHouseMgr::LoadAuctions()
{
    QueryResult* result = CharacterDatabase.Query("SELECT COUNT(*) FROM auction");
    if (!result)
    {
        BarGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty.");
        return;
    }

    Field* fields = result->Fetch();
    uint32 AuctionCount = fields[0].GetUInt32();
    delete result;

    if (!AuctionCount)
    {
        BarGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty.");
        return;
    }

    result = CharacterDatabase.Query("SELECT id,houseid,itemguid,item_template,item_count,item_randompropertyid,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction");
    if (!result)
    {
        BarGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty.");
        return;
    }

    BarGoLink bar(AuctionCount);

    typedef std::map<uint32, std::wstring> PlayerNames;
    PlayerNames playerNames;                                // caching for load time

    do
    {
        fields = result->Fetch();

        bar.step();

        AuctionEntry* auction = new AuctionEntry;
        auction->Id = fields[0].GetUInt32();
        uint32 houseid  = fields[1].GetUInt32();
        auction->itemGuidLow = fields[2].GetUInt32();
        auction->itemTemplate = fields[3].GetUInt32();
        auction->itemCount = fields[4].GetUInt32();
        auction->itemRandomPropertyId = fields[5].GetUInt32();

        auction->owner = fields[6].GetUInt32();

        if (auction->owner)
        {
            std::wstring& plWName = playerNames[auction->owner];
            if (plWName.empty())
            {
                std::string plName;
                if (!sObjectMgr.GetPlayerNameByGUID(ObjectGuid(HIGHGUID_PLAYER, auction->owner), plName))
                    plName = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);

                Utf8toWStr(plName, plWName);
            }

            auction->ownerName = plWName;
        }

        auction->buyout = fields[7].GetUInt32();
        auction->expireTime = time_t(fields[8].GetUInt64());
        auction->moneyDeliveryTime = time_t(fields[9].GetUInt64());
        auction->bidder = fields[10].GetUInt32();
        auction->bid = fields[11].GetUInt32();
        auction->startbid = fields[12].GetUInt32();
        auction->deposit = fields[13].GetUInt32();
        auction->auctionHouseEntry = NULL;                  // init later

        if (auction->moneyDeliveryTime)
            auction->itemGuidLow = 0;                       // must be 0 if auction delivery pending
        else
        {
            // check if sold item exists for guid
            // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
            Item* pItem = GetAItem(auction->itemGuidLow);
            if (!pItem)
            {
                auction->DeleteFromDB();
                sLog.outError("Auction %u has not a existing item : %u, deleted", auction->Id, auction->itemGuidLow);
                delete auction;
                continue;
            }

            // overwrite by real item data
            if ((auction->itemTemplate != pItem->GetEntry()) ||
                    (auction->itemCount != pItem->GetCount()) ||
                    (auction->itemRandomPropertyId != pItem->GetItemRandomPropertyId()))
            {
                auction->itemTemplate = pItem->GetEntry();
                auction->itemCount    = pItem->GetCount();
                auction->itemRandomPropertyId = pItem->GetItemRandomPropertyId();

                // No SQL injection (no strings)
                CharacterDatabase.PExecute("UPDATE auction SET item_template = %u, item_count = %u, item_randompropertyid = %i WHERE itemguid = %u",
                                           auction->itemTemplate, auction->itemCount, auction->itemRandomPropertyId, auction->itemGuidLow);
            }
        }

        auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(houseid);

        if (!auction->auctionHouseEntry)
        {
            // need for send mail, use goblin auctionhouse
            auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(7);

            // Attempt send item back to owner
            std::ostringstream msgAuctionCanceledOwner;
            msgAuctionCanceledOwner << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELED << ":" << auction->Id << ":" << auction->itemCount;

            if (auction->itemGuidLow)
            {
                Item* pItem = GetAItem(auction->itemGuidLow);

                RemoveAItem(auction->itemGuidLow);
                auction->itemGuidLow = 0;

                // item will deleted or added to received mail list
                MailDraft(msgAuctionCanceledOwner.str(), "")// TODO: fix body
                .AddItem(pItem)
                .SendMailTo(MailReceiver(ObjectGuid(HIGHGUID_PLAYER, auction->owner)), auction, MAIL_CHECK_MASK_COPIED);
            }

            auction->DeleteFromDB();
            delete auction;

            continue;
        }

        GetAuctionsMap(auction->auctionHouseEntry)->AddAuction(auction);
    }
    while (result->NextRow());
    delete result;

    sLog.outString();
    sLog.outString(">> Loaded %u auctions", AuctionCount);
}
Beispiel #27
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;

    if (pl->getLevel() < sWorld.getConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld.getConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    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
    uint8 receiveLevel = 0;

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
        receiveLevel = receive->getLevel();
    }
    else
    {
        rc_team = objmgr.GetPlayerTeamByGUID(rc);
        if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc)))
        {
            Field *fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
        }
        if (QueryResult_AutoPtr 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...
    if (!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() <= SEC_MODERATOR)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    if (receiveLevel < sWorld.getConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_RECEIVER_REQ), sWorld.getConfig(CONFIG_MAIL_LEVEL_REQ));
        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;
        }

		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);

    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_MODERATOR && 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);
                }

                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'", 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_MODERATOR && 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();
}
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
{
    Item* pItem = GetAItem(auction->item_guidlow);
    if (!pItem)
        return;

    uint32 bidder_accId = 0;
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(bidder_guid);

    // data for gm.log
    uint32 bidder_security = 0;
    std::string bidder_name;
    if (bidder)
    {
        bidder_accId = bidder->GetSession()->GetAccountId();
        bidder_security = bidder->GetSession()->GetSecurity();
        bidder_name = bidder->GetName();
    }
    else
    {
        bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid);
        bidder_security = AccountMgr::GetSecurity(bidder_accId, realmID);

        if (!AccountMgr::IsPlayerAccount(bidder_security)) // not do redundant DB requests
        {
            if (!sObjectMgr->GetPlayerNameByGUID(bidder_guid, bidder_name))
                bidder_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
        }
    }
    if (!AccountMgr::IsPlayerAccount(bidder_security))
    {
        std::string owner_name;
        if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, owner_name))
            owner_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

        uint32 owner_accid = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner);

        sLog->outCommand(bidder_accId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
            bidder_name.c_str(), bidder_accId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, owner_name.c_str(), owner_accid);
    }

    // receiver exist
    if (bidder || bidder_accId)
    {
        std::ostringstream msgAuctionWonSubject;
        msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;

        std::ostringstream msgAuctionWonBody;
        msgAuctionWonBody.width(16);
        msgAuctionWonBody << std::right << std::hex << auction->owner;
        msgAuctionWonBody << std::dec << ':' << auction->bid << ':' << auction->buyout;
        sLog->outDebug(LOG_FILTER_AUCTIONHOUSE, "AuctionWon body string : %s", msgAuctionWonBody.str().c_str());

        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
        stmt->setUInt32(0, auction->bidder);
        stmt->setUInt32(1, pItem->GetGUIDLow());
        trans->Append(stmt);

        if (bidder)
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);

        MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
{
    Item* pItem = GetAItem(auction->item_guidlow);
    if (!pItem)
        return;

    uint32 bidder_accId = 0;
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(bidder_guid);
    // data for gm.log
    if (sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
    {
        uint32 bidder_security = 0;
        std::string bidder_name;
        if (bidder)
        {
            bidder_accId = bidder->GetSession()->GetAccountId();
            bidder_security = bidder->GetSession()->GetSecurity();
            bidder_name = bidder->GetName();
        }
        else
        {
            bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid);
            bidder_security = AccountMgr::GetSecurity(bidder_accId, realmID);

            if (!AccountMgr::IsPlayerAccount(bidder_security)) // not do redundant DB requests
            {
                if (!sObjectMgr->GetPlayerNameByGUID(bidder_guid, bidder_name))
                    bidder_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
            }
        }
        if (!AccountMgr::IsPlayerAccount(bidder_security))
        {
            std::string owner_name;
            if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, owner_name))
                owner_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

            uint32 owner_accid = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner);

            sLog->outCommand(bidder_accId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
                bidder_name.c_str(), bidder_accId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, owner_name.c_str(), owner_accid);
        }
    }

    // receiver exist
    if (bidder || bidder_accId)
    {
        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
        stmt->setUInt32(0, auction->bidder);
        stmt->setUInt32(1, pItem->GetGUIDLow());
        trans->Append(stmt);

        if (bidder)
        {
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
            // FIXME: for offline player need also
            bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
        }

        MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0))
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}
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();
}