Example #1
0
void WorldSession::HandleSendMail(WorldPacket & recv_data )
{
    uint64 mailbox, unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailbox;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

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

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

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

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

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

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

    // packet read complete, now do check

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

    if (receiver.empty())
        return;

    Player* pl = _player;

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = 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, 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 = 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);
        if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc)))
        {
            Field *fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
            delete result;
        }
    }

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

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

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

    Item* items[MAX_MAIL_ITEMS];

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

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

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

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

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

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

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

        items[i] = item;
    }

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

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

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

    bool needItemDelay = false;

    MailDraft draft(subject, itemTextId);

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

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

                draft.AddItem(item);
            }

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

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

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

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

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
Example #2
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    // TODO: add targets.read() check
    CHECK_PACKET_SIZE(recvPacket,1+1+1+1+8);

    Player* pUser = _player;
    uint8 bagIndex, slot;
    uint8 spell_count;                                      // number of spells at item, not used
    uint8 cast_count;                                       // next cast if exists (single or not)
    uint64 item_guid;

    recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> item_guid;

    Item *pItem = pUser->GetItemByPos(bagIndex, slot);
    if(!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    if(pItem->GetGUID() != item_guid)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , cast_count: %u, Item: %u, data length = %i", bagIndex, slot, spell_count, cast_count, pItem->GetEntry(), recvPacket.size());

    ItemPrototype const *proto = pItem->GetProto();
    if(!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // some item classes can be used only in equipped state
    if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    uint8 msg = pUser->CanUseItem(pItem);
    if( msg != EQUIP_ERR_OK )
    {
        pUser->SendEquipError( msg, pItem, NULL );
        return;
    }

    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if( proto->Class == ITEM_CLASS_CONSUMABLE &&
        !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) &&
        pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL);
        return;
    }

    if (pUser->isInCombat())
    {
        for(int i = 0; i < 5; ++i)
        {
            if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL);
                    return;
                }
            }
        }
    }

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding( true );
        }
    }

    SpellCastTargets targets;
    if(!targets.read(&recvPacket, pUser))
        return;

    //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if(!Script->ItemUse(pUser,pItem,targets))
    {
        // no script or script not process request by self

        // special learning case
        if(pItem->GetProto()->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN)
        {
            uint32 learning_spell_id = pItem->GetProto()->Spells[1].SpellId;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(SPELL_ID_GENERIC_LEARN);
            if(!spellInfo)
            {
                sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, SPELL_ID_GENERIC_LEARN);
                pUser->SendEquipError(EQUIP_ERR_NONE,pItem,NULL);
                return;
            }

            Spell *spell = new Spell(pUser, spellInfo, false);
            spell->m_CastItem = pItem;
            spell->m_cast_count = cast_count;               //set count of casts
            spell->m_currentBasePoints[0] = learning_spell_id;
            spell->prepare(&targets);
            return;
        }

        // use triggered flag only for items with many spell casts and for not first cast
        int count = 0;

        for(int i = 0; i < 5; ++i)
        {
            _Spell const& spellData = pItem->GetProto()->Spells[i];

            // no spell
            if(!spellData.SpellId)
                continue;

            // wrong triggering type
            if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
                continue;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
            if(!spellInfo)
            {
                sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, spellData.SpellId);
                continue;
            }

            Spell *spell = new Spell(pUser, spellInfo, (count > 0));
            spell->m_CastItem = pItem;
            spell->m_cast_count = cast_count;               //set count of casts
            spell->prepare(&targets);

            ++count;
        }
    }
}
Example #3
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    uint8 bagIndex, slot;
    uint8 spell_count;                                      // number of spells at item, not used
    uint8 cast_count;                                       // next cast if exists (single or not)
    ObjectGuid itemGuid;

    recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> itemGuid;

    // TODO: add targets.read() check
    Player* pUser = _player;

    // ignore for remote control state
    if (!pUser->IsSelfMover())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        return;
    }

    Item *pItem = pUser->GetItemByPos(bagIndex, slot);
    if (!pItem)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    if (pItem->GetObjectGuid() != itemGuid)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , cast_count: %u, Item: %u, data length = %i", bagIndex, slot, spell_count, cast_count, pItem->GetEntry(), (uint32)recvPacket.size());

    ItemPrototype const *proto = pItem->GetProto();
    if (!proto)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // some item classes can be used only in equipped state
    if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    InventoryResult msg = pUser->CanUseItem(pItem);
    if (msg != EQUIP_ERR_OK)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError( msg, pItem, NULL );
        return;
    }

    // not allow use item from trade (cheat way only)
    if (pItem->IsInTrade())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if (proto->Class == ITEM_CLASS_CONSUMABLE &&
        !(proto->Flags & ITEM_FLAG_USEABLE_IN_ARENA) &&
        pUser->InArena())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL);
        return;
    }

    if (pUser->isInCombat())
    {
        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    recvPacket.rpos(recvPacket.wpos());     // prevent spam at not read packet tail
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL);
                    return;
                }
            }
        }
    }

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding( true );
        }
    }

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(pUser);

    targets.Update(pUser);

    if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget()))
    {
        // free gray item after use fail
        pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);

        // search spell for spell error
        uint32 spellid = 0;
        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if( proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
            {
                spellid = proto->Spells[i].SpellId;
                break;
            }
        }

        // send spell error
        if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid))
            Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS);
        return;
    }

    //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if (!sScriptMgr.OnItemUse(pUser, pItem, targets))
    {
        // no script or script not process request by self
        pUser->CastItemUseSpell(pItem,targets,cast_count);
    }
}
Example #4
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    // TODO: add targets.read() check
    Player* pUser = _player;

    // ignore for remote control state
    if(pUser->m_mover != pUser)
        return;

    uint8 bagIndex, slot;
    uint8 unk_flags;                                        // flags (if 0x02 - some additional data are received)
    uint8 cast_count;                                       // next cast if exists (single or not)
    uint64 item_guid;
    uint32 glyphIndex;                                      // something to do with glyphs?
    uint32 spellid;                                         // casted spell id

    recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags;

    // reject fake data
    if (glyphIndex >= MAX_GLYPH_SLOT_INDEX)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    Item *pItem = pUser->GetItemByPos(bagIndex, slot);
    if (!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    if (pItem->GetGUID() != item_guid)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %i", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, unk_flags, (uint32)recvPacket.size());

    ItemPrototype const *proto = pItem->GetProto();
    if (!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // some item classes can be used only in equipped state
    if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    uint8 msg = pUser->CanUseItem(pItem);
    if (msg != EQUIP_ERR_OK)
    {
        pUser->SendEquipError( msg, pItem, NULL );
        return;
    }

    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if (proto->Class == ITEM_CLASS_CONSUMABLE &&
        !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) &&
        pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL);
        return;
    }

    if (pUser->isInCombat())
    {
        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL);
                    return;
                }
            }
        }
    }

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding( true );
        }
    }

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(pUser);

    targets.Update(pUser);

    if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget()))
    {
        // free gray item after use fail
        pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);

        // send spell error
        if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid))
        {
            // for implicit area/coord target spells
            if (IsPointEffectTarget(Targets(spellInfo->EffectImplicitTargetA[EFFECT_INDEX_0])) ||
                IsAreaEffectTarget(Targets(spellInfo->EffectImplicitTargetA[EFFECT_INDEX_0])))
                Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_NO_VALID_TARGETS);
            // for explicit target spells
            else
                Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS);
        }
        return;
    }

    //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if(!Script->ItemUse(pUser,pItem,targets))
    {
        // no script or script not process request by self
        pUser->CastItemUseSpell(pItem,targets,cast_count,glyphIndex);
    }
}
Example #5
0
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
    uint64 mailbox, unk3;
    std::string receiverName, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    uint8 items_count;
    recvData >> mailbox >> receiverName >> subject >> body
             >> unk1                                       // stationery?
             >> unk2                                       // 0x00000000
             >> items_count;                               // attached items count

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

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

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

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

    // packet read complete, now do check

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

    if (receiverName.empty())
        return;

    Player* player = _player;

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

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

    if (!receiverGuid)
    {
        TC_LOG_INFO(LOG_FILTER_NETWORKIO, "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(), receiverName.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;
    }

    TC_LOG_INFO(LOG_FILTER_NETWORKIO, "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(), receiverName.c_str(), GUID_LOPART(receiverGuid), subject.c_str(),
        body.c_str(), items_count, money, COD, unk1, unk2);

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

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

    uint32 reqmoney = cost + money;

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

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

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

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

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

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

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

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

        receiverAccountId = sObjectMgr->GetPlayerAccountIdByGUID(receiverGuid);
    }

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

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

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

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

    Item* items[MAX_MAIL_ITEMS];

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

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

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

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

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

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

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

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

        items[i] = item;
    }

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

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

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

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

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

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

                draft.AddItem(item);
            }

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

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

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

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

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
Example #6
0
void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
    sLog->outDebug("Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;
    //recv_data.hexlike();

    recv_data >> gift_bag >> gift_slot;                     // paper
    recv_data >> item_bag >> item_slot;                     // item

    sLog->outDebug("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item *gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    if (!(gift->GetProto()->Flags & ITEM_PROTO_FLAG_WRAPPER)) // cheating: non-wrapper wrapper
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    Item *item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }

    if (item == gift)                                          // not possable with pacjket from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR))        // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetProto()->MaxCount>0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    trans->PAppend("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", GUID_LOPART(item->GetOwnerGUID()), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042:  item->SetEntry(5043); break;
        case 5048:  item->SetEntry(5044); break;
        case 17303: item->SetEntry(17302); break;
        case 17304: item->SetEntry(17305); break;
        case 17307: item->SetEntry(17308); break;
        case 21830: item->SetEntry(21831); break;
    }
    item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW)                          // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        item->RemoveFromUpdateQueueOf(_player);
        item->SaveToDB(trans);                                   // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction(trans);

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}
Example #7
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    uint8 bagIndex, slot;
    uint8 cast_flags;                                       // flags (if 0x02 - some additional data are received)
    uint8 cast_count;                                       // next cast if exists (single or not)
    ObjectGuid itemGuid;
    uint32 glyphIndex;                                      // something to do with glyphs?
    uint32 spellid;                                         // casted spell id

    recvPacket >> bagIndex >> slot >> cast_count >> spellid >> itemGuid >> glyphIndex >> cast_flags;

    // TODO: add targets.read() check
    Player* pUser = _player;

    // ignore for remote control state
    if (!pUser->IsSelfMover())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        return;
    }

    // reject fake data
    if (glyphIndex >= MAX_GLYPH_SLOT_INDEX)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }

    Item* pItem = pUser->GetItemByPos(bagIndex, slot);
    if (!pItem)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }

    if (pItem->GetObjectGuid() != itemGuid)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }

    DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %u", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, cast_flags, (uint32)recvPacket.size());

    ItemPrototype const* proto = pItem->GetProto();
    if (!proto)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr);
        return;
    }

    // some item classes can be used only in equipped state
    if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr);
        return;
    }

    InventoryResult msg = pUser->CanUseItem(pItem);
    if (msg != EQUIP_ERR_OK)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(msg, pItem, nullptr);
        return;
    }

    // not allow use item from trade (cheat way only)
    if (pItem->IsInTrade())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr);
        return;
    }

    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if (proto->Class == ITEM_CLASS_CONSUMABLE &&
            !(proto->Flags & ITEM_FLAG_IGNORE_DEFAULT_ARENA_RESTRICTIONS) &&
            pUser->InArena())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr);
        return;
    }

    if (pUser->isInCombat())
    {
        for (const auto& Spell : proto->Spells)
        {
            if (SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(Spell.SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    recvPacket.rpos(recvPacket.wpos());     // prevent spam at not read packet tail
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, nullptr);
                    return;
                }
            }
        }

        // Prevent potion drink if another potion in processing (client have potions disabled in like case)
        if (pItem->IsPotion() && pUser->GetLastPotionId())
        {
            recvPacket.rpos(recvPacket.wpos());             // prevent spam at not read packet tail
            pUser->SendEquipError(EQUIP_ERR_OBJECT_IS_BUSY, pItem, nullptr);
            return;
        }
    }

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if (pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM)
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding(true);
        }
    }

    SpellCastTargets targets;

    recvPacket >> targets.ReadForCaster(pUser);

    // some spell cast packet including more data (for projectiles)
    targets.ReadAdditionalSpellData(recvPacket, cast_flags);

    targets.Update(pUser);

    if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget()))
    {
        // free gray item after use fail
        pUser->SendEquipError(EQUIP_ERR_NONE, pItem, nullptr);

        // send spell error
        if (SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellid))
        {
            // for implicit area/coord target spells
            if (IsPointEffectTarget(Targets(spellInfo->EffectImplicitTargetA[EFFECT_INDEX_0])) ||
                    IsAreaEffectTarget(Targets(spellInfo->EffectImplicitTargetA[EFFECT_INDEX_0])))
                Spell::SendCastResult(_player, spellInfo, cast_count, SPELL_FAILED_NO_VALID_TARGETS);
            // for explicit target spells
            else
                Spell::SendCastResult(_player, spellInfo, cast_count, SPELL_FAILED_BAD_TARGETS);
        }
        return;
    }

    // Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if (!sScriptDevAIMgr.OnItemUse(pUser, pItem, targets))
    {
        // no script or script not process request by self
        pUser->CastItemUseSpell(pItem, targets, cast_count, glyphIndex);
    }
}
Example #8
0
void WorldSession::HandleWrapItemOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;

    recvData >> gift_bag >> gift_slot;                     // paper
    recvData >> item_bag >> item_slot;                     // item

    TC_LOG_DEBUG("network", "WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item* gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr);
        return;
    }

    if (!(gift->GetTemplate()->Flags & ITEM_FLAG_IS_WRAPPER)) // cheating: non-wrapper wrapper
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr);
        return;
    }

    Item* item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr);
        return;
    }

    if (item == gift)                                          // not possable with pacjket from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (!item->GetGuidValue(ITEM_FIELD_GIFTCREATOR).IsEmpty())      // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetTemplate()->MaxCount>0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT);
    stmt->setUInt32(0, item->GetOwnerGUID().GetCounter());
    stmt->setUInt32(1, item->GetGUID().GetCounter());
    stmt->setUInt32(2, item->GetEntry());
    stmt->setUInt32(3, item->GetUInt32Value(ITEM_FIELD_FLAGS));
    trans->Append(stmt);

    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042:  item->SetEntry(5043); break;
        case 5048:  item->SetEntry(5044); break;
        case 17303: item->SetEntry(17302); break;
        case 17304: item->SetEntry(17305); break;
        case 17307: item->SetEntry(17308); break;
        case 21830: item->SetEntry(21831); break;
    }
    item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW)                          // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        RemoveItemFromUpdateQueueOf(item, _player);
        item->SaveToDB(trans);                                   // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction(trans);

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}
void WorldSession::HandleSendMail(WorldPacket & recvData)
{
    uint64 mailbox, unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recvData >> mailbox;
    recvData >> receiver;

    recvData >> subject;

    recvData >> body;

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

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

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

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

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

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

    // packet read complete, now do check

    if (!CanOpenMailBox(mailbox))
        return;

    if (receiver.empty())
        return;

    Player* player = _player;

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

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

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

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

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

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

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

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

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

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

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

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

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

    Item* items[MAX_MAIL_ITEMS];

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

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

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

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

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

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

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

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

        items[i] = item;
    }

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

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

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

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

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

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

                draft.AddItem(item);
            }

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

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

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

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

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
    ObjectGuid mailbox;
    uint64 money, COD;
    std::string receiver, subject, body;
    uint32 bodyLength, subjectLength, receiverLength;
	uint32 unk1, unk2;
	uint8 itemCount;

	recvData >> unk1 >> unk2;                       // both unknown
	recvData >> COD >> money;                       // money and cod
        
	mailbox[0] = recvData.ReadBit();
	mailbox[6] = recvData.ReadBit();
	mailbox[4] = recvData.ReadBit();
	mailbox[1] = recvData.ReadBit();
	bodyLength = recvData.ReadBits(11);
	mailbox[3] = recvData.ReadBit();
	receiverLength = recvData.ReadBits(9);
	mailbox[7] = recvData.ReadBit();
	mailbox[5] = recvData.ReadBit();
	itemCount = recvData.ReadBits(5);               // attached items count

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

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

	subjectLength = recvData.ReadBits(9);
	mailbox[2] = recvData.ReadBit();

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

	recvData.ReadByteSeq(mailbox[1]);
	body = recvData.ReadString(bodyLength);
	recvData.ReadByteSeq(mailbox[0]);
	subject = recvData.ReadString(subjectLength);
	recvData.ReadByteSeq(mailbox[2]);
	recvData.ReadByteSeq(mailbox[6]);
	recvData.ReadByteSeq(mailbox[5]);
	recvData.ReadByteSeq(mailbox[7]);
	recvData.ReadByteSeq(mailbox[3]);
	recvData.ReadByteSeq(mailbox[4]);
	receiver = recvData.ReadString(receiverLength);

    // packet read complete, now do check

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

    if (receiver.empty())
        return;

    Player* player = _player;

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

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

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

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

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

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

    uint64 reqmoney = cost + money;

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

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

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

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

    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }
    // test the receiver's Faction... or all items are account bound
	bool accountBound = itemCount ? true : false;
	for (uint8 i = 0; i < itemCount; ++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;
    }

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

    Item* items[MAX_MAIL_ITEMS];

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

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

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

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

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

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

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

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

        items[i] = item;
    }

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

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

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

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

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

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

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

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

                draft.AddItem(item);
            }

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

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

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

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

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

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
Example #11
0
void WorldSession::HandleSendMail(WorldPackets::Mail::SendMail& packet)
{
    if (packet.Info.Attachments.size() > MAX_MAIL_ITEMS)        // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        return;
    }

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

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

    Player* player = _player;

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

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

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

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

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

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

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

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

    int64 reqmoney = cost + packet.Info.SendMoney;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    std::vector<Item*> items;

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

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

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

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

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

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

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

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

        items.push_back(item);
    }

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

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

    bool needItemDelay = false;

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

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

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

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

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

                draft.AddItem(item);
            }

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

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

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

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

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

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

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
Example #12
0
void WorldSession::HandleWrapItem(WorldPackets::Item::WrapItem& packet)
{
    if (packet.Inv.Items.size() != 2)
    {
        TC_LOG_ERROR("network", "HandleWrapItem - Invalid itemCount (" SZFMTD ")", packet.Inv.Items.size());
        return;
    }

    /// @todo: 6.x find better way for read
    // Gift
    uint8 giftContainerSlot = packet.Inv.Items[0].ContainerSlot;
    uint8 giftSlot          = packet.Inv.Items[0].Slot;
    // Item
    uint8 itemContainerSlot = packet.Inv.Items[1].ContainerSlot;
    uint8 itemSlot          = packet.Inv.Items[1].Slot;

    TC_LOG_DEBUG("network", "HandleWrapItem - Receive giftContainerSlot = %u, giftSlot = %u, itemContainerSlot = %u, itemSlot = %u", giftContainerSlot, giftSlot, itemContainerSlot, itemSlot);

    Item* gift = _player->GetItemByPos(giftContainerSlot, giftSlot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    if (!(gift->GetTemplate()->GetFlags() & ITEM_FLAG_WRAPPER)) // cheating: non-wrapper wrapper
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    Item* item = _player->GetItemByPos(itemContainerSlot, itemSlot);
    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }

    if (item == gift) // not possable with pacjket from real client
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_EQUIPPED, item, NULL);
        return;
    }

    if (!item->GetGuidValue(ITEM_FIELD_GIFTCREATOR).IsEmpty()) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BAGS, item, NULL);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BOUND, item, NULL);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_STACKABLE, item, NULL);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetTemplate()->GetMaxCount() > 0)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_UNIQUE, item, NULL);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT);
    stmt->setUInt64(0, item->GetOwnerGUID().GetCounter());
    stmt->setUInt64(1, item->GetGUID().GetCounter());
    stmt->setUInt32(2, item->GetEntry());
    stmt->setUInt32(3, item->GetUInt32Value(ITEM_FIELD_FLAGS));
    trans->Append(stmt);

    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042:
            item->SetEntry(5043);
            break;
        case 5048:
            item->SetEntry(5044);
            break;
        case 17303:
            item->SetEntry(17302);
            break;
        case 17304:
            item->SetEntry(17305);
            break;
        case 17307:
            item->SetEntry(17308);
            break;
        case 21830:
            item->SetEntry(21831);
            break;
    }

    item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW) // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        item->RemoveFromUpdateQueueOf(_player);
        item->SaveToDB(trans); // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction(trans);

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}