Example #1
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player* player = GetPlayer();
    ObjectGuid lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;

    recvData >> lootSlot;

    if (lguid.IsGameObject())
    {
        GameObject* go = player->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)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &go->loot;
    }
    else if (lguid.IsItem())
    {
        Item* pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (lguid.IsCorpse())
    {
        Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &bones->loot;
    }
    else
    {
        Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
        {
            player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
            return;
        }

        loot = &creature->loot;
    }

    player->StoreLootItem(lootSlot, loot);

    // If player is removing the last LootItem, delete the empty container.
    if (loot->isLooted() && lguid.IsItem())
        player->GetSession()->DoLootRelease(lguid);
}
Example #2
0
void WorldSession::HandleLootMasterGiveOpcode(WorldPacket& recv_data)
{
    uint8 slotid;
    ObjectGuid lootguid;
    ObjectGuid target_playerguid;

    recv_data >> lootguid >> slotid >> target_playerguid;

    if (!_player->GetGroup() || _player->GetGroup()->GetLooterGuid() != _player->GetObjectGuid())
    {
        _player->SendLootRelease(GetPlayer()->GetLootGuid());
        return;
    }

    Player* target = ObjectAccessor::FindPlayer(target_playerguid);
    if (!target)
        return;

    DEBUG_LOG("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = %s [%s].", target_playerguid.GetString().c_str(), target->GetName());

    if (_player->GetLootGuid() != lootguid)
        return;

    Loot* pLoot = NULL;

    if (lootguid.IsCreatureOrVehicle())
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
        if (!pCreature)
            return;

        pLoot = &pCreature->loot;
    }
    else if (lootguid.IsGameObject())
    {
        GameObject* pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
        if (!pGO)
            return;

        pLoot = &pGO->loot;
    }
    else
        return;

    if (slotid > pLoot->items.size())
    {
        DEBUG_LOG("AutoLootItem: Player %s might be using a hack! (slot %d, size " SIZEFMTD ")", GetPlayer()->GetName(), slotid, pLoot->items.size());
        return;
    }

    LootItem& item = pLoot->items[slotid];

    ItemPosCountVec dest;
    InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count);
    if (msg != EQUIP_ERR_OK)
    {
        target->SendEquipError(msg, NULL, NULL, item.itemid);

        // send duplicate of error massage to master looter
        _player->SendEquipError(msg, NULL, NULL, item.itemid);
        return;
    }

    // now move item from loot to target inventory
    Item* newitem = target->StoreNewItem(dest, item.itemid, true, item.randomPropertyId);
    target->SendNewItem(newitem, uint32(item.count), false, false, true);
    target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count);
    target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, pLoot->loot_type, item.count);
    target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item.itemid, item.count);

    // mark as looted
    item.count = 0;
    item.is_looted = true;

    pLoot->NotifyItemRemoved(slotid);
    --pLoot->unlootedCount;
}
Example #3
0
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(ObjectGuid::Empty);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

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

    if (lguid.IsGameObject())
    {
        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)
                loot->roundRobinPlayer.Clear();
        }
    }
    else if (lguid.IsCorpse())        // 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 (lguid.IsItem())
    {
        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
        {
            // Only delete item if no loot or money (unlooted loot is saved to db) or if it isn't an openable item
            if (pItem->loot.isLooted() || !(proto->Flags & ITEM_PROTO_FLAG_OPENABLE))
                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->loot.loot_type == LOOT_PICKPOCKETING);
        if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            return;

        loot = &creature->loot;
        if (loot->isLooted())
        {
            creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);

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

            loot->clear();
        }
        else
        {
            // if the round robin player release, reset it.
            if (player->GetGUID() == loot->roundRobinPlayer)
            {
                loot->roundRobinPlayer.Clear();

                if (Group* group = player->GetGroup())
                {
                    group->SendLooter(creature, NULL);

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

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
Example #4
0
void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPacket& /*recvPacket*/)
{
    DEBUG_LOG("WORLD: Received CMSG_QUESTGIVER_STATUS_MULTIPLE_QUERY");

    uint32 count = 0;

    WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4);
    data << uint32(count);                                  // placeholder

    for(GuidSet::const_iterator itr = _player->GetClientGuids().begin(); itr != _player->GetClientGuids().end(); ++itr)
    {
        uint8 dialogStatus = DIALOG_STATUS_NONE;

        ObjectGuid guid = *itr;
        if (guid.IsEmpty())
            continue;

        if (guid.IsAnyTypeCreature())
        {
            // need also pet quests case support
            Creature* questgiver = GetPlayer()->GetMap() ? GetPlayer()->GetMap()->GetAnyTypeCreature(guid) : NULL;

            if (!questgiver || questgiver->IsHostileTo(_player))
                continue;

            if (!questgiver->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER))
                continue;

            dialogStatus = sScriptMgr.GetDialogStatus(_player, questgiver);

            if (dialogStatus == DIALOG_STATUS_UNDEFINED)
                dialogStatus = getDialogStatus(_player, questgiver, DIALOG_STATUS_NONE);

            data << guid;
            data << uint8(dialogStatus);
            ++count;
        }
        else if (guid.IsGameObject())
        {
            GameObject* questgiver = GetPlayer()->GetMap() ? GetPlayer()->GetMap()->GetGameObject(guid) : NULL;

            if (!questgiver)
                continue;

            if (questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER)
                continue;

            dialogStatus = sScriptMgr.GetDialogStatus(_player, questgiver);

            if (dialogStatus == DIALOG_STATUS_UNDEFINED)
                dialogStatus = getDialogStatus(_player, questgiver, DIALOG_STATUS_NONE);

            data << guid;
            data << uint8(dialogStatus);
            ++count;
        }
    }

    data.put<uint32>(0, count);                             // write real count
    SendPacket(&data);
}
    bool EffectScriptEffect(Unit* pCaster, uint32 uiSpellId, SpellEffectIndex uiEffIndex, Creature* pCreatureTarget, ObjectGuid originalCasterGuid) override
    {
        if ((uiSpellId == SPELL_INTROSPECTION_BLUE || uiSpellId == SPELL_INTROSPECTION_GREEN || uiSpellId == SPELL_INTROSPECTION_RED ||
            uiSpellId == SPELL_INTROSPECTION_YELLOW) && uiEffIndex == EFFECT_INDEX_1)
        {
            if (pCreatureTarget->GetEntry() == NPC_SIMON_GAME_BUNNY && pCaster->GetTypeId() == TYPEID_PLAYER && originalCasterGuid.IsGameObject())
            {
                pCreatureTarget->AI()->SendAIEvent(AI_EVENT_CUSTOM_C, pCaster, pCreatureTarget, uiSpellId);
            }

            return true;
        }

        return false;
    }
Example #6
0
void WorldSession::HandleLootMasterGiveOpcode(WorldPacket& recv_data)
{
    uint8 slotid;
    ObjectGuid lootguid;
    ObjectGuid target_playerguid;

    recv_data >> lootguid >> slotid >> target_playerguid;

    if (!_player->GetGroup() || _player->GetGroup()->GetLooterGuid() != _player->GetObjectGuid())
    {
        _player->SendLootRelease(GetPlayer()->GetLootGuid());
        return;
    }

    Player* target = sObjectAccessor.FindPlayer(target_playerguid);
    if (!target)
        { return; }

    DEBUG_LOG("WorldSession::HandleLootMasterGiveOpcode (CMSG_LOOT_MASTER_GIVE, 0x02A3) Target = %s [%s].", target_playerguid.GetString().c_str(), target->GetName());

    if (_player->GetLootGuid() != lootguid)
        { return; }

    Loot* pLoot = NULL;

    if (lootguid.IsCreature())
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
        if (!pCreature)
            { return; }

        pLoot = &pCreature->loot;
    }
    else if (lootguid.IsGameObject())
    {
        GameObject* pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
        if (!pGO)
            { return; }

        pLoot = &pGO->loot;
    }
    else
        { return; }

    if (slotid > pLoot->items.size())
    {
        DEBUG_LOG("AutoLootItem: Player %s might be using a hack! (slot %d, size " SIZEFMTD ")", GetPlayer()->GetName(), slotid, pLoot->items.size());
        return;
    }

    LootItem& item = pLoot->items[slotid];

    ItemPosCountVec dest;
    InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count);
    if (msg != EQUIP_ERR_OK)
    {
        // Assign winner to the item, avoiding other member picks it up.
        item.winner = target->GetObjectGuid();
        target->SendEquipError(msg, NULL, NULL, item.itemid);

        pLoot->NotifyItemRemoved(slotid);

        return;
    }

    // now move item from loot to target inventory
    Item* newitem = target->StoreNewItem(dest, item.itemid, true, item.randomPropertyId);
    target->SendNewItem(newitem, uint32(item.count), false, false, true);

    // Used by Eluna
#ifdef ENABLE_ELUNA
    sEluna->OnLootItem(target, newitem, item.count, lootguid);
#endif /* ENABLE_ELUNA */

    // mark as looted
    item.count = 0;
    item.is_looted = true;

    pLoot->NotifyItemRemoved(slotid);
    --pLoot->unlootedCount;
}
Example #7
0
void PlayerbotMgr::HandleMasterIncomingPacket(const WorldPacket& packet)
{
    switch (packet.GetOpcode())
    {

        case CMSG_ACTIVATETAXI:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader

            ObjectGuid guid;
            std::vector<uint32> nodes;
            nodes.resize(2);
            uint8 delay = 9;

            p >> guid >> nodes[0] >> nodes[1];

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_ACTIVATETAXI from %d to %d", nodes[0], nodes[1]);

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {

                delay = delay + 3;
                Player* const bot = it->second;
                if (!bot)
                    return;

                Group* group = bot->GetGroup();
                if (!group)
                    continue;

                Unit *target = ObjectAccessor::GetUnit(*bot, guid);

                bot->GetPlayerbotAI()->SetIgnoreUpdateTime(delay);

                bot->GetMotionMaster()->Clear(true);
                bot->GetMotionMaster()->MoveFollow(target, INTERACTION_DISTANCE, bot->GetOrientation());
                bot->GetPlayerbotAI()->GetTaxi(guid, nodes);
            }
            return;
        }

        case CMSG_ACTIVATETAXIEXPRESS:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader

            ObjectGuid guid;
            uint32 node_count;
            uint8 delay = 9;

            p >> guid >> node_count;

            std::vector<uint32> nodes;

            for (uint32 i = 0; i < node_count; ++i)
            {
                uint32 node;
                p >> node;
                nodes.push_back(node);
            }

            if (nodes.empty())
                return;

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_ACTIVATETAXIEXPRESS from %d to %d", nodes.front(), nodes.back());

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {

                delay = delay + 3;
                Player* const bot = it->second;
                if (!bot)
                    return;

                Group* group = bot->GetGroup();
                if (!group)
                    continue;

                Unit *target = ObjectAccessor::GetUnit(*bot, guid);

                bot->GetPlayerbotAI()->SetIgnoreUpdateTime(delay);

                bot->GetMotionMaster()->Clear(true);
                bot->GetMotionMaster()->MoveFollow(target, INTERACTION_DISTANCE, bot->GetOrientation());
                bot->GetPlayerbotAI()->GetTaxi(guid, nodes);
            }
            return;
        }

        case CMSG_MOVE_SPLINE_DONE:
        {
            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_MOVE_SPLINE_DONE");

            WorldPacket p(packet);
            p.rpos(0); // reset reader

            ObjectGuid guid;                                        // used only for proper packet read
            MovementInfo movementInfo;                              // used only for proper packet read

            p >> guid.ReadAsPacked();
            p >> movementInfo;
            p >> Unused<uint32>();                          // unk

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {

                Player* const bot = it->second;
                if (!bot)
                    return;

                // in taxi flight packet received in 2 case:
                // 1) end taxi path in far (multi-node) flight
                // 2) switch from one map to other in case multi-map taxi path
                // we need process only (1)
                uint32 curDest = bot->m_taxi.GetTaxiDestination();
                if (!curDest)
                    return;

                TaxiNodesEntry const* curDestNode = sTaxiNodesStore.LookupEntry(curDest);

                // far teleport case
                if (curDestNode && curDestNode->map_id != bot->GetMapId())
                {
                    if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
                    {
                        // short preparations to continue flight
                        FlightPathMovementGenerator* flight = (FlightPathMovementGenerator *) (bot->GetMotionMaster()->top());

                        flight->Interrupt(*bot);                // will reset at map landing

                        flight->SetCurrentNodeAfterTeleport();
                        TaxiPathNodeEntry const& node = flight->GetPath()[flight->GetCurrentNode()];
                        flight->SkipCurrentNode();

                        bot->TeleportTo(curDestNode->map_id, node.x, node.y, node.z, bot->GetOrientation());
                    }
                    return;
                }

                uint32 destinationnode = bot->m_taxi.NextTaxiDestination();
                if (destinationnode > 0)                                // if more destinations to go
                {
                    // current source node for next destination
                    uint32 sourcenode = bot->m_taxi.GetTaxiSource();

                    // Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
                    if (bot->isTaxiCheater())
                        if (bot->m_taxi.SetTaximaskNode(sourcenode))
                        {
                            WorldPacket data(SMSG_NEW_TAXI_PATH, 0);
                            bot->GetSession()->SendPacket(&data);
                        }

                    // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_MOVE_SPLINE_DONE Taxi has to go from %u to %u", sourcenode, destinationnode);

                    uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourcenode, bot->GetTeam());

                    uint32 path, cost;
                    sObjectMgr.GetTaxiPath(sourcenode, destinationnode, path, cost);

                    if (path && mountDisplayId)
                        bot->GetSession()->SendDoFlight(mountDisplayId, path, 1);          // skip start fly node
                    else
                        bot->m_taxi.ClearTaxiDestinations();    // clear problematic path and next
                }
                else
                    /* std::ostringstream out;
                       out << "Destination reached" << bot->GetName();
                       ChatHandler ch(m_master);
                       ch.SendSysMessage(out.str().c_str()); */
                    bot->m_taxi.ClearTaxiDestinations();        // Destination, clear source node
            }
            return;
        }

        // if master is logging out, log out all bots
        case CMSG_LOGOUT_REQUEST:
        {
            LogoutAllBots();
            return;
        }

        // If master inspects one of his bots, give the master useful info in chat window
        // such as inventory that can be equipped
        case CMSG_INSPECT:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader
            ObjectGuid guid;
            p >> guid;
            Player* const bot = GetPlayerBot(guid);
            if (bot) bot->GetPlayerbotAI()->SendNotEquipList(*bot);
            return;
        }

        // handle emotes from the master
        //case CMSG_EMOTE:
        case CMSG_TEXT_EMOTE:
        {
            WorldPacket p(packet);
            p.rpos(0); // reset reader
            uint32 emoteNum;
            p >> emoteNum;

            /* std::ostringstream out;
               out << "emote is: " << emoteNum;
               ChatHandler ch(m_master);
               ch.SendSysMessage(out.str().c_str()); */

            switch (emoteNum)
            {
                case TEXTEMOTE_BOW:
                {
                    // Buff anyone who bows before me. Useful for players not in bot's group
                    // How do I get correct target???
                    //Player* const pPlayer = GetPlayerBot(m_master->GetSelection());
                    //if (pPlayer->GetPlayerbotAI()->GetClassAI())
                    //    pPlayer->GetPlayerbotAI()->GetClassAI()->BuffPlayer(pPlayer);
                    return;
                }
                /*
                   case TEXTEMOTE_BONK:
                   {
                    Player* const pPlayer = GetPlayerBot(m_master->GetSelection());
                    if (!pPlayer || !pPlayer->GetPlayerbotAI())
                        return;
                    PlayerbotAI* const pBot = pPlayer->GetPlayerbotAI();

                    ChatHandler ch(m_master);
                    {
                        std::ostringstream out;
                        out << "time(0): " << time(0)
                            << " m_ignoreAIUpdatesUntilTime: " << pBot->m_ignoreAIUpdatesUntilTime;
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {
                        std::ostringstream out;
                        out << "m_TimeDoneEating: " << pBot->m_TimeDoneEating
                            << " m_TimeDoneDrinking: " << pBot->m_TimeDoneDrinking;
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {
                        std::ostringstream out;
                        out << "m_CurrentlyCastingSpellId: " << pBot->m_CurrentlyCastingSpellId;
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {
                        std::ostringstream out;
                        out << "IsBeingTeleported() " << pBot->GetPlayer()->IsBeingTeleported();
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {
                        std::ostringstream out;
                        bool tradeActive = (pBot->GetPlayer()->GetTrader()) ? true : false;
                        out << "tradeActive: " << tradeActive;
                        ch.SendSysMessage(out.str().c_str());
                    }
                    {
                        std::ostringstream out;
                        out << "IsCharmed() " << pBot->getPlayer()->isCharmed();
                        ch.SendSysMessage(out.str().c_str());
                    }
                    return;
                   }
                 */

                case TEXTEMOTE_EAT:
                case TEXTEMOTE_DRINK:
                {
                    for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                    {
                        Player* const bot = it->second;
                        bot->GetPlayerbotAI()->Feast();
                    }
                    return;
                }

                // emote to attack selected target
                case TEXTEMOTE_POINT:
                {
                    ObjectGuid attackOnGuid = m_master->GetSelectionGuid();
                    if (!attackOnGuid)
                        return;

                    Unit* thingToAttack = ObjectAccessor::GetUnit(*m_master, attackOnGuid);
                    if (!thingToAttack) return;

                    Player *bot = 0;
                    for (PlayerBotMap::iterator itr = m_playerBots.begin(); itr != m_playerBots.end(); ++itr)
                    {
                        bot = itr->second;
                        if (!bot->IsFriendlyTo(thingToAttack) && bot->IsWithinLOSInMap(thingToAttack))
                            bot->GetPlayerbotAI()->GetCombatTarget(thingToAttack);
                    }
                    return;
                }

                // emote to stay
                case TEXTEMOTE_STAND:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelectionGuid());
                    if (bot)
                        bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_STAY);
                    else
                        for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                        {
                            Player* const bot = it->second;
                            bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_STAY);
                        }
                    return;
                }

                // 324 is the followme emote (not defined in enum)
                // if master has bot selected then only bot follows, else all bots follow
                case 324:
                case TEXTEMOTE_WAVE:
                {
                    Player* const bot = GetPlayerBot(m_master->GetSelectionGuid());
                    if (bot)
                        bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_FOLLOW, m_master);
                    else
                        for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                        {
                            Player* const bot = it->second;
                            bot->GetPlayerbotAI()->SetMovementOrder(PlayerbotAI::MOVEMENT_FOLLOW, m_master);
                        }
                    return;
                }
            }
            return;
        } /* EMOTE ends here */

        case CMSG_GAMEOBJ_USE: // not sure if we still need this one
        case CMSG_GAMEOBJ_REPORT_USE:
        {
            WorldPacket p(packet);
            p.rpos(0);     // reset reader
            ObjectGuid objGUID;
            p >> objGUID;

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;

                GameObject *obj = m_master->GetMap()->GetGameObject(objGUID);
                if (!obj)
                    return;

                // add other go types here, i.e.:
                // GAMEOBJECT_TYPE_CHEST - loot quest items of chest
                if (obj->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
                {
                    bot->GetPlayerbotAI()->TurnInQuests(obj);

                    // auto accept every available quest this NPC has
                    bot->PrepareQuestMenu(objGUID);
                    QuestMenu& questMenu = bot->PlayerTalkClass->GetQuestMenu();
                    for (uint32 iI = 0; iI < questMenu.MenuItemCount(); ++iI)
                    {
                        QuestMenuItem const& qItem = questMenu.GetItem(iI);
                        uint32 questID = qItem.m_qId;
                        if (!bot->GetPlayerbotAI()->AddQuest(questID, obj))
                            DEBUG_LOG("Couldn't take quest");
                    }
                }
            }
        }
        break;

        case CMSG_QUESTGIVER_HELLO:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            ObjectGuid npcGUID;
            p >> npcGUID;

            WorldObject* pNpc = m_master->GetMap()->GetWorldObject(npcGUID);
            if (!pNpc)
                return;

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                bot->GetPlayerbotAI()->TurnInQuests(pNpc);
            }

            return;
        }

        // if master accepts a quest, bots should also try to accept quest
        case CMSG_QUESTGIVER_ACCEPT_QUEST:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            ObjectGuid guid;
            uint32 quest;
            uint32 unk1;
            p >> guid >> quest >> unk1;

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_QUESTGIVER_ACCEPT_QUEST npc = %s, quest = %u, unk1 = %u", guid.GetString().c_str(), quest, unk1);

            Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest);
            if (qInfo)
                for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
                {
                    Player* const bot = it->second;

                    if (bot->GetQuestStatus(quest) == QUEST_STATUS_COMPLETE)
                        bot->GetPlayerbotAI()->TellMaster("I already completed that quest.");
                    else if (!bot->CanTakeQuest(qInfo, false))
                    {
                        if (!bot->SatisfyQuestStatus(qInfo, false))
                            bot->GetPlayerbotAI()->TellMaster("I already have that quest.");
                        else
                            bot->GetPlayerbotAI()->TellMaster("I can't take that quest.");
                    }
                    else if (!bot->SatisfyQuestLog(false))
                        bot->GetPlayerbotAI()->TellMaster("My quest log is full.");
                    else if (!bot->CanAddQuest(qInfo, false))
                        bot->GetPlayerbotAI()->TellMaster("I can't take that quest because it requires that I take items, but my bags are full!");

                    else
                    {
                        p.rpos(0);         // reset reader
                        bot->GetSession()->HandleQuestgiverAcceptQuestOpcode(p);
                        bot->GetPlayerbotAI()->TellMaster("Got the quest.");

                        // build needed items if quest contains any
                        for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
                            if (qInfo->ReqItemCount[i] > 0)
                            {
                                bot->GetPlayerbotAI()->SetQuestNeedItems();
                                break;
                            }

                        // build needed creatures if quest contains any
                        for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
                            if (qInfo->ReqCreatureOrGOCount[i] > 0)
                            {
                                bot->GetPlayerbotAI()->SetQuestNeedCreatures();
                                break;
                            }
                    }
                }
            return;
        }

        case CMSG_AREATRIGGER:
        {
            WorldPacket p(packet);

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                if (!bot)
                    continue;

                if (bot->IsWithinDistInMap(GetMaster(), 50))
                {
                    p.rpos(0);         // reset reader
                    bot->GetSession()->HandleAreaTriggerOpcode(p);
                }
            }
            return;
        }

        case CMSG_QUESTGIVER_COMPLETE_QUEST:
        {
            WorldPacket p(packet);
            p.rpos(0);    // reset reader
            uint32 quest;
            ObjectGuid npcGUID;
            p >> npcGUID >> quest;

            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_QUESTGIVER_COMPLETE_QUEST npc = %s, quest = %u", npcGUID.GetString().c_str(), quest);

            WorldObject* pNpc = m_master->GetMap()->GetWorldObject(npcGUID);
            if (!pNpc)
                return;

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                bot->GetPlayerbotAI()->TurnInQuests(pNpc);
            }
            return;
        }

        case CMSG_LOOT_ROLL:
        {
            WorldPacket p(packet);    //WorldPacket packet for CMSG_LOOT_ROLL, (8+4+1)
            ObjectGuid Guid;
            uint32 itemSlot;
            uint8 rollType;
            Loot *loot = NULL;

            p.rpos(0);        //reset packet pointer
            p >> Guid;        //guid of the lootable target
            p >> itemSlot;    //loot index
            p >> rollType;    //need,greed or pass on roll

            if (Guid.IsCreature())
            {
                if (Creature* c = m_master->GetMap()->GetCreature(Guid))
                    loot = &c->loot;
            }
            else if (Guid.IsGameObject())
            {
                if (GameObject* go = m_master->GetMap()->GetGameObject(Guid))
                    loot = &go->loot;
            }

            if (!loot)
                return;

            LootItem& lootItem = loot->items[itemSlot];

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                uint32 choice = 0;

                Player* const bot = it->second;
                if (!bot)
                    return;

                Group* group = bot->GetGroup();
                if (!group)
                    return;

                ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(lootItem.itemid);
                if (!pProto)
                    return;

                if (bot->GetPlayerbotAI()->CanStore())
                {
                    if (bot->CanUseItem(pProto) == EQUIP_ERR_OK && bot->GetPlayerbotAI()->IsItemUseful(lootItem.itemid))
                        choice = 1;  // Need
                    else if (bot->HasSkill(SKILL_ENCHANTING))
                        choice = 3;  // Disenchant
                    else
                        choice = 2;  // Greed
                }
                else
                    choice = 0;  // Pass

                group->CountRollVote(bot, Guid, itemSlot, RollVote(choice));

                switch (choice)
                {
                    case ROLL_NEED:
                        bot->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED, 1);
                        break;
                    case ROLL_GREED:
                    case ROLL_DISENCHANT:
                        bot->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED, 1);
                        break;
                }
            }
            return;
        }

        // Handle GOSSIP activate actions, prior to GOSSIP select menu actions
        case CMSG_GOSSIP_HELLO:
        {
            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_GOSSIP_HELLO");

            WorldPacket p(packet);    //WorldPacket packet for CMSG_GOSSIP_HELLO, (8)
            ObjectGuid guid;
            p.rpos(0);                //reset packet pointer
            p >> guid;

            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                if (!bot)
                    return;

                Creature *pCreature = bot->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
                if (!pCreature)
                {
                    DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received  CMSG_GOSSIP_HELLO %s not found or you can't interact with him.", guid.GetString().c_str());
                    return;
                }

                GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(pCreature->GetCreatureInfo()->GossipMenuId);
                for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
                {
                    uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);

                    if (!(itr->second.npc_option_npcflag & npcflags))
                        continue;

                    switch (itr->second.option_id)
                    {
                        case GOSSIP_OPTION_TAXIVENDOR:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_TAXIVENDOR");
                            bot->GetSession()->SendLearnNewTaxiNode(pCreature);
                            break;
                        }
                        case GOSSIP_OPTION_QUESTGIVER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_QUESTGIVER");
                            bot->GetPlayerbotAI()->TurnInQuests(pCreature);
                            break;
                        }
                        case GOSSIP_OPTION_VENDOR:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_VENDOR");
                            if (!botConfig.GetBoolDefault("PlayerbotAI.SellGarbage", true))
                                return;

                            bot->GetPlayerbotAI()->SellGarbage();
                            break;
                        }
                        case GOSSIP_OPTION_STABLEPET:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_STABLEPET");
                            break;
                        }
                        case GOSSIP_OPTION_AUCTIONEER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_AUCTIONEER");
                            break;
                        }
                        case GOSSIP_OPTION_BANKER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_BANKER");
                            break;
                        }
                        case GOSSIP_OPTION_INNKEEPER:
                        {
                            // bot->GetPlayerbotAI()->TellMaster("PlayerbotMgr:GOSSIP_OPTION_INNKEEPER");
                            break;
                        }
                    }
                }
            }
            return;
        }

        case CMSG_SPIRIT_HEALER_ACTIVATE:
        {
            // DEBUG_LOG ("[PlayerbotMgr]: HandleMasterIncomingPacket - Received CMSG_SPIRIT_HEALER_ACTIVATE SpiritHealer is resurrecting the Player %s",m_master->GetName());
            for (PlayerBotMap::iterator itr = m_playerBots.begin(); itr != m_playerBots.end(); ++itr)
            {
                Player* const bot = itr->second;
                Group *grp = bot->GetGroup();
                if (grp)
                    grp->RemoveMember(bot->GetObjectGuid(), 1);
            }
            return;
        }

        case CMSG_LIST_INVENTORY:
        {
            if (!botConfig.GetBoolDefault("PlayerbotAI.SellGarbage", true))
                return;

            WorldPacket p(packet);
            p.rpos(0);  // reset reader
            ObjectGuid npcGUID;
            p >> npcGUID;

            Object* const pNpc = (WorldObject *) m_master->GetObjectByTypeMask(npcGUID, TYPEMASK_CREATURE_OR_GAMEOBJECT);
            if (!pNpc)
                return;

            // for all master's bots
            for (PlayerBotMap::const_iterator it = GetPlayerBotsBegin(); it != GetPlayerBotsEnd(); ++it)
            {
                Player* const bot = it->second;
                if (!bot->IsInMap(static_cast<WorldObject *>(pNpc)))
                {
                    bot->GetPlayerbotAI()->TellMaster("I'm too far away to sell items!");
                    continue;
                }
                else
                    bot->GetPlayerbotAI()->SellGarbage();
            }
            return;
        }

            /*
               case CMSG_NAME_QUERY:
               case MSG_MOVE_START_FORWARD:
               case MSG_MOVE_STOP:
               case MSG_MOVE_SET_FACING:
               case MSG_MOVE_START_STRAFE_LEFT:
               case MSG_MOVE_START_STRAFE_RIGHT:
               case MSG_MOVE_STOP_STRAFE:
               case MSG_MOVE_START_BACKWARD:
               case MSG_MOVE_HEARTBEAT:
               case CMSG_STANDSTATECHANGE:
               case CMSG_QUERY_TIME:
               case CMSG_CREATURE_QUERY:
               case CMSG_GAMEOBJECT_QUERY:
               case MSG_MOVE_JUMP:
               case MSG_MOVE_FALL_LAND:
                return;

               default:
               {
                const char* oc = LookupOpcodeName(packet.GetOpcode());
                // ChatHandler ch(m_master);
                // ch.SendSysMessage(oc);

                std::ostringstream out;
                out << "masterin: " << oc;
                sLog.outError(out.str().c_str());
               }
             */
    }
}