Exemple #1
0
int
GameState::EventLoop()
{
	while (run_) {
		moveItems();
		renderItems();
		SDL_Event e;
		while (SDL_PollEvent(&e)) {
			handleEvents(e);
		}
		SDL_Delay(50);
	}
	return retCause_;
}
void GraphicalUriArray::moveDown()
{
  moveItems(1);
//  QModelIndexList selected = m_listView->selectionModel()->selectedIndexes();
//  QModelIndexList::iterator it = selected.begin();
//  QStringList items = m_model->stringList();
//  QList<int> newSelection;

//  QList<int> selection;

//  // move the elements
//  for( ; it != selected.end() ; ++it )
//    selection.append( it->row() );

//  qSort(selection);

//  for(int row = 0 ; row < selected.size() ; ++row )
//  {
//    int newRow = row + 1;

////      if(  newRow >= 0 && newRow < items.count() )
//      qDebug() << row << newRow;

//      items.move( row, newRow );    // move the row
//      newSelection.append( newRow );
//  }

//  m_model->setStringList(items); // set the new items

//  // select items that were  just moved
//  QList<int>::iterator itNewSelect = newSelection.begin();
//  for( ; itNewSelect != newSelection.end(); ++itNewSelect)
//    m_listView->selectionModel()->select( m_model->index(*(itNewSelect)), QItemSelectionModel::Select );

//  // update buttons enabled states
//  selectionChanged(QItemSelection(), QItemSelection());

//  qDebug() << "===========================";

}
Exemple #3
0
void WorldSession::HandleAcceptTradeOpcode(WorldPacket& /*recvPacket*/)
{
    TradeData* my_trade = _player->m_trade;
    if (!my_trade)
        return;

    Player* trader = my_trade->GetTrader();

    TradeData* his_trade = trader->m_trade;
    if (!his_trade)
        return;

    Item* myItems[TRADE_SLOT_TRADED_COUNT]  = { NULL, NULL, NULL, NULL, NULL, NULL };
    Item* hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
    bool myCanCompleteTrade = true, hisCanCompleteTrade = true;

    // set before checks for propertly undo at problems (it already set in to client)
    my_trade->SetAccepted(true);

    // not accept case incorrect money amount
    if (!_player->HasEnoughMoney(my_trade->GetMoney()))
    {
        SendNotification(LANG_NOT_ENOUGH_GOLD);
        my_trade->SetAccepted(false, true);
        return;
    }

    // not accept case incorrect money amount
    if (!trader->HasEnoughMoney(his_trade->GetMoney()))
    {
        trader->GetSession()->SendNotification(LANG_NOT_ENOUGH_GOLD);
        his_trade->SetAccepted(false, true);
        return;
    }

    // not accept if some items now can't be trade (cheating)
    for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
    {
        if (Item* item = my_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded(false, true))
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
            if (item->IsBindedNotWith(trader))
            {
                SendTradeStatus(TRADE_STATUS_NOT_ELIGIBLE);
                SendTradeStatus(TRADE_STATUS_CLOSE_WINDOW/*TRADE_STATUS_TRADE_CANCELED*/);
                return;
            }
        }

        if (Item* item = his_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded(false, true))
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
            //if (item->IsBindedNotWith(_player))   // dont mark as invalid when his item isnt good (not exploitable because if item is invalid trade will fail anyway later on the same check)
            //{
            //    SendTradeStatus(TRADE_STATUS_NOT_ELIGIBLE);
            //    his_trade->SetAccepted(false, true);
            //    return;
            //}
        }
    }

    if (his_trade->IsAccepted())
    {
        setAcceptTradeMode(my_trade, his_trade, myItems, hisItems);

        Spell* my_spell = NULL;
        SpellCastTargets my_targets;

        Spell* his_spell = NULL;
        SpellCastTargets his_targets;

        // not accept if spell can't be casted now (cheating)
        if (uint32 my_spell_id = my_trade->GetSpell())
        {
            SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(my_spell_id);
            Item* castItem = my_trade->GetSpellCastItem();

            if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                (my_trade->HasSpellCastItem() && !castItem))
            {
                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                my_trade->SetSpell(0);
                return;
            }

            my_spell = new Spell(_player, spellEntry, TRIGGERED_FULL_MASK);
            my_spell->m_CastItem = castItem;
            my_targets.SetTradeItemTarget(_player);
            my_spell->m_targets = my_targets;

            SpellCastResult res = my_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                my_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                my_trade->SetSpell(0);
                return;
            }
        }

        // not accept if spell can't be casted now (cheating)
        if (uint32 his_spell_id = his_trade->GetSpell())
        {
            SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(his_spell_id);
            Item* castItem = his_trade->GetSpellCastItem();

            if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) || (his_trade->HasSpellCastItem() && !castItem))
            {
                delete my_spell;
                his_trade->SetSpell(0);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);
                return;
            }

            his_spell = new Spell(trader, spellEntry, TRIGGERED_FULL_MASK);
            his_spell->m_CastItem = castItem;
            his_targets.SetTradeItemTarget(trader);
            his_spell->m_targets = his_targets;

            SpellCastResult res = his_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                his_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                delete his_spell;

                his_trade->SetSpell(0);
                return;
            }
        }

        // inform partner client
        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);

        // test if item will fit in each inventory
        hisCanCompleteTrade =  (trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);
        myCanCompleteTrade = (_player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);

        clearAcceptTradeMode(myItems, hisItems);

        // in case of missing space report error
        if (!myCanCompleteTrade)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            trader->GetSession()->SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }
        else if (!hisCanCompleteTrade)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            trader->GetSession()->SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }

        // execute trade: 1. remove
        for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
        {
            if (myItems[i])
            {
                myItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
                _player->MoveItemFromInventory(myItems[i]->GetBagSlot(), myItems[i]->GetSlot(), true);
            }
            if (hisItems[i])
            {
                hisItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, trader->GetGUID());
                trader->MoveItemFromInventory(hisItems[i]->GetBagSlot(), hisItems[i]->GetSlot(), true);
            }
        }

        // execute trade: 2. store
        moveItems(myItems, hisItems);

        // logging money
        if (sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            if (!AccountMgr::IsPlayerAccount(_player->GetSession()->GetSecurity()) && my_trade->GetMoney() > 0)
            {
                sLog->outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    _player->GetName(), _player->GetSession()->GetAccountId(),
                    my_trade->GetMoney(),
                    trader->GetName(), trader->GetSession()->GetAccountId());
            }
            if (!AccountMgr::IsPlayerAccount(trader->GetSession()->GetSecurity()) && his_trade->GetMoney() > 0)
            {
                sLog->outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    trader->GetName(), trader->GetSession()->GetAccountId(),
                    his_trade->GetMoney(),
                    _player->GetName(), _player->GetSession()->GetAccountId());
            }
        }

        // update money
        _player->ModifyMoney(-int32(my_trade->GetMoney()));
        _player->ModifyMoney(his_trade->GetMoney());
        trader->ModifyMoney(-int32(his_trade->GetMoney()));
        trader->ModifyMoney(my_trade->GetMoney());

        if (my_spell)
            my_spell->prepare(&my_targets);

        if (his_spell)
            his_spell->prepare(&his_targets);

        // cleanup
        clearAcceptTradeMode(my_trade, his_trade);
        delete _player->m_trade;
        _player->m_trade = NULL;
        delete trader->m_trade;
        trader->m_trade = NULL;

        // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards)
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        _player->SaveInventoryAndGoldToDB(trans);
        trader->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
        SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
    }
    else
    {
        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
    }
}
Exemple #4
0
void WorldSession::HandleAcceptTradeOpcode(WorldPackets::Trade::AcceptTrade& acceptTrade)
{
    TradeData* my_trade = _player->m_trade;
    if (!my_trade)
        return;

    Player* trader = my_trade->GetTrader();

    TradeData* his_trade = trader->m_trade;
    if (!his_trade)
        return;

    Item* myItems[TRADE_SLOT_TRADED_COUNT]  = { NULL, NULL, NULL, NULL, NULL, NULL };
    Item* hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };

    // set before checks for propertly undo at problems (it already set in to client)
    my_trade->SetAccepted(true);

    WorldPackets::Trade::TradeStatus info;
    if (his_trade->GetServerStateIndex() != acceptTrade.StateIndex)
    {
        info.Status = TRADE_STATUS_STATE_CHANGED;
        SendTradeStatus(info);
        my_trade->SetAccepted(false);
        return;
    }

    if (!_player->IsWithinDistInMap(trader, TRADE_DISTANCE, false))
    {
        info.Status = TRADE_STATUS_TOO_FAR_AWAY;
        SendTradeStatus(info);
        my_trade->SetAccepted(false);
        return;
    }

    // not accept case incorrect money amount
    if (!_player->HasEnoughMoney(my_trade->GetMoney()))
    {
        info.Status = TRADE_STATUS_FAILED;
        info.BagResult = EQUIP_ERR_NOT_ENOUGH_MONEY;
        SendTradeStatus(info);
        my_trade->SetAccepted(false, true);
        return;
    }

    // not accept case incorrect money amount
    if (!trader->HasEnoughMoney(his_trade->GetMoney()))
    {
        info.Status = TRADE_STATUS_FAILED;
        info.BagResult = EQUIP_ERR_NOT_ENOUGH_MONEY;
        trader->GetSession()->SendTradeStatus(info);
        his_trade->SetAccepted(false, true);
        return;
    }

    if (_player->GetMoney() > MAX_MONEY_AMOUNT - his_trade->GetMoney())
    {
        info.Status = TRADE_STATUS_FAILED;
        info.BagResult = EQUIP_ERR_TOO_MUCH_GOLD;
        SendTradeStatus(info);
        my_trade->SetAccepted(false, true);
        return;
    }

    if (trader->GetMoney() > MAX_MONEY_AMOUNT - my_trade->GetMoney())
    {
        info.Status = TRADE_STATUS_FAILED;
        info.BagResult = EQUIP_ERR_TOO_MUCH_GOLD;
        trader->GetSession()->SendTradeStatus(info);
        his_trade->SetAccepted(false, true);
        return;
    }

    // not accept if some items now can't be trade (cheating)
    for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
    {
        if (Item* item = my_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded(false, true))
            {
                info.Status = TRADE_STATUS_CANCELLED;
                SendTradeStatus(info);
                return;
            }

            if (item->IsBindedNotWith(trader))
            {
                info.Status = TRADE_STATUS_FAILED;
                info.BagResult = EQUIP_ERR_TRADE_BOUND_ITEM;
                SendTradeStatus(info);
                return;
            }
        }

        if (Item* item = his_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded(false, true))
            {
                info.Status = TRADE_STATUS_CANCELLED;
                SendTradeStatus(info);
                return;
            }
            //if (item->IsBindedNotWith(_player))   // dont mark as invalid when his item isnt good (not exploitable because if item is invalid trade will fail anyway later on the same check)
            //{
            //    SendTradeStatus(TRADE_STATUS_NOT_ELIGIBLE);
            //    his_trade->SetAccepted(false, true);
            //    return;
            //}
        }
    }

    if (his_trade->IsAccepted())
    {
        setAcceptTradeMode(my_trade, his_trade, myItems, hisItems);

        Spell* my_spell = NULL;
        SpellCastTargets my_targets;

        Spell* his_spell = NULL;
        SpellCastTargets his_targets;

        // not accept if spell can't be cast now (cheating)
        if (uint32 my_spell_id = my_trade->GetSpell())
        {
            SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(my_spell_id);
            Item* castItem = my_trade->GetSpellCastItem();

            if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                (my_trade->HasSpellCastItem() && !castItem))
            {
                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                my_trade->SetSpell(0);
                return;
            }

            my_spell = new Spell(_player, spellEntry, TRIGGERED_FULL_MASK);
            my_spell->m_CastItem = castItem;
            my_targets.SetTradeItemTarget(_player);
            my_spell->m_targets = my_targets;

            SpellCastResult res = my_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                my_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                my_trade->SetSpell(0);
                return;
            }
        }

        // not accept if spell can't be cast now (cheating)
        if (uint32 his_spell_id = his_trade->GetSpell())
        {
            SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(his_spell_id);
            Item* castItem = his_trade->GetSpellCastItem();

            if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) || (his_trade->HasSpellCastItem() && !castItem))
            {
                delete my_spell;
                his_trade->SetSpell(0);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);
                return;
            }

            his_spell = new Spell(trader, spellEntry, TRIGGERED_FULL_MASK);
            his_spell->m_CastItem = castItem;
            his_targets.SetTradeItemTarget(trader);
            his_spell->m_targets = his_targets;

            SpellCastResult res = his_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                his_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                delete his_spell;

                his_trade->SetSpell(0);
                return;
            }
        }

        // inform partner client
        info.Status = TRADE_STATUS_ACCEPTED;
        trader->GetSession()->SendTradeStatus(info);

        // test if item will fit in each inventory
        WorldPackets::Trade::TradeStatus myCanCompleteInfo, hisCanCompleteInfo;
        hisCanCompleteInfo.BagResult = trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT, &hisCanCompleteInfo.ItemID);
        myCanCompleteInfo.BagResult = _player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT, &myCanCompleteInfo.ItemID);

        clearAcceptTradeMode(myItems, hisItems);

        // in case of missing space report error
        if (myCanCompleteInfo.BagResult != EQUIP_ERR_OK)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            myCanCompleteInfo.Status = TRADE_STATUS_FAILED;
            trader->GetSession()->SendTradeStatus(myCanCompleteInfo);
            myCanCompleteInfo.FailureForYou = true;
            SendTradeStatus(myCanCompleteInfo);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            delete my_spell;
            delete his_spell;
            return;
        }
        else if (hisCanCompleteInfo.BagResult != EQUIP_ERR_OK)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            hisCanCompleteInfo.Status = TRADE_STATUS_FAILED;
            SendTradeStatus(hisCanCompleteInfo);
            hisCanCompleteInfo.FailureForYou = true;
            trader->GetSession()->SendTradeStatus(hisCanCompleteInfo);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            delete my_spell;
            delete his_spell;
            return;
        }

        // execute trade: 1. remove
        for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
        {
            if (myItems[i])
            {
                myItems[i]->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
                _player->MoveItemFromInventory(myItems[i]->GetBagSlot(), myItems[i]->GetSlot(), true);
            }
            if (hisItems[i])
            {
                hisItems[i]->SetGuidValue(ITEM_FIELD_GIFTCREATOR, trader->GetGUID());
                trader->MoveItemFromInventory(hisItems[i]->GetBagSlot(), hisItems[i]->GetSlot(), true);
            }
        }

        // execute trade: 2. store
        moveItems(myItems, hisItems);

        // logging money
        if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
        {
            if (my_trade->GetMoney() > 0)
            {
                sLog->outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: " UI64FMTD ") to player: %s (Account: %u)",
                    _player->GetName().c_str(), _player->GetSession()->GetAccountId(),
                    my_trade->GetMoney(),
                    trader->GetName().c_str(), trader->GetSession()->GetAccountId());
            }

            if (his_trade->GetMoney() > 0)
            {
                sLog->outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: " UI64FMTD ") to player: %s (Account: %u)",
                    trader->GetName().c_str(), trader->GetSession()->GetAccountId(),
                    his_trade->GetMoney(),
                    _player->GetName().c_str(), _player->GetSession()->GetAccountId());
            }
        }

        // update money
        _player->ModifyMoney(-int64(my_trade->GetMoney()));
        _player->ModifyMoney(his_trade->GetMoney());
        trader->ModifyMoney(-int64(his_trade->GetMoney()));
        trader->ModifyMoney(my_trade->GetMoney());

        if (my_spell)
            my_spell->prepare(&my_targets);

        if (his_spell)
            his_spell->prepare(&his_targets);

        // cleanup
        clearAcceptTradeMode(my_trade, his_trade);
        delete _player->m_trade;
        _player->m_trade = NULL;
        delete trader->m_trade;
        trader->m_trade = NULL;

        // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards)
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        _player->SaveInventoryAndGoldToDB(trans);
        trader->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        info.Status = TRADE_STATUS_COMPLETE;
        trader->GetSession()->SendTradeStatus(info);
        SendTradeStatus(info);
    }
    else
    {
        info.Status = TRADE_STATUS_ACCEPTED;
        trader->GetSession()->SendTradeStatus(info);
    }
}
Exemple #5
0
void WorldSession::HandleAcceptTradeOpcode(WorldPacket& recvPacket)
{
    recvPacket.read_skip<uint32>();

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

    Player* trader = my_trade->GetTrader();

    TradeData* his_trade = trader->m_trade;
    if (!his_trade)
        return;

	if (!_player->IsWithinDistInMap(trader, TRADE_DISTANCE, false))
	{
		SendTradeStatus(TRADE_STATUS_TARGET_TO_FAR);
		my_trade->SetAccepted(false);
		return;
	}

    Item *myItems[TRADE_SLOT_TRADED_COUNT]  = { NULL, NULL, NULL, NULL, NULL, NULL };
    Item *hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
    bool myCanCompleteTrade=true,hisCanCompleteTrade=true;

    // set before checks to properly undo at problems (it already set in to client)
    my_trade->SetAccepted(true);

    // not accept case incorrect money amount
    if (my_trade->GetMoney() > _player->GetMoney())
    {
        SendNotification(LANG_NOT_ENOUGH_GOLD);
        my_trade->SetAccepted(false, true);
        return;
    }

    // not accept case incorrect money amount
    if (his_trade->GetMoney() > trader->GetMoney())
    {
        trader->GetSession( )->SendNotification(LANG_NOT_ENOUGH_GOLD);
        his_trade->SetAccepted(false, true);
        return;
    }

    // not accept if some items now can't be trade (cheating)
    for(int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
    {
        if (Item* item = my_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded())
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
        }

        if (Item* item  = his_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded())
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
        }
    }

    if (his_trade->IsAccepted())
    {
        setAcceptTradeMode(my_trade, his_trade, myItems, hisItems);

        std::shared_ptr<Spell> my_spell = NULL;
        SpellCastTargets my_targets;

		std::shared_ptr<Spell> his_spell = NULL;
        SpellCastTargets his_targets;

        // not accept if spell can't be casted now (cheating)
        if (uint32 my_spell_id = my_trade->GetSpell())
        {
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(my_spell_id);
            Item* castItem = my_trade->GetSpellCastItem();

            if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                (my_trade->HasSpellCastItem() && !castItem))
            {
                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                my_trade->SetSpell(0);
                return;
            }

			my_spell = std::make_shared<Spell>(_player, spellEntry, true);
            my_spell->m_CastItem = castItem;
            my_targets.setTradeItemTarget(_player);
            my_spell->m_targets = my_targets;

            SpellCastResult res = my_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                my_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                my_trade->SetSpell(0);
                return;
            }
        }

        // not accept if spell can't be casted now (cheating)
        if (uint32 his_spell_id = his_trade->GetSpell())
        {
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(his_spell_id);
            Item* castItem = his_trade->GetSpellCastItem();

            if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                (his_trade->HasSpellCastItem() && !castItem))
            {
                his_trade->SetSpell(0);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);
                return;
            }

			his_spell = std::make_shared<Spell>(trader, spellEntry, true);
            his_spell->m_CastItem = castItem;
            his_targets.setTradeItemTarget(trader);
            his_spell->m_targets = his_targets;

            SpellCastResult res = his_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                his_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                his_trade->SetSpell(0);
                return;
            }
        }

        // inform partner client
        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);

        // test if item will fit in each inventory
        hisCanCompleteTrade =  (trader->CanStoreItems( myItems,TRADE_SLOT_TRADED_COUNT )== EQUIP_ERR_OK);
        myCanCompleteTrade = (_player->CanStoreItems( hisItems,TRADE_SLOT_TRADED_COUNT ) == EQUIP_ERR_OK);

        clearAcceptTradeMode(myItems, hisItems);

        // in case of missing space report error
        if(!myCanCompleteTrade)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            trader->GetSession( )->SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }
        else if (!hisCanCompleteTrade)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            trader->GetSession()->SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }

        // execute trade: 1. remove
        for(int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
        {
            if (Item* item = myItems[i])
            {
                item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetObjectGuid());
                _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
				//CharacterDatabase.PExecute("INSERT INTO character_destroyedItem VALUES ( %I64u, %u, %u, %u, CURRENT_TIMESTAMP )", _player->GetGUID(), item->GetEntry(), item->GetCount(), 0);
            }
            if (Item* item = hisItems[i])
            {
                item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, trader->GetObjectGuid());
                trader->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
				//CharacterDatabase.PExecute("INSERT INTO character_destroyedItem VALUES ( %I64u, %u, %u, %u, CURRENT_TIMESTAMP )", _player->GetGUID(), item->GetEntry(), item->GetCount(), 0);
            }
        }

        // execute trade: 2. store
        moveItems(myItems, hisItems);

        // logging money
        if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            if (_player->GetSession()->GetSecurity() > SEC_PLAYER && my_trade->GetMoney() > 0)
            {
                sLog.outCommand(_player->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    _player->GetName(),_player->GetSession()->GetAccountId(),
                    my_trade->GetMoney(),
                    trader->GetName(), trader->GetSession()->GetAccountId());
            }
            if (trader->GetSession()->GetSecurity() > SEC_PLAYER && his_trade->GetMoney() > 0)
            {
                sLog.outCommand(trader->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    trader->GetName(), trader->GetSession()->GetAccountId(),
                    his_trade->GetMoney(),
                    _player->GetName(),_player->GetSession()->GetAccountId());
            }
        }

        // update money
        _player->ModifyMoney( -int32(my_trade->GetMoney()) );
        _player->ModifyMoney(his_trade->GetMoney());
        trader->ModifyMoney( -int32(his_trade->GetMoney()) );
        trader->ModifyMoney(my_trade->GetMoney());

        if (my_spell)
            my_spell->prepare(&my_targets);

        if (his_spell)
            his_spell->prepare(&his_targets);

        // cleanup
        clearAcceptTradeMode(my_trade, his_trade);
        delete _player->m_trade;
        _player->m_trade = NULL;
        delete trader->m_trade;
        trader->m_trade = NULL;

        // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards)
        CharacterDatabase.BeginTransaction();
        _player->SaveInventoryAndGoldToDB();
        trader->SaveInventoryAndGoldToDB();
        CharacterDatabase.CommitTransaction();

        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
        SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
    }
    else
    {
        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
    }
}
void WorldSession::HandleAcceptTradeOpcode(WorldPacket& recvPacket)
{
    recvPacket.read_skip<uint32>();

    Item *myItems[TRADE_SLOT_TRADED_COUNT]  = { NULL, NULL, NULL, NULL, NULL, NULL };
    Item *hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
    bool myCanCompleteTrade=true,hisCanCompleteTrade=true;

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

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

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

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

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

        // store items in local list and set 'in-trade' flag
        for (int i=0; i<TRADE_SLOT_TRADED_COUNT; i++)
        {
            if (_player->tradeItems[i] != 0 )
            {
                                                          //Can return NULL
                myItems[i]=_player->GetItemByGuid( _player->tradeItems[i] );
                if (myItems[i])
                {
                    myItems[i]->SetInTrade();
                    sLog.outDebug("Player trade item bag: %u slot: %u", myItems[i]->GetBagSlot(), myItems[i]->GetSlot());
                }
            }
            if (_player->pTrader->tradeItems[i] != 0)
            {
                                                            //Can return NULL
                hisItems[i]=_player->pTrader->GetItemByGuid(_player->pTrader->tradeItems[i]);
                if (hisItems[i])
                {
                    hisItems[i]->SetInTrade();
                    sLog.outDebug("Player trade item bag: %u slot: %u", hisItems[i]->GetBagSlot(), hisItems[i]->GetSlot());
                }
            }
        }

        // test if item will fit in each inventory
        hisCanCompleteTrade =  (_player->pTrader->CanStoreItems(myItems,TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);
        myCanCompleteTrade = (_player->CanStoreItems(hisItems,TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);

        // clear 'in-trade' flag
        for (int i=0; i<TRADE_SLOT_TRADED_COUNT; i++)
        {
            if (myItems[i])  myItems[i]->SetInTrade(false);
            if (hisItems[i]) hisItems[i]->SetInTrade(false);
        }

        // in case of missing space report error
        if (!myCanCompleteTrade)
        {
            SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            GetPlayer()->pTrader->GetSession()->SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
            _player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
            return;
        }
        else if (!hisCanCompleteTrade)
        {
            SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            GetPlayer()->pTrader->GetSession()->SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
            _player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
            return;
        }

        // execute trade: 1. remove
        for(int i = 0; i < TRADE_SLOT_TRADED_COUNT; i++)
        {
            Item* iPtr = NULL;
            if (myItems[i])
            {
                myItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR,_player->GetGUID());
                iPtr = _player->GetItemByGuid(_player->tradeItems[i]);
                _player->MoveItemFromInventory(iPtr->GetBagSlot(), iPtr->GetSlot(), true);
            }
            if (hisItems[i])
            {
                hisItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR,_player->pTrader->GetGUID());
                iPtr = _player->pTrader->GetItemByGuid(_player->pTrader->tradeItems[i]);
                _player->pTrader->MoveItemFromInventory(iPtr->GetBagSlot(), iPtr->GetSlot(), true);
            }
        }

        // execute trade: 2. store
        moveItems(myItems, hisItems);

        // logging money
        if (sWorld.getConfig(CONFIG_GM_LOG_TRADE))
        {
            if (_player->GetSession()->GetSecurity() > SEC_PLAYER && _player->tradeGold > 0)
            {
                sLog.outCommand(_player->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    _player->GetName(),_player->GetSession()->GetAccountId(),
                    _player->tradeGold,
                    _player->pTrader->GetName(),_player->pTrader->GetSession()->GetAccountId());
            }
            if (_player->pTrader->GetSession()->GetSecurity() > SEC_PLAYER && _player->pTrader->tradeGold > 0)
            {
                sLog.outCommand(_player->pTrader->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    _player->pTrader->GetName(),_player->pTrader->GetSession()->GetAccountId(),
                    _player->pTrader->tradeGold,
                    _player->GetName(),_player->GetSession()->GetAccountId());
            }
        }

        // update money
        _player->ModifyMoney(-int32(_player->tradeGold));
        _player->ModifyMoney(_player->pTrader->tradeGold);
        _player->pTrader->ModifyMoney(-int32(_player->pTrader->tradeGold));
        _player->pTrader->ModifyMoney(_player->tradeGold);

        _player->ClearTrade();
        _player->pTrader->ClearTrade();

        // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards)
        CharacterDatabase.BeginTransaction();
        _player->SaveInventoryAndGoldToDB();
        _player->pTrader->SaveInventoryAndGoldToDB();
        CharacterDatabase.CommitTransaction();

        _player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
        SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);

        _player->pTrader->pTrader = NULL;
        _player->pTrader = NULL;
    }
    else
    {
        _player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
    }
}
void GroupTreeViewItem::moveSelectedItemsTo (OwnedArray <Project::Item>& selectedNodes, int insertIndex)
{
    moveItems (selectedNodes, item, insertIndex);
}
void WorldSession::HandleAcceptTradeOpcode(WorldPacket& recvPacket)
{
    recvPacket.read_skip<uint32>();

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

    Player* trader = my_trade->GetTrader();

    TradeData* his_trade = trader->m_trade;
    if (!his_trade)
        return;

    Item* myItems[TRADE_SLOT_TRADED_COUNT]  = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr };
    Item* hisItems[TRADE_SLOT_TRADED_COUNT] = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr };

    // set before checks to properly undo at problems (it already set in to client)
    my_trade->SetAccepted(true);

    TradeStatusInfo info;
    if (!_player->IsWithinDistInMap(trader, TRADE_DISTANCE, false))
    {
        info.Status = TRADE_STATUS_TARGET_TO_FAR;
        SendTradeStatus(info);
        my_trade->SetAccepted(false);
        return;
    }

    // not accept case incorrect money amount
    if (my_trade->GetMoney() > _player->GetMoney())
    {
        info.Status = TRADE_STATUS_CLOSE_WINDOW;
        info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY;
        SendTradeStatus(info);
        my_trade->SetAccepted(false, true);
        return;
    }

    // not accept case incorrect money amount
    if (his_trade->GetMoney() > trader->GetMoney())
    {
        info.Status = TRADE_STATUS_CLOSE_WINDOW;
        info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY;
        trader->GetSession()->SendTradeStatus(info);
        his_trade->SetAccepted(false, true);
        return;
    }

    // not accept if some items now can't be trade (cheating)
    for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
    {
        if (Item* item = my_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded())
            {
                info.Status = TRADE_STATUS_TRADE_CANCELED;
                SendTradeStatus(info);
                return;
            }
        }

        if (Item* item  = his_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded())
            {
                info.Status = TRADE_STATUS_TRADE_CANCELED;
                SendTradeStatus(info);
                return;
            }
        }
    }

    if (his_trade->IsAccepted())
    {
        setAcceptTradeMode(my_trade, his_trade, myItems, hisItems);

        Spell* my_spell = nullptr;
        SpellCastTargets my_targets;

        Spell* his_spell = nullptr;
        SpellCastTargets his_targets;

        // not accept if spell can't be casted now (cheating)
        if (uint32 my_spell_id = my_trade->GetSpell())
        {
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(my_spell_id);
            Item* castItem = my_trade->GetSpellCastItem();

            if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                    (my_trade->HasSpellCastItem() && !castItem))
            {
                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                my_trade->SetSpell(0);
                return;
            }

            my_spell = new Spell(_player, spellEntry, true);
            my_spell->m_CastItem = castItem;
            my_targets.setTradeItemTarget(_player);
            my_spell->m_targets = my_targets;

            SpellCastResult res = my_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                my_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                my_trade->SetSpell(0);
                return;
            }
        }

        // not accept if spell can't be casted now (cheating)
        if (uint32 his_spell_id = his_trade->GetSpell())
        {
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(his_spell_id);
            Item* castItem = his_trade->GetSpellCastItem();

            if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                    (his_trade->HasSpellCastItem() && !castItem))
            {
                delete my_spell;
                his_trade->SetSpell(0);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);
                return;
            }

            his_spell = new Spell(trader, spellEntry, true);
            his_spell->m_CastItem = castItem;
            his_targets.setTradeItemTarget(trader);
            his_spell->m_targets = his_targets;

            SpellCastResult res = his_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                his_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                delete his_spell;

                his_trade->SetSpell(0);
                return;
            }
        }

        // inform partner client
        info.Status = TRADE_STATUS_TRADE_ACCEPT;
        trader->GetSession()->SendTradeStatus(info);

        // test if item will fit in each inventory
        TradeStatusInfo myCanCompleteInfo, hisCanCompleteInfo;
        hisCanCompleteInfo.Result = trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT);
        myCanCompleteInfo.Result = _player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT);

        clearAcceptTradeMode(myItems, hisItems);

        // in case of missing space report error
        if (myCanCompleteInfo.Result != EQUIP_ERR_OK)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            myCanCompleteInfo.Status = TRADE_STATUS_CLOSE_WINDOW;
            trader->GetSession()->SendTradeStatus(myCanCompleteInfo);
            myCanCompleteInfo.IsTargetResult = true;
            SendTradeStatus(myCanCompleteInfo);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }
        else if (hisCanCompleteInfo.Result != EQUIP_ERR_OK)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            hisCanCompleteInfo.Status = TRADE_STATUS_CLOSE_WINDOW;
            SendTradeStatus(hisCanCompleteInfo);
            hisCanCompleteInfo.IsTargetResult = true;
            trader->GetSession()->SendTradeStatus(hisCanCompleteInfo);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }

		std::stringstream stadelst1;
		std::stringstream stadelst2;
        // execute trade: 1. remove
        for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
        {
            if (Item* item = myItems[i])
            {
				stadelst1 << item->GetProto()->ItemId << ";";
                item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetObjectGuid());
                _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            }
            if (Item* item = hisItems[i])
            {
				stadelst2 << item->GetProto()->ItemId << ";";
                item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, trader->GetObjectGuid());
                trader->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            }
        }
		if (my_trade->GetMoney() > 0 || !stadelst1.str().empty())
		{
			CharacterDatabase.PExecute("REPLACE INTO trade_log(sguid, rguid, gold, itemlist, tm) VALUES(%u,%u,%u,'%s',NOW())",
					_player->GetObjectGuid().GetCounter(),
					trader->GetObjectGuid().GetCounter(),
					my_trade->GetMoney(),
					stadelst1.str().c_str());
		}
		if (his_trade->GetMoney() > 0 || !stadelst2.str().empty())
		{
			CharacterDatabase.PExecute("REPLACE INTO trade_log(sguid, rguid, gold, itemlist, tm) VALUES(%u,%u,%u,'%s',NOW())",
					trader->GetObjectGuid().GetCounter(),
					_player->GetObjectGuid().GetCounter(),
					his_trade->GetMoney(),
					stadelst2.str().c_str());
		}

        // execute trade: 2. store
        moveItems(myItems, hisItems);

        // logging money
        if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            if (_player->GetSession()->GetSecurity() > SEC_PLAYER && my_trade->GetMoney() > 0)
            {
                sLog.outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                                _player->GetName(), _player->GetSession()->GetAccountId(),
                                my_trade->GetMoney(),
                                trader->GetName(), trader->GetSession()->GetAccountId());
            }
            if (trader->GetSession()->GetSecurity() > SEC_PLAYER && his_trade->GetMoney() > 0)
            {
                sLog.outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                                trader->GetName(), trader->GetSession()->GetAccountId(),
                                his_trade->GetMoney(),
                                _player->GetName(), _player->GetSession()->GetAccountId());
            }
        }

        // update money
        _player->ModifyMoney(-int32(my_trade->GetMoney()));
        _player->ModifyMoney(his_trade->GetMoney());
        trader->ModifyMoney(-int32(his_trade->GetMoney()));
        trader->ModifyMoney(my_trade->GetMoney());

        if (my_spell)
			my_spell->SpellStart(&my_targets);

        if (his_spell)
			his_spell->SpellStart(&his_targets);

        // cleanup
        clearAcceptTradeMode(my_trade, his_trade);
        delete _player->m_trade;
        _player->m_trade = nullptr;
        delete trader->m_trade;
        trader->m_trade = nullptr;

        // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards)
        CharacterDatabase.BeginTransaction();
        _player->SaveInventoryAndGoldToDB();
        trader->SaveInventoryAndGoldToDB();
        CharacterDatabase.CommitTransaction();

        info.Status = TRADE_STATUS_TRADE_COMPLETE;
        trader->GetSession()->SendTradeStatus(info);
        SendTradeStatus(info);
    }
    else
    {
        info.Status = TRADE_STATUS_TRADE_ACCEPT;
        trader->GetSession()->SendTradeStatus(info);
    }
}
Exemple #9
0
void WorldSession::HandleAcceptTradeOpcode(WorldPacket& recvPacket)
{
    recvPacket.read_skip<uint32>();

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

    Player* trader = my_trade->GetTrader();

    TradeData* his_trade = trader->m_trade;
    if (!his_trade)
        return;

    Item *myItems[TRADE_SLOT_TRADED_COUNT]  = { NULL, NULL, NULL, NULL, NULL, NULL };
    Item *hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
    bool myCanCompleteTrade=true,hisCanCompleteTrade=true;

	// Check the validity of the users inventory before completeing the trade.
	bool error = false;
    for(size_t i = 0; i < _player->GetItemUpdateQueue().size(); ++i)
    {
        Item *item = _player->GetItemUpdateQueue()[i];
        if(!item || item->GetState() == ITEM_REMOVED) continue;
        Item *test = _player->GetItemByPos( item->GetBagSlot(), item->GetSlot());

        if (test == NULL)
        {
			error = true;
        }
        else if (test != item)
        {
            error = true;
        }
    }

	for(size_t i = 0; i < trader->GetItemUpdateQueue().size(); ++i)
    {
        Item *item = trader->GetItemUpdateQueue()[i];
        if(!item || item->GetState() == ITEM_REMOVED) continue;
        Item *test = trader->GetItemByPos( item->GetBagSlot(), item->GetSlot());

        if (test == NULL)
        {
            error = true;
        }
        else if (test != item)
        {
            error = true;
        }
    }

	// If there was an error we might have a item duplication attempt. Kick the players and write an entry in the log.
	if (error)
	{
		sLog.outError("SECURITY WARNING: There was an inventory error during a trade between %s and %s and they have been kicked. This could possibly be an item duplication attempt!", _player->GetName(), trader->GetName());

		sLog.outError("The players tried to trade items with the following GUIDs:");
		// not accept if some items now can't be trade (cheating)
		for(int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
		{
			if (Item* item = my_trade->GetItem(TradeSlots(i)))
			{
					sLog.outError("%li", item->GetGUID());
			}

			if (Item* item  = his_trade->GetItem(TradeSlots(i)))
			{
				sLog.outError("%li", item->GetGUID());
			}
		}

		my_trade->SetAccepted(false);
		his_trade->SetAccepted(false);

		_player->GetSession()->KickPlayer();
		trader->GetSession()->KickPlayer();
	}

    // set before checks to properly undo at problems (it already set in to client)
    my_trade->SetAccepted(true);

    // not accept case incorrect money amount
    if (my_trade->GetMoney() > _player->GetMoney())
    {
        SendNotification(LANG_NOT_ENOUGH_GOLD);
        my_trade->SetAccepted(false, true);
        return;
    }

    // not accept case incorrect money amount
    if (his_trade->GetMoney() > trader->GetMoney())
    {
        trader->GetSession( )->SendNotification(LANG_NOT_ENOUGH_GOLD);
        his_trade->SetAccepted(false, true);
        return;
    }

    // not accept if some items now can't be trade (cheating)
    for(int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
    {
        if (Item* item = my_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded())
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
        }

        if (Item* item  = his_trade->GetItem(TradeSlots(i)))
        {
            if (!item->CanBeTraded())
            {
                SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
                return;
            }
        }
    }

    if (his_trade->IsAccepted())
    {
        setAcceptTradeMode(my_trade, his_trade, myItems, hisItems);

        Spell* my_spell = NULL;
        SpellCastTargets my_targets;

        Spell* his_spell = NULL;
        SpellCastTargets his_targets;

        // not accept if spell can't be casted now (cheating)
        if (uint32 my_spell_id = my_trade->GetSpell())
        {
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(my_spell_id);
            Item* castItem = my_trade->GetSpellCastItem();

            if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                (my_trade->HasSpellCastItem() && !castItem))
            {
                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                my_trade->SetSpell(0);
                return;
            }

            my_spell = new Spell(_player, spellEntry, true);
            my_spell->m_CastItem = castItem;
            my_targets.setTradeItemTarget(_player);
            my_spell->m_targets = my_targets;

            SpellCastResult res = my_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                my_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                my_trade->SetSpell(0);
                return;
            }
        }

        // not accept if spell can't be casted now (cheating)
        if (uint32 his_spell_id = his_trade->GetSpell())
        {
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(his_spell_id);
            Item* castItem = his_trade->GetSpellCastItem();

            if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) ||
                (his_trade->HasSpellCastItem() && !castItem))
            {
                delete my_spell;
                his_trade->SetSpell(0);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);
                return;
            }

            his_spell = new Spell(trader, spellEntry, true);
            his_spell->m_CastItem = castItem;
            his_targets.setTradeItemTarget(trader);
            his_spell->m_targets = his_targets;

            SpellCastResult res = his_spell->CheckCast(true);
            if (res != SPELL_CAST_OK)
            {
                his_spell->SendCastResult(res);

                clearAcceptTradeMode(my_trade, his_trade);
                clearAcceptTradeMode(myItems, hisItems);

                delete my_spell;
                delete his_spell;

                his_trade->SetSpell(0);
                return;
            }
        }

        // inform partner client
        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);

        // test if item will fit in each inventory
        hisCanCompleteTrade =  (trader->CanStoreItems( myItems,TRADE_SLOT_TRADED_COUNT )== EQUIP_ERR_OK);
        myCanCompleteTrade = (_player->CanStoreItems( hisItems,TRADE_SLOT_TRADED_COUNT ) == EQUIP_ERR_OK);

        clearAcceptTradeMode(myItems, hisItems);

        // in case of missing space report error
        if(!myCanCompleteTrade)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            trader->GetSession( )->SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }
        else if (!hisCanCompleteTrade)
        {
            clearAcceptTradeMode(my_trade, his_trade);

            SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
            trader->GetSession()->SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
            my_trade->SetAccepted(false);
            his_trade->SetAccepted(false);
            return;
        }

        // execute trade: 1. remove
        for(int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
        {
            if (Item* item = myItems[i])
            {
                item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetObjectGuid());
                _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            }
            if (Item* item = hisItems[i])
            {
                item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, trader->GetObjectGuid());
                trader->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
            }
        }

        // execute trade: 2. store
        moveItems(myItems, hisItems);

        // logging money
        if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            if (_player->GetSession()->GetSecurity() > SEC_PLAYER && my_trade->GetMoney() > 0)
            {
                sLog.outCommand(_player->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    _player->GetName(),_player->GetSession()->GetAccountId(),
                    my_trade->GetMoney(),
                    trader->GetName(), trader->GetSession()->GetAccountId());
            }
            if (trader->GetSession()->GetSecurity() > SEC_PLAYER && his_trade->GetMoney() > 0)
            {
                sLog.outCommand(trader->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
                    trader->GetName(), trader->GetSession()->GetAccountId(),
                    his_trade->GetMoney(),
                    _player->GetName(),_player->GetSession()->GetAccountId());
            }
        }

        // update money
        _player->ModifyMoney( -int32(my_trade->GetMoney()) );
        _player->ModifyMoney(his_trade->GetMoney());
        trader->ModifyMoney( -int32(his_trade->GetMoney()) );
        trader->ModifyMoney(my_trade->GetMoney());

        if (my_spell)
            my_spell->prepare(&my_targets);

        if (his_spell)
            his_spell->prepare(&his_targets);

        // cleanup
        clearAcceptTradeMode(my_trade, his_trade);
        delete _player->m_trade;
        _player->m_trade = NULL;
        delete trader->m_trade;
        trader->m_trade = NULL;

        // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards)
        CharacterDatabase.BeginTransaction();
        _player->SaveInventoryAndGoldToDB();
        trader->SaveInventoryAndGoldToDB();
        CharacterDatabase.CommitTransaction();

        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
        SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
    }
    else
    {
        trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
    }
}
void GraphicalUriArray::moveUp()
{
  moveItems(-1);
}