//does not clear ram void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans) { Item* pItem = GetAItem(auction->itemGUIDLow); if (!pItem) return; uint32 bidderAccId = 0; ObjectGuid bidderGuid(HighGuid::Player, auction->bidder); Player* bidder = ObjectAccessor::FindConnectedPlayer(bidderGuid); // data for gm.log std::string bidderName; bool logGmTrade = false; if (bidder) { bidderAccId = bidder->GetSession()->GetAccountId(); bidderName = bidder->GetName(); logGmTrade = bidder->GetSession()->HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE); } else { bidderAccId = sObjectMgr->GetPlayerAccountIdByGUID(bidderGuid); logGmTrade = AccountMgr::HasPermission(bidderAccId, rbac::RBAC_PERM_LOG_GM_TRADE, realmID); if (logGmTrade && !sObjectMgr->GetPlayerNameByGUID(bidderGuid, bidderName)) bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } if (logGmTrade) { ObjectGuid ownerGuid = ObjectGuid(HighGuid::Player, auction->owner); std::string ownerName; if (!sObjectMgr->GetPlayerNameByGUID(ownerGuid, ownerName)) ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); uint32 ownerAccId = sObjectMgr->GetPlayerAccountIdByGUID(ownerGuid); sLog->outCommand(bidderAccId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)", bidderName.c_str(), bidderAccId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, ownerName.c_str(), ownerAccId); } // receiver exist if (bidder || bidderAccId) { // set owner to bidder (to prevent delete item with sender char deleting) // owner in `data` will set at mail receive and item extracting PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER); stmt->setUInt32(0, auction->bidder); stmt->setUInt32(1, pItem->GetGUID().GetCounter()); trans->Append(stmt); if (bidder) { bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidderGuid, 0, 0, auction->itemEntry); // FIXME: for offline player need also bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1); } MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0)) .AddItem(pItem) .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } else { // bidder doesn't exist, delete the item sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true); } }
//this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket& recvData) { ObjectGuid auctioneer; uint32 itemsCount, etime, bid, buyout; recvData >> auctioneer; recvData >> itemsCount; ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot uint32 count[MAX_AUCTION_ITEMS]; memset(count, 0, sizeof(count)); if (itemsCount > MAX_AUCTION_ITEMS) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); recvData.rfinish(); return; } for (uint32 i = 0; i < itemsCount; ++i) { recvData >> itemGUIDs[i]; recvData >> count[i]; if (!itemGUIDs[i] || !count[i] || count[i] > 1000) { recvData.rfinish(); return; } } recvData >> bid; recvData >> buyout; recvData >> etime; if (!bid || !etime) return; if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (GUID %u) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUID().GetCounter()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!creature) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", auctioneer.ToString().c_str()); return; } AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction()); if (!auctionHouseEntry) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", auctioneer.ToString().c_str()); return; } etime *= MINUTE; switch (etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); Item* items[MAX_AUCTION_ITEMS]; uint32 finalCount = 0; uint32 itemEntry = 0; for (uint32 i = 0; i < itemsCount; ++i) { Item* item = _player->GetItemByGuid(itemGUIDs[i]); if (!item) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND); return; } if (itemEntry == 0) itemEntry = item->GetTemplate()->ItemId; if (sAuctionMgr->GetAItem(item->GetGUID().GetCounter()) || !item->CanBeTraded() || item->IsNotEmptyBag() || item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) || item->GetCount() < count[i] || itemEntry != item->GetTemplate()->ItemId) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } items[i] = item; finalCount += count[i]; } if (!finalCount) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } // check if there are 2 identical guids, in this case user is most likely cheating for (uint32 i = 0; i < itemsCount - 1; ++i) { for (uint32 j = i + 1; j < itemsCount; ++j) { if (itemGUIDs[i] == itemGUIDs[j]) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } } } for (uint32 i = 0; i < itemsCount; ++i) { Item* item = items[i]; if (item->GetMaxStackCount() < finalCount) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } } Item* item = items[0]; uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME)); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount); if (!_player->HasEnoughMoney(deposit)) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY); return; } AuctionEntry* AH = new AuctionEntry(); if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) AH->houseId = AUCTIONHOUSE_NEUTRAL; else { CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(creature->GetSpawnId()); if (!auctioneerData) { TC_LOG_ERROR("misc", "Data for auctioneer not found (%s)", auctioneer.ToString().c_str()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); delete AH; return; } CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id); if (!auctioneerInfo) { TC_LOG_ERROR("misc", "Non existing auctioneer (%s)", auctioneer.ToString().c_str()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); delete AH; return; } const AuctionHouseEntry* AHEntry = sAuctionMgr->GetAuctionHouseEntry(auctioneerInfo->faction); AH->houseId = AHEntry->houseId; } // Required stack size of auction matches to current item stack size, just move item to auctionhouse if (itemsCount == 1 && item->GetCount() == count[0]) { if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount()); } AH->Id = sObjectMgr->GenerateAuctionID(); AH->itemGUIDLow = item->GetGUID().GetCounter(); AH->itemEntry = item->GetEntry(); AH->itemCount = item->GetCount(); AH->owner = _player->GetGUID().GetCounter(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->etime = etime; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUID().GetCounter(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUID().GetCounter(), item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(item); auctionHouse->AddAuction(AH); sAuctionMgr->PendingAuctionAdd(_player, AH); _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item->DeleteFromInventoryDB(trans); item->SaveToDB(trans); AH->SaveToDB(trans); _player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK); GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); } else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size { Item* newItem = item->CloneItem(finalCount, _player); if (!newItem) { TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); delete AH; return; } if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount()); } AH->Id = sObjectMgr->GenerateAuctionID(); AH->itemGUIDLow = newItem->GetGUID().GetCounter(); AH->itemEntry = newItem->GetEntry(); AH->itemCount = newItem->GetCount(); AH->owner = _player->GetGUID().GetCounter(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->etime = etime; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUID().GetCounter(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUID().GetCounter(), newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(newItem); auctionHouse->AddAuction(AH); sAuctionMgr->PendingAuctionAdd(_player, AH); for (uint32 j = 0; j < itemsCount; ++j) { Item* item2 = items[j]; // Item stack count equals required count, ready to delete item - cloned item will be used for auction if (item2->GetCount() == count[j]) { _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item2->DeleteFromInventoryDB(trans); item2->DeleteFromDB(trans); CharacterDatabase.CommitTransaction(trans); delete item2; } else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction { item2->SetCount(item2->GetCount() - count[j]); item2->SetState(ITEM_CHANGED, _player); _player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]); item2->SendUpdateToPlayer(_player); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item2->SaveToDB(trans); CharacterDatabase.CommitTransaction(trans); } } SQLTransaction trans = CharacterDatabase.BeginTransaction(); newItem->SaveToDB(trans); AH->SaveToDB(trans); _player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK); GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); } }
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket) { // TODO: add targets.read() check CHECK_PACKET_SIZE(recvPacket,1+1+1+4+8+4+1); Player* pUser = _player; uint8 bagIndex, slot; uint8 unk_flags; // flags (if 0x02 - some additional data are received) uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; uint32 glyphIndex; // something to do with glyphs? uint32 spellid; // casted spell id recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags; Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if(pItem->GetGUID() != item_guid) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %i", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, unk_flags, recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { pUser->SendEquipError( msg, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if( proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; if(!targets.read(&recvPacket, pUser)) return; //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if(!Script->ItemUse(pUser,pItem,targets)) { // no script or script not process request by self pUser->CastItemUseSpell(pItem,targets,cast_count,glyphIndex); } }
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket) { // TODO: add targets.read() check CHECK_PACKET_SIZE(recvPacket,1+1+1+1+8); Player* pUser = _player; uint8 bagIndex, slot; uint8 spell_count; // number of spells at item, not used uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> item_guid; Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if(pItem->GetGUID() != item_guid) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , cast_count: %u, Item: %u, data length = %i", bagIndex, slot, spell_count, cast_count, pItem->GetEntry(), recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { pUser->SendEquipError( msg, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if( proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < 5; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; if(!targets.read(&recvPacket, pUser)) return; //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if(!Script->ItemUse(pUser,pItem,targets)) { // no script or script not process request by self // special learning case if(pItem->GetProto()->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN) { uint32 learning_spell_id = pItem->GetProto()->Spells[1].SpellId; SpellEntry const *spellInfo = sSpellStore.LookupEntry(SPELL_ID_GENERIC_LEARN); if(!spellInfo) { sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, SPELL_ID_GENERIC_LEARN); pUser->SendEquipError(EQUIP_ERR_NONE,pItem,NULL); return; } Spell *spell = new Spell(pUser, spellInfo, false); spell->m_CastItem = pItem; spell->m_cast_count = cast_count; //set count of casts spell->m_currentBasePoints[0] = learning_spell_id; spell->prepare(&targets); return; } // use triggered flag only for items with many spell casts and for not first cast int count = 0; for(int i = 0; i < 5; ++i) { _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell if(!spellData.SpellId) continue; // wrong triggering type if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if(!spellInfo) { sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, spellData.SpellId); continue; } Spell *spell = new Spell(pUser, spellInfo, (count > 0)); spell->m_CastItem = pItem; spell->m_cast_count = cast_count; //set count of casts spell->prepare(&targets); ++count; } } }
bool EyeOfTheStorm::GivePoints(uint32 team, uint32 points) { if(m_ended || !m_started) return false; //printf("EOTS: Give team %u %u points.\n", team, points); m_points[team] += points; if( m_points[team] >= m_resourceRewards[team] ) { m_resourceRewards[team] += m_resToGainBH; for(set<Player* >::iterator itx = m_players[team].begin(); itx != m_players[team].end(); itx++) { Player* plr = (*itx); if(!plr) continue; (*itx)->m_bgScore.BonusHonor += m_bonusHonor; HonorHandler::AddHonorPointsToPlayer( plr, m_bonusHonor ); } } if( m_points[team] >= 1600 ) { m_points[team] = 1600; m_mapMgr->GetStateManager().UpdateWorldState( WORLDSTATE_EOTS_ALLIANCE_VICTORYPOINTS + team, m_points[team] ); m_ended = true; m_losingteam = (team) ? 0 : 1; m_nextPvPUpdateTime = 0; sEventMgr.RemoveEvents(this); sEventMgr.AddEvent(TO_CBATTLEGROUND(this), &CBattleground::Close, EVENT_BATTLEGROUND_CLOSE, 120000, 1,0); SendChatMessage( CHAT_MSG_BG_SYSTEM_NEUTRAL, 0, "|cffffff00This battleground will close in 2 minutes."); /* add the marks of honor to all players */ m_mainLock.Acquire(); for(uint32 i = 0; i < 2; i++) { for(set<Player* >::iterator itr = m_players[i].begin(); itr != m_players[i].end(); itr++) { (*itr)->Root(); if( (*itr)->HasFlag(PLAYER_FLAGS, PLAYER_FLAG_AFK) ) continue; // create eye of the storm mark of honor uint32 item_count = (i == m_losingteam) ? 1 : 3; if( i != m_losingteam ) { (*itr)->m_bgScore.BonusHonor += 2*m_bonusHonor; HonorHandler::AddHonorPointsToPlayer( (*itr), 2*m_bonusHonor ); if((*itr)->fromrandombg) { (*itr)->m_honorToday += (*itr)->GenerateRBGReward((*itr)->getLevel(),5); HonorHandler::RecalculateHonorFields((*itr)); (*itr)->fromrandombg = false; } } else { (*itr)->m_bgScore.BonusHonor += m_bonusHonor; HonorHandler::AddHonorPointsToPlayer( (*itr), m_bonusHonor ); uint32 diff = abs((int32)(m_points[i] - m_points[i ? 0 : 1])); (*itr)->GetAchievementInterface()->HandleAchievementCriteriaWinBattleground( m_mapMgr->GetMapId(), diff, ((uint32)UNIXTIME - m_startTime) / 1000, TO_CBATTLEGROUND(this)); if((*itr)->fromrandombg) { Player * p = (*itr); p->AddArenaPoints(p->randombgwinner == false ? p->GenerateRBGReward(p->getLevel(),25) : p->GenerateRBGReward(p->getLevel(),0)); p->m_honorToday += p->randombgwinner == false ? p->GenerateRBGReward(p->getLevel(),30) : p->GenerateRBGReward(p->getLevel(),15); HonorHandler::RecalculateHonorFields(p); p->randombgwinner = true; p->fromrandombg = false; } } Item* pReward; SlotResult res; if( ( pReward = (*itr)->GetItemInterface()->FindItemLessMax(EOTS_MARK_ID, item_count, false) ) == NULL ) { res = (*itr)->GetItemInterface()->FindFreeInventorySlot( ItemPrototypeStorage.LookupEntry(EOTS_MARK_ID) ); if( !res.Result ) { (*itr)->BroadcastMessage("Could not add EOTS mark. Make sure you have room in your inventory."); continue; } pReward = objmgr.CreateItem(EOTS_MARK_ID, (*itr)); pReward->SetUInt32Value(ITEM_FIELD_STACK_COUNT, item_count); pReward->m_isDirty = true; if( !(*itr)->GetItemInterface()->SafeAddItem(pReward, res.ContainerSlot, res.Slot) ) { if( !(*itr)->GetItemInterface()->AddItemToFreeSlot(pReward) ) { pReward->DeleteMe(); pReward = NULLGOB; } } (*itr)->GetSession()->SendItemPushResult(pReward,true,false,true,false,res.ContainerSlot,res.Slot, item_count); } else { pReward->m_isDirty = true; pReward->ModUnsigned32Value(ITEM_FIELD_STACK_COUNT, item_count); res.ContainerSlot = (*itr)->GetItemInterface()->GetBagSlotByGuid(pReward->GetGUID()); res.Slot = -1; (*itr)->GetSession()->SendItemPushResult(pReward,true,false,true,true,res.ContainerSlot,res.Slot, item_count); } } } UpdatePvPData(); m_mainLock.Release(); return true; } m_mapMgr->GetStateManager().UpdateWorldState( WORLDSTATE_EOTS_ALLIANCE_VICTORYPOINTS + team, m_points[team] ); return false; }
void LootRoll::Finalize() { sEventMgr.RemoveEvents(this); // this we will have to finalize with groups types.. for now // we'll just assume need before greed. person with highest roll // in need gets the item. uint32 highest = 0; int8 hightype = -1; uint64 player = 0; WorldPacket data(34); /* Player * gplr = NULL; for(std::map<uint64, uint32>::iterator itr = NeedRolls.begin(); itr != NeedRolls.end(); ++itr) { gplr = _mgr->GetPlayer((uint32)itr->first); if(gplr) break; } if(!gplr) { for(std::map<uint64, uint32>::iterator itr = GreedRolls.begin(); itr != GreedRolls.end(); ++itr) { gplr = _mgr->GetPlayer((uint32)itr->first); if(gplr) break; } } */ for(std::map<uint32, uint32>::iterator itr = m_NeedRolls.begin(); itr != m_NeedRolls.end(); ++itr) { if(itr->second > highest) { highest = itr->second; player = itr->first; hightype = LOOT_ROLL_TYPE_NEED; } /* data.Initialize(SMSG_LOOT_ROLL); data << _guid << _slotid << itr->first; data << _itemid << random_suffix_factor << random_suffix_id; data << uint8(itr->second) << uint8(LOOT_ROLL_TYPE_NEED); if(gplr && gplr->GetGroup()) gplr->GetGroup()->SendPacketToAll(&data); */ } if(!highest) { for(std::map<uint32, uint32>::iterator itr = m_GreedRolls.begin(); itr != m_GreedRolls.end(); ++itr) { if(itr->second > highest) { highest = itr->second; player = itr->first; hightype = LOOT_ROLL_TYPE_GREED; } /* data.Initialize(SMSG_LOOT_ROLL); data << _guid << _slotid << itr->first; data << _itemid << random_suffix_factor << random_suffix_id; data << uint8(itr->second) << uint8(LOOT_ROLL_TYPE_GREED); if(gplr && gplr->GetGroup()) gplr->GetGroup()->SendPacketToAll(&data); */ } } Loot * pLoot = 0; uint32 guidtype = GET_TYPE_FROM_GUID(_guid); if( guidtype == HIGHGUID_TYPE_UNIT ) { Creature * pc = _mgr->GetCreature( _guid ); if(pc) pLoot = &pc->loot; } else if( guidtype == HIGHGUID_TYPE_GAMEOBJECT ) { GameObject * go = _mgr->GetGameObject( _guid ); if(go) pLoot = &go->loot; } if(!pLoot) { delete this; return; } if(_slotid >= pLoot->items.size()) { delete this; return; } pLoot->items.at(_slotid).roll = NULL; uint32 itemid = pLoot->items.at(_slotid).item.itemproto->ItemId; uint32 amt = pLoot->items.at(_slotid).iItemsCount; if(!amt) { delete this; return; } Player * _player = (player) ? _mgr->GetPlayer( player ) : 0; if(!player || !_player) { /* all passed */ data.Initialize(SMSG_LOOT_ALL_PASSED); data << _guid << _groupcount << _itemid << random_suffix_factor << random_suffix_id; set<uint32>::iterator pitr = m_passRolls.begin(); while(_player == NULL && pitr != m_passRolls.end()) _player = _mgr->GetPlayer( (*(pitr++)) ); if( _player != NULL ) { if(_player->InGroup()) _player->GetGroup()->SendPacketToAll(&data); else _player->GetSession()->SendPacket(&data); } /* item can now be looted by anyone :) */ pLoot->items.at(_slotid).passed = true; delete this; return; } /* 0C BA 0E D0 0E 00 30 F1 - guid 00 00 00 00 slot 7A 16 00 00 itemid 00 26 81 8E randomfactor 00 00 00 00 randomid 07 34 42 02 00 00 00 07 -guid 0C roll 01 roll type */ pLoot->items.at(_slotid).roll = NULL; data.Initialize(SMSG_LOOT_ROLL_WON); data << _guid << _slotid << _itemid << random_suffix_factor << random_suffix_id; data << _player->GetGUID() << uint8(highest) << uint8(hightype); if(_player->InGroup()) _player->GetGroup()->SendPacketToAll(&data); else _player->GetSession()->SendPacket(&data); ItemPrototype* it = ItemPrototypeStorage.LookupEntry(itemid); int8 error; if((error = _player->GetItemInterface()->CanReceiveItem(it, 1)) != 0) { _player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, error); return; } Item * add = _player->GetItemInterface()->FindItemLessMax(itemid, amt, false); if (!add) { SlotResult slotresult = _player->GetItemInterface()->FindFreeInventorySlot(it); if(!slotresult.Result) { _player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_INVENTORY_FULL); return; } sLog.outDebug("AutoLootItem MISC"); Item *item = objmgr.CreateItem( itemid, _player); item->SetUInt32Value(ITEM_FIELD_STACK_COUNT,amt); if(pLoot->items.at(_slotid).iRandomProperty!=NULL) { item->SetRandomProperty(pLoot->items.at(_slotid).iRandomProperty->ID); item->ApplyRandomProperties(false); } else if(pLoot->items.at(_slotid).iRandomSuffix != NULL) { item->SetRandomSuffix(pLoot->items.at(_slotid).iRandomSuffix->id); item->ApplyRandomProperties(false); } AddItemResult res = _player->GetItemInterface()->SafeAddItem(item,slotresult.ContainerSlot, slotresult.Slot); if( res == ADD_ITEM_RESULT_OK ) { _player->GetSession()->SendItemPushResult(item,false,true,true,true,slotresult.ContainerSlot,slotresult.Slot,1); sQuestMgr.OnPlayerItemPickup(_player,item); } else if( res == ADD_ITEM_RESULT_ERROR ) { item->DeleteMe(); item = NULL; } } else { add->SetCount(add->GetUInt32Value(ITEM_FIELD_STACK_COUNT) + amt); add->m_isDirty = true; sQuestMgr.OnPlayerItemPickup(_player,add); _player->GetSession()->SendItemPushResult(add, false, true, true, false, _player->GetItemInterface()->GetBagSlotByGuid(add->GetGUID()), 0xFFFFFFFF, 1); } pLoot->items.at(_slotid).iItemsCount=0; // this gets sent to all looters data.Initialize(SMSG_LOOT_REMOVED); data << uint8(_slotid); Player * plr; for(LooterSet::iterator itr = pLoot->looters.begin(); itr != pLoot->looters.end(); ++itr) { if((plr = _player->GetMapMgr()->GetPlayer(*itr)) != 0) plr->GetSession()->SendPacket(&data); } /*WorldPacket idata(45); _player->GetSession()->BuildItemPushResult(&idata, _player->GetGUID(), ITEM_PUSH_TYPE_LOOT, amt, itemid, pLoot->items.at(_slotid).iRandomProperty ? pLoot->items.at(_slotid).iRandomProperty->ID : 0); if(_player->InGroup()) _player->GetGroup()->SendPacketToAll(&idata); else _player->GetSession()->SendPacket(&idata);*/ delete this; }
//called when player takes item attached in mail void WorldSession::HandleMailTakeItem(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; uint32 itemId; recvData >> mailbox; recvData >> mailId; recvData >> itemId; // item guid low if (!CanOpenMailBox(mailbox)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr)) { player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // verify that the mail has the item to avoid cheaters taking COD items without paying if (std::find_if(m->items.begin(), m->items.end(), [itemId](MailItemInfo info){ return info.item_guid == itemId; }) == m->items.end()) { player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if (!player->HasEnoughMoney(m->COD)) { player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item* it = player->GetMItem(itemId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false); if (msg == EQUIP_ERR_OK) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); m->RemoveItem(itemId); m->removedItems.push_back(itemId); if (m->COD > 0) //if there is COD, take COD money from player and send them to sender by mail { ObjectGuid sender_guid(HighGuid::Player, m->sender); Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid); uint32 sender_accId = 0; if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { std::string sender_name; if (receiver) { sender_accId = receiver->GetSession()->GetAccountId(); sender_name = receiver->GetName(); } else { // can be calculated early sender_accId = sCharacterCache->GetCharacterAccountIdByGuid(sender_guid); if (!sCharacterCache->GetCharacterNameByGuid(sender_guid, sender_name)) sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)", GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->Name1.c_str(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if (!receiver) sender_accId = sCharacterCache->GetCharacterAccountIdByGuid(sender_guid); // check player existence if (receiver || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } player->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->RemoveMItem(it->GetGUID().GetCounter()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting it->SetState(ITEM_UNCHANGED); // need to set this state, otherwise item cannot be removed later, if neccessary player->MoveItemToInventory(dest, it, true); player->SaveInventoryAndGoldToDB(trans); player->_SaveMail(trans); CharacterDatabase.CommitTransaction(trans); player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg); }
uint CGSaveEquipSuitHandler::Execute(CGSaveEquipSuit* pPacket, Player* pPlayer ) { __ENTER_FUNCTION GamePlayer* pGamePlayer = (GamePlayer*)pPlayer ; Assert( pGamePlayer ) ; Obj_Human* pHuman = pGamePlayer->GetHuman() ; Assert( pHuman ) ; Scene* pScene = pHuman->getScene() ; if( pScene==NULL ) { Assert(FALSE) ; return PACKET_EXE_ERROR ; } //检查线程执行资源是否正确 Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ) ; UINT nSuitNum = pPacket->getSuitNum(); if(nSuitNum>MAX_EQUIP_SUIT_NUM) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: nSuitNum=%d", nSuitNum ) ; return PACKET_EXE_ERROR ; } ItemContainer* pItemContainer = pHuman->GetEquipContain(); Assert(pItemContainer); BOOL bDataValid = TRUE; BYTE nResult = EQUIPSUIT_EQUIP_FAIL; GCSaveEquipSuitResult Msg; _SUIT_SETTING suitSetting = pPacket->getSuitSetting(); for(INT i=0; i<HEQUIP_NUMBER; ++i) { //有数据 if(!suitSetting.m_EquipData[i].isNull()) { Item* pEquip = pItemContainer->GetItem(i); Assert(pEquip); //装备点有数据 if(!pEquip->IsEmpty()) { if(!(pEquip->GetGUID() == suitSetting.m_EquipData[i])) { //检查背包里有没有 UINT nPos = HumanItemLogic::GetBagItemPosByGUID(pHuman, suitSetting.m_EquipData[i]); //找不到 if(nPos == INVALID_INDEX) { bDataValid = FALSE; break; } //从背包里找到 Item* pUseItem = HumanItemLogic::GetBagItem(pHuman ,nPos); //判断类型 if(pUseItem->GetItemClass() != ICLASS_EQUIP) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: Equip is not ICLASS_EQUIP, EquipPoint=%d", i ) ; return PACKET_EXE_ERROR ; } //判断装备点 if(pUseItem->GetEquipPoint() != i) { if(pUseItem->GetEquipPoint() == HEQUIP_RING1) { if((i != HEQUIP_RING1)&&(i != HEQUIP_RING2)) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EquipPoint error , pUseItem->GetEquipPoint()=%d", pUseItem->GetEquipPoint() ) ; return PACKET_EXE_ERROR ; } } else if(pUseItem->GetEquipPoint() == HEQUIP_ADORN1) { if((i != HEQUIP_ADORN1)&&(i != HEQUIP_ADORN2)) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EquipPoint error , pUseItem->GetEquipPoint()=%d", pUseItem->GetEquipPoint() ) ; return PACKET_EXE_ERROR ; } } else { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EquipPoint error , pUseItem->GetEquipPoint()=%d", pUseItem->GetEquipPoint() ) ; return PACKET_EXE_ERROR ; } } //判断等级 if(pUseItem->GetRequireLevel() > pHuman->GetLevel() ) { nResult = EQUIPSUIT_LEVEL; Msg.setResult(nResult); Msg.setSuitNum(0); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: Equiplevel , pUseItem->GetRequireLevel()=%d", pUseItem->GetRequireLevel() ) ; return PACKET_EXE_CONTINUE; } //判断职业 if(!pUseItem->IsWuMenPai()) { if(!pUseItem->InReqJob(pHuman->GetMenPai())) { nResult = EQUIPSUIT_JOB_FAIL; Msg.setResult(nResult); Msg.setSuitNum(0); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: ReqJob , pUseItem->GetReqJob ") ; return PACKET_EXE_CONTINUE; } } //来自背包正常数据,继续下一个查询 continue; } } //装备点没有数据,要检查背包 else { //检查背包里有没有 UINT nPos = HumanItemLogic::GetBagItemPosByGUID(pHuman, suitSetting.m_EquipData[i]); //找不到 if(nPos == INVALID_INDEX) { bDataValid = FALSE; break; } //从背包里找到 Item* pUseItem = HumanItemLogic::GetBagItem(pHuman ,nPos); //判断类型 if(pUseItem->GetItemClass() != ICLASS_EQUIP) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: Equip is not ICLASS_EQUIP, EquipPoint=%d", i ) ; return PACKET_EXE_ERROR ; } //判断装备点 if(pUseItem->GetEquipPoint() != i) { if(pUseItem->GetEquipPoint() == HEQUIP_RING1) { if((i != HEQUIP_RING1)&&(i != HEQUIP_RING2)) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EquipPoint error , pUseItem->GetEquipPoint()=%d", pUseItem->GetEquipPoint() ) ; return PACKET_EXE_ERROR ; } } else if(pUseItem->GetEquipPoint() == HEQUIP_ADORN1) { if((i != HEQUIP_ADORN1)&&(i != HEQUIP_ADORN2)) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EquipPoint error , pUseItem->GetEquipPoint()=%d", pUseItem->GetEquipPoint() ) ; return PACKET_EXE_ERROR ; } } else { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EquipPoint error , pUseItem->GetEquipPoint()=%d", pUseItem->GetEquipPoint() ) ; return PACKET_EXE_ERROR ; } } //判断等级 if(pUseItem->GetRequireLevel() > pHuman->GetLevel() ) { nResult = EQUIPSUIT_LEVEL; Msg.setResult(nResult); Msg.setSuitNum(0); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: Equiplevel , pUseItem->GetRequireLevel()=%d", pUseItem->GetRequireLevel() ) ; return PACKET_EXE_CONTINUE; } //判断职业 if(!pUseItem->IsWuMenPai()) { if(!pUseItem->InReqJob(pHuman->GetMenPai())) { nResult = EQUIPSUIT_JOB_FAIL; Msg.setResult(nResult); Msg.setSuitNum(0); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: ReqJob ") ; return PACKET_EXE_CONTINUE; } } } } } //存在无效数据 if(bDataValid == FALSE) { g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: EQUIP don't exsist " ) ; return PACKET_EXE_CONTINUE; ; } //保存 pHuman->SetEquipSuitSetting(suitSetting, nSuitNum); nResult = EQUIPSUIT_SUCCESS; Msg.setResult(nResult); Msg.setSuitNum(nSuitNum); Msg.setSuitSetting(pHuman->GetEquipSuitSetting(nSuitNum)); pGamePlayer->SendPacket(&Msg); g_pLog->FastSaveLog( LOG_FILE_1, "CGSaveEquipSuitHandler: nSuitNum=%d", nSuitNum ) ; return PACKET_EXE_CONTINUE ; __LEAVE_FUNCTION return PACKET_EXE_ERROR ; }
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket) { uint8 bagIndex, slot; uint8 spell_count; // number of spells at item, not used uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> item_guid; // TODO: add targets.read() check Player* pUser = _player; // ignore for remote control state if (!pUser->IsSelfMover()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail return; } Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if(pItem->GetGUID() != item_guid) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , cast_count: %u, Item: %u, data length = %i", bagIndex, slot, spell_count, cast_count, pItem->GetEntry(), (uint32)recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if(!proto) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError( msg, pItem, NULL ); return; } // not allow use item from trade (cheat way only) if (pItem->IsInTrade()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAG_USEABLE_IN_ARENA) && pUser->InArena()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pUser); targets.Update(pUser); if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget())) { // free gray item after use fail pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL); // search spell for spell error uint32 spellid = 0; for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if( proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE || proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) { spellid = proto->Spells[i].SpellId; break; } } // send spell error if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid)) Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS); return; } //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if (!sScriptMgr.OnItemUse(pUser, pItem, targets)) { // no script or script not process request by self pUser->CastItemUseSpell(pItem,targets,cast_count); } }
uint CGEquipRemouldHandler::Execute(CGEquipRemould* pPacket,Player* pPlayer) { __ENTER_FUNCTION GamePlayer* pGamePlayer = (GamePlayer*)pPlayer; Assert( pGamePlayer ); Obj_Human* pHuman = pGamePlayer->GetHuman(); Assert( pHuman ); Scene* pScene = pHuman->getScene(); if( pScene==NULL ) { Assert(FALSE); return PACKET_EXE_ERROR; } //检查线程执行资源是否正确 Assert( MyGetCurrentThreadID()==pScene->m_ThreadID ); //交易状态不可操作 if(pHuman->m_ExchangBox.m_Status > 0) {//丢弃 g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ExchangBox::m_Status>0" ,pHuman->GetID()) ; return PACKET_EXE_CONTINUE ; } //摆摊状态不可操作 if(pHuman->m_StallBox.GetStallStatus() == ServerStallBox::STALL_OPEN) {//丢弃 g_pLog->FastSaveLog( LOG_FILE_1, "ERROR: ObjID=%d, ServerStallBox::STALL_OPEN" ,pHuman->GetID()) ; return PACKET_EXE_CONTINUE ; } Item* pEquipItem = NULL; UINT EquipPoint = INVALID_ITEM_POS; UINT BagIndex = INVALID_ITEM_POS; EQUIPREMOULD_RESULT nResult = EQUIPREMOULD_FAIL; GCEquipRemouldResult Msg; switch(pPacket->GetEquipPosType()) { case ENUM_EQUIP_POINT: { EquipPoint = pPacket->GetPos(); if(EquipPoint>HEQUIP_ADORN2) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler: EquipPoint error, EquipPoint=%d", EquipPoint) ; return PACKET_EXE_ERROR; } ItemContainer* pEquipContainer = pHuman->GetEquipContain(); if(NULL==pEquipContainer) { AssertEx(FALSE,"[CGEquipRemouldHandler]: NULL EquipContainer pointer found!"); } pEquipItem = pEquipContainer->GetItem((UINT)EquipPoint); Assert(pEquipItem); if(pEquipItem->IsEmpty()) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler pEquipItem is Null at EquipPoint= %d", EquipPoint) ; return PACKET_EXE_CONTINUE; } Assert (pEquipItem->GetItemClass() == ICLASS_EQUIP); if(!(pPacket->getItemID() == pEquipItem->GetGUID())) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler GUID is different ") ; return PACKET_EXE_CONTINUE; } } break; case ENUM_BAG: { BagIndex = pPacket->GetPos(); ItemContainer* pItemContainer = HumanItemLogic::GetBagContainer(pHuman,BagIndex); if( pItemContainer == NULL ) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler: BagIndex error, BagIndex=%d", BagIndex) ; return PACKET_EXE_ERROR; } if (!pItemContainer->IsCanUse()) { nResult = EQUIPREMOULD_BAG_INVALID; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler: ItemContainer is invalid, ContainerType=%d, BagIndex=%d", pItemContainer->GetContainerType(), BagIndex) ; return PACKET_EXE_ERROR; } pEquipItem = pItemContainer->GetItem(pItemContainer->BagIndex2ConIndex(BagIndex)); if(pEquipItem->IsEmpty()) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler pEquipItem is Null at BagIndex= %d", BagIndex) ; return PACKET_EXE_CONTINUE; } if (pEquipItem->GetItemClass() != ICLASS_EQUIP) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler GetItemClass is not ICLASS_EQUIP ") ; return PACKET_EXE_CONTINUE; } if(!(pPacket->getItemID() == pEquipItem->GetGUID())) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler GUID is different ") ; return PACKET_EXE_CONTINUE; } if (pEquipItem->GetItemType() > EQUIP_ADORN) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler GUID is different ") ; return PACKET_EXE_CONTINUE; } } break; default: { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler: EquipFromType error, EquipFromType=%d", pPacket->GetEquipPosType()) ; return PACKET_EXE_ERROR; } break; } if (pEquipItem->GetEquipFromType() != ITEM_CREATE) { nResult = EQUIPREMOULD_TYPE_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler Type error ") ; return PACKET_EXE_CONTINUE; } ITEM_PRODUCT_INFO_TB* pCreateTB = g_ItemTable.GetItemProductInfoTB(pEquipItem->GetItemTableIndex()); if(pCreateTB == NULL) { nResult = EQUIPREMOULD_EQUIP_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket(&Msg); return PACKET_EXE_CONTINUE; } if (pCreateTB->m_nRemouldInfoCount != pPacket->GetValidNum()) { return PACKET_EXE_ERROR; } if (pCreateTB->m_RemouldMoney > pHuman->GetMoney()) { nResult = EQUIPREMOULD_MONEY_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket(&Msg); return PACKET_EXE_CONTINUE; } struct MATERIAL_REQ { UINT m_nIndex; UINT m_nCount; }; MATERIAL_REQ MaterialIndex[MAX_REMOULD_MATERIAL_NUM]; UINT nEquipScore = 0; for (UINT i=0; i<pCreateTB->m_nRemouldInfoCount; ++i) { REMOULDITEM_INFO RemouldInfo = pCreateTB->m_RemouldInfo[i]; EQUIPREMOULD_MATERIAL_INFO MaterialInfo = pPacket->GetMaterialReq(i); if(MaterialInfo.m_nMaterialType != RemouldInfo.m_MaterialType) { nResult = EQUIPREMOULD_MATERIAL_FAIL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler MaterialType error") ; return PACKET_EXE_CONTINUE; } if(MaterialInfo.m_nMaterialLevel < RemouldInfo.m_NeedLevel) { nResult = EQUIPREMOULD_MATERIAL_LEVEL; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler MaterialLevel fail") ; return PACKET_EXE_CONTINUE; } UINT nMaterialIndex = GenMaterialIndex(MaterialInfo.m_nMaterialType, MaterialInfo.m_nMaterialLevel); //查询物品表该材料是否存在 COMMITEM_INFO_TB* pMaterialInfoTB = g_ItemTable.GetCommItemInfoTB(nMaterialIndex); if(pMaterialInfoTB == NULL) { return PACKET_EXE_ERROR; } INT nCount = HumanItemLogic::CalcBagItemCount(pHuman, nMaterialIndex); if (nCount<RemouldInfo.m_MaterialNum) { nResult = EQUIPREMOULD_MATERIAL_COUNT; Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler Material num fail") ; return PACKET_EXE_CONTINUE; } //获取对应材料分 MATERIAL_LEVEL_INFO_TB* pMaterialLevelInfo = g_ItemTable.GetMaterialInfoTB(MaterialInfo.m_nMaterialLevel); Assert(pMaterialLevelInfo != NULL); if (!pMaterialLevelInfo) { g_pLog->FastSaveLog( LOG_FILE_1, "[CGEquipRemouldHandler::Execute] GetMaterialInfoTB index is error [%d]",MaterialInfo.m_nMaterialLevel); return PACKET_EXE_ERROR; } nEquipScore = nEquipScore + pMaterialLevelInfo->m_MaterialValue; MaterialIndex[i].m_nIndex = nMaterialIndex; MaterialIndex[i].m_nCount = pCreateTB->m_RemouldInfo[i].m_MaterialNum; } nResult = (EQUIPREMOULD_RESULT)pHuman->EquipRemould(pEquipItem, nEquipScore); if(nResult == EQUIPREMOULD_FAIL) { g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler: pHuman->AddHole Fail") ; return PACKET_EXE_ERROR; } if (nResult == EQUIPREMOULD_SUCCESS) { ITEM_LOG_PARAM LogParam; LogParam.OpType = ITEM_REMOULD_CONSUME; LogParam.CharGUID = pHuman->GetGUID(); LogParam.XPos = pHuman->getWorldPos()->m_fX; LogParam.ZPos = pHuman->getWorldPos()->m_fZ; LogParam.SceneID = pHuman->getScene()->SceneID(); for (UINT i=0; i<pCreateTB->m_nRemouldInfoCount; ++i) { if(HumanItemLogic::EraseBagItem(&LogParam, pHuman,MaterialIndex[i].m_nIndex, MaterialIndex[i].m_nCount)) { SaveItemLog(&LogParam); } } pHuman->SetMoney(pHuman->GetMoney() - pCreateTB->m_RemouldMoney); MONEY_LOG_PARAM MoneyLogParam; MoneyLogParam.CharGUID = pHuman->GetGUID(); MoneyLogParam.OPType = MONEY_REMOULD_REDUCE; MoneyLogParam.Count = (INT)pCreateTB->m_RemouldMoney; MoneyLogParam.SceneID = pHuman->getScene()->SceneID(); MoneyLogParam.XPos = pHuman->getWorldPos()->m_fX; MoneyLogParam.ZPos = pHuman->getWorldPos()->m_fZ; SaveMoneyLog(&MoneyLogParam); } Msg.SetResult(nResult); pGamePlayer->SendPacket( &Msg ) ; ////////////////////////////////////////////////////////////////////////// if((nResult == EQUIPREMOULD_SUCCESS)||(nResult == EQUIPREMOULD_MAX_FAIL)) { if(pPacket->GetEquipPosType() == ENUM_EQUIP_POINT) { pHuman->ItemEffectFlush(); pHuman->SetEquipVer(pHuman->GetEquipVer()+1); INT Equip_Point = pPacket->GetPos(); UINT RetPart = 0; GCDetailEquipList SelfMsg; SelfMsg.setObjID( pHuman->GetID() ); Item* pEquipItem = HumanItemLogic::GetEquip(pHuman, (HUMAN_EQUIP)Equip_Point); if(!pEquipItem) { Assert(FALSE); } if(pEquipItem->IsEmpty()) { Assert(FALSE); } pEquipItem->SaveValueTo(SelfMsg.GetEquipData((HUMAN_EQUIP)Equip_Point)); RetPart|=(1<<((UINT)Equip_Point)); SelfMsg.SetAskPart(RetPart); pGamePlayer->SendPacket( &SelfMsg ) ; } else { GCItemInfo ItemMsg; ItemMsg.setIsNull(FALSE); ItemMsg.setID(BagIndex); pEquipItem->SaveValueTo(ItemMsg.getItem()); pHuman->GetPlayer()->SendPacket(&ItemMsg); } } g_pLog->FastSaveLog( LOG_FILE_1, "CGEquipRemouldHandler: success nResult=%d", nResult ) ; return PACKET_EXE_CONTINUE; __LEAVE_FUNCTION return PACKET_EXE_ERROR; }
void WorldSession::HandleSwapInvItemOpcode( WorldPacket & recv_data ) { if(!_player->IsInWorld()) return; CHECK_PACKET_SIZE(recv_data, 2); WorldPacket data; int8 srcslot=0, dstslot=0; int8 error=0; recv_data >> srcslot >> dstslot; if(!GetPlayer()) return; sLog.outDetail("ITEM: swap, src slot: %u dst slot: %u", (uint32)srcslot, (uint32)dstslot); if(dstslot == srcslot) // player trying to add item to the same slot { GetPlayer()->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_ITEMS_CANT_BE_SWAPPED); return; } Item * dstitem = _player->GetItemInterface()->GetInventoryItem(dstslot); Item * srcitem = _player->GetItemInterface()->GetInventoryItem(srcslot); // allow weapon switching in combat bool skip_combat = false; if( srcslot < EQUIPMENT_SLOT_END || dstslot < EQUIPMENT_SLOT_END ) // We're doing an equip swap. { if(_player->isInCombat()) { if( srcslot < EQUIPMENT_SLOT_MAINHAND || dstslot < EQUIPMENT_SLOT_MAINHAND ) // These can't be swapped { _player->GetItemInterface()->BuildInventoryChangeError(srcitem, dstitem, INV_ERR_CANT_DO_IN_COMBAT); return; } skip_combat= true; } } if (!srcitem) { _player->GetItemInterface()->BuildInventoryChangeError(srcitem,dstitem,INV_ERR_YOU_CAN_NEVER_USE_THAT_ITEM); return; } if (srcslot == dstslot) { _player->GetItemInterface()->BuildInventoryChangeError(srcitem,dstitem, INV_ERR_ITEM_DOESNT_GO_TO_SLOT); return; } if((error=_player->GetItemInterface()->CanEquipItemInSlot(INVENTORY_SLOT_NOT_SET, dstslot, srcitem->GetProto(), skip_combat))) { if(dstslot < INVENTORY_KEYRING_END) { _player->GetItemInterface()->BuildInventoryChangeError(srcitem,dstitem, error); return; } } if(dstitem) { if((error=_player->GetItemInterface()->CanEquipItemInSlot(INVENTORY_SLOT_NOT_SET, srcslot, dstitem->GetProto(), skip_combat))) { if(srcslot < INVENTORY_KEYRING_END) { data.Initialize( SMSG_INVENTORY_CHANGE_FAILURE ); data << error; if(error == 1) { data << dstitem->GetProto()->RequiredLevel; } data << (srcitem ? srcitem->GetGUID() : uint64(0)); data << (dstitem ? dstitem->GetGUID() : uint64(0)); data << uint8(0); SendPacket( &data ); return; } } } if(srcitem->IsContainer()) { //source has items and dst is a backpack or bank if(((Container*)srcitem)->HasItems()) if(!_player->GetItemInterface()->IsBagSlot(dstslot)) { _player->GetItemInterface()->BuildInventoryChangeError(srcitem,dstitem, INV_ERR_NONEMPTY_BAG_OVER_OTHER_BAG); return; } if(dstitem) { //source is a bag and dst slot is a bag inventory and has items if(dstitem->IsContainer()) { if(((Container*)dstitem)->HasItems() && !_player->GetItemInterface()->IsBagSlot(srcslot)) { _player->GetItemInterface()->BuildInventoryChangeError(srcitem,dstitem, INV_ERR_NONEMPTY_BAG_OVER_OTHER_BAG); return; } } else { //dst item is not a bag, swap impossible _player->GetItemInterface()->BuildInventoryChangeError(srcitem,dstitem,INV_ERR_NONEMPTY_BAG_OVER_OTHER_BAG); return; } } //dst is bag inventory if(dstslot < INVENTORY_SLOT_BAG_END) { if(srcitem->GetProto()->Bonding==ITEM_BIND_ON_EQUIP) srcitem->SoulBind(); } } // swap items _player->GetItemInterface()->SwapItemSlots(srcslot, dstslot); }
/*Loot type MUST be 1-corpse, go 2-skinning/herbalism/minning 3-Fishing */ void Player::SendLoot(uint64 guid, uint8 loot_type, uint32 mapid) { Group* m_Group = m_playerInfo->m_Group; if(!IsInWorld()) return; Loot* pLoot = NULL; uint32 guidtype = GET_TYPE_FROM_GUID(guid); int8 loot_method; if(m_Group != NULL) loot_method = m_Group->GetMethod(); else loot_method = PARTY_LOOT_FFA; if(guidtype == HIGHGUID_TYPE_UNIT) { Creature* pCreature = GetMapMgr()->GetCreature(GET_LOWGUID_PART(guid)); if(!pCreature)return; pLoot = &pCreature->loot; m_currentLoot = pCreature->GetGUID(); } else if(guidtype == HIGHGUID_TYPE_GAMEOBJECT) { GameObject* pGO = GetMapMgr()->GetGameObject(GET_LOWGUID_PART(guid)); if(!pGO)return; pGO->SetByte(GAMEOBJECT_BYTES_1, 0, 0); pLoot = &pGO->loot; m_currentLoot = pGO->GetGUID(); } else if((guidtype == HIGHGUID_TYPE_PLAYER)) { Player* p = GetMapMgr()->GetPlayer((uint32)guid); if(!p)return; pLoot = &p->loot; m_currentLoot = p->GetGUID(); } else if((guidtype == HIGHGUID_TYPE_CORPSE)) { Corpse* pCorpse = objmgr.GetCorpse((uint32)guid); if(!pCorpse)return; pLoot = &pCorpse->loot; m_currentLoot = pCorpse->GetGUID(); } else if((guidtype == HIGHGUID_TYPE_ITEM)) { Item* pItem = GetItemInterface()->GetItemByGUID(guid); if(!pItem) return; pLoot = pItem->loot; m_currentLoot = pItem->GetGUID(); } if(!pLoot) { // something whack happened.. damn cheaters.. return; } // add to looter set pLoot->looters.insert(GetLowGUID()); WorldPacket data, data2(32); data.SetOpcode(SMSG_LOOT_RESPONSE); m_lootGuid = guid; data << uint64(guid); data << uint8(loot_type); //loot_type; data << uint32(pLoot->gold); data << uint8(0); //loot size reserve std::vector<__LootItem>::iterator iter = pLoot->items.begin(); uint32 count = 0; uint8 slottype = 0; for(uint32 x = 0; iter != pLoot->items.end(); iter++, x++) { if(iter->iItemsCount == 0) continue; LooterSet::iterator itr = iter->has_looted.find(GetLowGUID()); if(iter->has_looted.end() != itr) continue; ItemPrototype* itemProto = iter->item.itemproto; if(!itemProto) continue; // check if it's on ML if so only quest items and ffa loot should be shown based on mob if(loot_method == PARTY_LOOT_MASTER && m_Group && m_Group->GetLooter() != m_playerInfo) // pass on all ffa_loot and the grey / white items if(!iter->ffa_loot && !(itemProto->Quality < m_Group->GetThreshold())) continue; // team check if( itemProto->HasFlag2(ITEM_FLAG2_HORDE_ONLY) && IsTeamAlliance() ) continue; if( itemProto->HasFlag2(ITEM_FLAG2_ALLIANCE_ONLY) && IsTeamHorde() ) continue; //quest items check. type 4/5 //quest items that don't start quests. if((itemProto->Bonding == ITEM_BIND_QUEST) && !(itemProto->QuestId) && !HasQuestForItem(itemProto->ItemId)) continue; if((itemProto->Bonding == ITEM_BIND_QUEST2) && !(itemProto->QuestId) && !HasQuestForItem(itemProto->ItemId)) continue; //quest items that start quests need special check to avoid drops all the time. if((itemProto->Bonding == ITEM_BIND_QUEST) && (itemProto->QuestId) && GetQuestLogForEntry(itemProto->QuestId)) continue; if((itemProto->Bonding == ITEM_BIND_QUEST2) && (itemProto->QuestId) && GetQuestLogForEntry(itemProto->QuestId)) continue; if((itemProto->Bonding == ITEM_BIND_QUEST) && (itemProto->QuestId) && HasFinishedQuest(itemProto->QuestId)) continue; if((itemProto->Bonding == ITEM_BIND_QUEST2) && (itemProto->QuestId) && HasFinishedQuest(itemProto->QuestId)) continue; //check for starting item quests that need questlines. if((itemProto->QuestId && itemProto->Bonding != ITEM_BIND_QUEST && itemProto->Bonding != ITEM_BIND_QUEST2)) { Quest* pQuest = QuestStorage.LookupEntry(itemProto->QuestId); if(pQuest) { uint32 finishedCount = 0; //check if its a questline. for(uint32 i = 0; i < pQuest->count_requiredquests; i++) { if(pQuest->required_quests[i]) { if(!HasFinishedQuest(pQuest->required_quests[i]) || GetQuestLogForEntry(pQuest->required_quests[i])) { } else { finishedCount++; } } } } } slottype = 0; if(m_Group != NULL && loot_type < 2) { switch(loot_method) { case PARTY_LOOT_MASTER: slottype = 2; break; case PARTY_LOOT_GROUP: case PARTY_LOOT_RR: case PARTY_LOOT_NBG: slottype = 1; break; default: slottype = 0; break; } // only quality items are distributed if(itemProto->Quality < m_Group->GetThreshold()) { slottype = 0; } // if all people passed anyone can loot it? :P if(iter->passed) slottype = 0; // All players passed on the loot //if it is ffa loot and not an masterlooter if(iter->ffa_loot) slottype = 0; } data << uint8(x); data << uint32(itemProto->ItemId); data << uint32(iter->iItemsCount); //nr of items of this type data << uint32(iter->item.displayid); if(iter->iRandomSuffix) { data << uint32(Item::GenerateRandomSuffixFactor(itemProto)); data << uint32(-int32(iter->iRandomSuffix->id)); } else if(iter->iRandomProperty) { data << uint32(0); data << uint32(iter->iRandomProperty->ID); } else { data << uint32(0); data << uint32(0); } data << slottype; // "still being rolled for" flag if(slottype == 1) { if(iter->roll == NULL && !iter->passed) { int32 ipid = 0; uint32 factor = 0; if(iter->iRandomProperty) ipid = iter->iRandomProperty->ID; else if(iter->iRandomSuffix) { ipid = -int32(iter->iRandomSuffix->id); factor = Item::GenerateRandomSuffixFactor(iter->item.itemproto); } if(iter->item.itemproto) { iter->roll = new LootRoll(60000, (m_Group != NULL ? m_Group->MemberCount() : 1), guid, x, itemProto->ItemId, factor, uint32(ipid), GetMapMgr()); data2.Initialize(SMSG_LOOT_START_ROLL); data2 << guid; data2 << uint32(mapid); data2 << uint32(x); data2 << uint32(itemProto->ItemId); data2 << uint32(factor); if(iter->iRandomProperty) data2 << uint32(iter->iRandomProperty->ID); else if(iter->iRandomSuffix) data2 << uint32(ipid); else data2 << uint32(0); data2 << uint32(iter->iItemsCount); data2 << uint32(60000); // countdown data2 << uint8(7); // some sort of flags that require research } Group* pGroup = m_playerInfo->m_Group; if(pGroup) { pGroup->Lock(); for(uint32 i = 0; i < pGroup->GetSubGroupCount(); ++i) { for(GroupMembersSet::iterator itr2 = pGroup->GetSubGroup(i)->GetGroupMembersBegin(); itr2 != pGroup->GetSubGroup(i)->GetGroupMembersEnd(); ++itr2) { PlayerInfo* pinfo = *itr2; if(pinfo->m_loggedInPlayer && pinfo->m_loggedInPlayer->GetItemInterface()->CanReceiveItem(itemProto, iter->iItemsCount) == 0) { if(pinfo->m_loggedInPlayer->m_passOnLoot) iter->roll->PlayerRolled(pinfo->m_loggedInPlayer, 3); // passed else pinfo->m_loggedInPlayer->SendPacket(&data2); } } } pGroup->Unlock(); } else { m_session->SendPacket(&data2); } } } count++; } data.wpos(13); data << uint8(count); m_session->SendPacket(&data); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); }
void WorldSession::HandlePetitionBuyOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "Received opcode CMSG_PETITION_BUY"); ObjectGuid guidNPC; uint32 clientIndex; // 1 for guild and arenaslot+1 for arenas in client std::string name; recvData >> guidNPC; // NPC GUID recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint64>(); // 0 recvData >> name; // name recvData.read_skip<std::string>(); // some string recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint16>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 recvData.read_skip<uint32>(); // 0 for (int i = 0; i < 10; ++i) recvData.read_skip<std::string>(); recvData >> clientIndex; // index recvData.read_skip<uint32>(); // 0 TC_LOG_DEBUG("network", "Petitioner %s tried sell petition: name %s", guidNPC.ToString().c_str(), name.c_str()); // prevent cheating Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guidNPC, UNIT_NPC_FLAG_PETITIONER); if (!creature) { TC_LOG_DEBUG("network", "WORLD: HandlePetitionBuyOpcode - %s not found or you can't interact with him.", guidNPC.ToString().c_str()); return; } // remove fake death if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); uint32 charterid = 0; uint32 cost = 0; uint32 type = 0; if (creature->IsTabardDesigner()) { // if tabard designer, then trying to buy a guild charter. // do not let if already in guild. if (_player->GetGuildId()) return; charterid = GUILD_CHARTER; cost = sWorld->getIntConfig(CONFIG_CHARTER_COST_GUILD); type = GUILD_CHARTER_TYPE; } else { /// @todo find correct opcode if (_player->getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL)) { SendNotification(LANG_ARENA_ONE_TOOLOW, sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL)); return; } switch (clientIndex) // arenaSlot+1 as received from client (1 from 3 case) { case 1: charterid = ARENA_TEAM_CHARTER_2v2; cost = sWorld->getIntConfig(CONFIG_CHARTER_COST_ARENA_2v2); type = ARENA_TEAM_CHARTER_2v2_TYPE; break; case 2: charterid = ARENA_TEAM_CHARTER_3v3; cost = sWorld->getIntConfig(CONFIG_CHARTER_COST_ARENA_3v3); type = ARENA_TEAM_CHARTER_3v3_TYPE; break; case 3: charterid = ARENA_TEAM_CHARTER_5v5; cost = sWorld->getIntConfig(CONFIG_CHARTER_COST_ARENA_5v5); type = ARENA_TEAM_CHARTER_5v5_TYPE; break; default: TC_LOG_DEBUG("network", "unknown selection at buy arena petition: %u", clientIndex); return; } if (_player->GetArenaTeamId(clientIndex - 1)) // arenaSlot+1 as received from client { SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ALREADY_IN_ARENA_TEAM); return; } } if (type == GUILD_CHARTER_TYPE) { if (sGuildMgr->GetGuildByName(name)) { Guild::SendCommandResult(this, GUILD_COMMAND_CREATE, ERR_GUILD_NAME_EXISTS_S, name); return; } if (sObjectMgr->IsReservedName(name) || !ObjectMgr::IsValidCharterName(name)) { Guild::SendCommandResult(this, GUILD_COMMAND_CREATE, ERR_GUILD_NAME_INVALID, name); return; } } else { if (sArenaTeamMgr->GetArenaTeamByName(name)) { SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ARENA_TEAM_NAME_EXISTS_S); return; } if (sObjectMgr->IsReservedName(name) || !ObjectMgr::IsValidCharterName(name)) { SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ARENA_TEAM_NAME_INVALID); return; } } ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(charterid); if (!pProto) { _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, charterid, 0); return; } if (!_player->HasEnoughMoney(cost)) { //player hasn't got enough money _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, charterid, 0); return; } ItemPosCountVec dest; InventoryResult msg = _player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, charterid, pProto->BuyCount); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, NULL, NULL, charterid); return; } _player->ModifyMoney(-(int32)cost); Item* charter = _player->StoreNewItem(dest, charterid, true); if (!charter) return; charter->SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1, charter->GetGUID().GetCounter()); // ITEM_FIELD_ENCHANTMENT_1_1 is guild/arenateam id // ITEM_FIELD_ENCHANTMENT_1_1+1 is current signatures count (showed on item) charter->SetState(ITEM_CHANGED, _player); _player->SendNewItem(charter, 1, true, false); // a petition is invalid, if both the owner and the type matches // we checked above, if this player is in an arenateam, so this must be // datacorruption PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PETITION_BY_OWNER); stmt->setUInt32(0, _player->GetGUID().GetCounter()); stmt->setUInt8(1, type); PreparedQueryResult result = CharacterDatabase.Query(stmt); std::ostringstream ssInvalidPetitionGUIDs; if (result) { do { Field* fields = result->Fetch(); ssInvalidPetitionGUIDs << '\'' << fields[0].GetUInt32() << "', "; } while (result->NextRow()); } // delete petitions with the same guid as this one ssInvalidPetitionGUIDs << '\'' << charter->GetGUID().GetCounter() << '\''; TC_LOG_DEBUG("network", "Invalid petition GUIDs: %s", ssInvalidPetitionGUIDs.str().c_str()); CharacterDatabase.EscapeString(name); SQLTransaction trans = CharacterDatabase.BeginTransaction(); trans->PAppend("DELETE FROM petition WHERE petitionguid IN (%s)", ssInvalidPetitionGUIDs.str().c_str()); trans->PAppend("DELETE FROM petition_sign WHERE petitionguid IN (%s)", ssInvalidPetitionGUIDs.str().c_str()); stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PETITION); stmt->setUInt32(0, _player->GetGUID().GetCounter()); stmt->setUInt32(1, charter->GetGUID().GetCounter()); stmt->setString(2, name); stmt->setUInt8(3, uint8(type)); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); }
// Charter part void WorldSession::HandleCharterBuy(WorldPacket & recv_data) { /* {CLIENT} Packet: (0x01BD) CMSG_PETITION_BUY PacketSize = 85 |------------------------------------------------|----------------| |00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F |0123456789ABCDEF| |------------------------------------------------|----------------| |50 91 00 00 6E 13 01 F0 00 00 00 00 00 00 00 00 |P...n...........| |00 00 00 00 53 74 6F 72 6D 62 72 69 6E 67 65 72 |....Stormbringer| |73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |s...............| |00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| |00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 |................| |00 00 00 00 00 |..... | ------------------------------------------------------------------- */ if(!_player->IsInWorld()) return; uint64 creature_guid; uint64 crap; uint32 crap2; string name; uint8 error; uint32 crap3,crap4,crap5,crap6,crap7,crap8,crap9,crap10,crap11,arena_index,crap12; uint16 crap13; uint8 crap14; uint32 crap15; recv_data >> creature_guid >> crap >> crap2 >> name; recv_data >> crap3 >> crap4 >> crap5 >> crap6 >> crap7 >> crap8 >> crap9 >> crap10 >> crap11 >> crap12 >> crap13 >> crap14 >> arena_index >> crap15; Creature * crt = _player->GetMapMgr()->GetCreature(GET_LOWGUID_PART(creature_guid)); if(!crt) { Disconnect(); return; } if(crt->GetEntry()==19861 || crt->GetEntry()==18897 || crt->GetEntry()==19856 || crt->GetEntry()==sWorld.m_CustomCharterGiver ) /* i am lazy! */ { uint32 arena_type = arena_index - 1; if(arena_type > 2) return; if(_player->m_arenaTeams[arena_type] || _player->m_charters[arena_index]) { SendNotification(_player->GetSession()->LocalizedWorldSrv(71)); return; } ArenaTeam * t = objmgr.GetArenaTeamByName(name, arena_type); if(t != NULL) { sChatHandler.SystemMessage(this,_player->GetSession()->LocalizedWorldSrv(72)); return; } if(objmgr.GetCharterByName(name, (CharterTypes)arena_index)) { sChatHandler.SystemMessage(this,_player->GetSession()->LocalizedWorldSrv(72)); return; } if(_player->m_charters[arena_type]) { SendNotification(_player->GetSession()->LocalizedWorldSrv(73)); return; } static uint32 item_ids[] = {ARENA_TEAM_CHARTER_2v2, ARENA_TEAM_CHARTER_3v3, ARENA_TEAM_CHARTER_5v5}; static uint32 costs[] = {ARENA_TEAM_CHARTER_2v2_COST,ARENA_TEAM_CHARTER_3v3_COST,ARENA_TEAM_CHARTER_5v5_COST}; if(_player->GetUInt32Value(PLAYER_FIELD_COINAGE) < costs[arena_type]) return; // error message needed here ItemPrototype * ip = ItemPrototypeStorage.LookupEntry(item_ids[arena_type]); ASSERT(ip); SlotResult res = _player->GetItemInterface()->FindFreeInventorySlot(ip); if(res.Result == 0) { _player->GetItemInterface()->BuildInventoryChangeError(0, 0, INV_ERR_INVENTORY_FULL); return; } error = _player->GetItemInterface()->CanReceiveItem(ip,1); if(error) { _player->GetItemInterface()->BuildInventoryChangeError(NULL,NULL,error); } else { // Create the item and charter Item * i = objmgr.CreateItem(item_ids[arena_type], _player); Charter * c = objmgr.CreateCharter(_player->GetLowGUID(), (CharterTypes)arena_index); c->GuildName = name; c->ItemGuid = i->GetGUID(); i->SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); i->SetUInt32Value(ITEM_FIELD_FLAGS, 1); i->SetUInt32Value(ITEM_FIELD_ENCHANTMENT, c->GetID()); i->SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, 57813883); if( !_player->GetItemInterface()->AddItemToFreeSlot(i) ) { c->Destroy(); i->DeleteMe(); return; } c->SaveToDB(); /*WorldPacket data(45); BuildItemPushResult(&data, _player->GetGUID(), ITEM_PUSH_TYPE_RECEIVE, 1, item_ids[arena_type], 0); SendPacket(&data);*/ SendItemPushResult(i, false, true, false, true, _player->GetItemInterface()->LastSearchItemBagSlot(), _player->GetItemInterface()->LastSearchItemSlot(), 1); _player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -(int32)costs[arena_type]); _player->m_charters[arena_index] = c; _player->SaveToDB(false); } } else { Guild * g = objmgr.GetGuildByGuildName(name); Charter * c = objmgr.GetCharterByName(name, CHARTER_TYPE_GUILD); if(g != 0 || c != 0) { SendNotification(_player->GetSession()->LocalizedWorldSrv(74)); return; } if(_player->m_charters[CHARTER_TYPE_GUILD]) { SendNotification(_player->GetSession()->LocalizedWorldSrv(75)); return; } ItemPrototype * ip = ItemPrototypeStorage.LookupEntry(ITEM_ENTRY_GUILD_CHARTER); assert(ip); SlotResult res = _player->GetItemInterface()->FindFreeInventorySlot(ip); if(res.Result == 0) { _player->GetItemInterface()->BuildInventoryChangeError(0, 0, INV_ERR_INVENTORY_FULL); return; } error = _player->GetItemInterface()->CanReceiveItem(ItemPrototypeStorage.LookupEntry(ITEM_ENTRY_GUILD_CHARTER),1); if(error) { _player->GetItemInterface()->BuildInventoryChangeError(NULL,NULL,error); } else { // Meh... WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 12); data << uint32(0x000019C2); data << creature_guid; SendPacket(&data); // Create the item and charter Item * i = objmgr.CreateItem(ITEM_ENTRY_GUILD_CHARTER, _player); c = objmgr.CreateCharter(_player->GetLowGUID(), CHARTER_TYPE_GUILD); c->GuildName = name; c->ItemGuid = i->GetGUID(); i->SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); i->SetUInt32Value(ITEM_FIELD_FLAGS, 1); i->SetUInt32Value(ITEM_FIELD_ENCHANTMENT, c->GetID()); i->SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, 57813883); if( !_player->GetItemInterface()->AddItemToFreeSlot(i) ) { c->Destroy(); i->DeleteMe(); return; } c->SaveToDB(); /*data.clear(); data.resize(45); BuildItemPushResult(&data, _player->GetGUID(), ITEM_PUSH_TYPE_RECEIVE, 1, ITEM_ENTRY_GUILD_CHARTER, 0); SendPacket(&data);*/ SendItemPushResult(i, false, true, false, true, _player->GetItemInterface()->LastSearchItemBagSlot(), _player->GetItemInterface()->LastSearchItemSlot(), 1); _player->m_charters[CHARTER_TYPE_GUILD] = c; _player->SaveToDB(false); } } }
void MailDraft::SendMailTo(SQLTransaction& trans, MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay) { Player* pReceiver = receiver.GetPlayer(); // can be NULL Player* pSender = sObjectMgr->GetPlayerByLowGUID(sender.GetSenderId()); if (pReceiver) prepareItems(pReceiver, trans); // generate mail template items uint32 mailId = sObjectMgr->GenerateMailID(); time_t deliver_time = time(NULL) + deliver_delay; //expire time if COD 3 days, if no COD 30 days, if auction sale pending 1 hour uint32 expire_delay; // auction mail without any items and money if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money) expire_delay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY); // default case: expire time if COD 3 days, if no COD 30 days (or 90 days if sender is a game master) else { if (m_COD) expire_delay = 3 * DAY; else expire_delay = pSender && pSender->IsGameMaster() ? 90 * DAY : 30 * DAY; } time_t expire_time = deliver_time + expire_delay; // Add to DB uint8 index = 0; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL); stmt->setUInt32( index, mailId); stmt->setUInt8 (++index, uint8(sender.GetMailMessageType())); stmt->setInt8 (++index, int8(sender.GetStationery())); stmt->setUInt16(++index, GetMailTemplateId()); stmt->setUInt64(++index, sender.GetSenderId()); stmt->setUInt64(++index, receiver.GetPlayerGUIDLow()); stmt->setString(++index, GetSubject()); stmt->setString(++index, GetBody()); stmt->setBool (++index, !m_items.empty()); stmt->setUInt64(++index, uint64(expire_time)); stmt->setUInt64(++index, uint64(deliver_time)); stmt->setUInt64(++index, m_money); stmt->setUInt64(++index, m_COD); stmt->setUInt8 (++index, uint8(checked)); trans->Append(stmt); for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) { Item* pItem = mailItemIter->second; stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL_ITEM); stmt->setUInt32(0, mailId); stmt->setUInt64(1, pItem->GetGUID().GetCounter()); stmt->setUInt64(2, receiver.GetPlayerGUIDLow()); trans->Append(stmt); } // For online receiver update in game mail status and data if (pReceiver) { pReceiver->AddNewMailDeliverTime(deliver_time); if (pReceiver->IsMailsLoaded()) { Mail* m = new Mail; m->messageID = mailId; m->mailTemplateId = GetMailTemplateId(); m->subject = GetSubject(); m->body = GetBody(); m->money = GetMoney(); m->COD = GetCOD(); for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) { Item* item = mailItemIter->second; m->AddItem(item->GetGUID().GetCounter(), item->GetEntry()); } m->messageType = sender.GetMailMessageType(); m->stationery = sender.GetStationery(); m->sender = sender.GetSenderId(); m->receiver = receiver.GetPlayerGUIDLow(); m->expire_time = expire_time; m->deliver_time = deliver_time; m->checked = checked; m->state = MAIL_STATE_UNCHANGED; pReceiver->AddMail(m); // to insert new mail to beginning of maillist if (!m_items.empty()) { for (MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) pReceiver->AddMItem(mailItemIter->second); } } else if (!m_items.empty()) { SQLTransaction temp = SQLTransaction(NULL); deleteIncludedItems(temp); } } else if (!m_items.empty()) { SQLTransaction temp = SQLTransaction(NULL); deleteIncludedItems(temp); } }
// Charter part void WorldSession::HandleCharterBuy(WorldPacket & recv_data) { CHECK_PACKET_SIZE(recv_data, 8+8+4+1+5*8+2+1+4+4); uint64 creature_guid; uint64 unk1, unk3, unk4, unk5, unk6, unk7; uint32 unk2; std::string name; uint16 unk8; uint8 unk9; uint32 arena_index; uint32 unk10; uint8 error; recv_data >> creature_guid; // NPC GUID recv_data >> unk1; // 0 recv_data >> unk2; // 0 recv_data >> name; // name // recheck CHECK_PACKET_SIZE(recv_data, 8+8+4+(name.size()+1)+5*8+2+1+4+4); recv_data >> unk3; // 0 recv_data >> unk4; // 0 recv_data >> unk5; // 0 recv_data >> unk6; // 0 recv_data >> unk7; // 0 recv_data >> unk8; // 0 recv_data >> unk9; // 0 recv_data >> arena_index; // index recv_data >> unk10; // 0 Creature* crt = _player->GetMapMgr()->GetCreature(GET_LOWGUID_PART(creature_guid)); if(!crt) { Disconnect(); return; } if( arena_index >= NUM_CHARTER_TYPES ) return; if( crt->IsArenaOrganizer() ) // All arena organizers should be allowed to create arena charter's { uint32 arena_type = arena_index - 1; if(arena_type > 2) return; if(_player->m_playerInfo->arenaTeam[arena_type]) { SendNotification("You are already in an arena team."); return; } if(_player->m_playerInfo->charterId[arena_index] != 0) { SendNotification("You already have an arena charter of this type."); return; } ArenaTeam * t = objmgr.GetArenaTeamByName(name, arena_type); if(t != NULL) { sChatHandler.SystemMessage(this,"That name is already in use."); return; } if(objmgr.GetCharterByName(name, (CharterTypes)arena_index)) { sChatHandler.SystemMessage(this,"That name is already in use."); return; } static uint32 item_ids[] = {ARENA_TEAM_CHARTER_2v2, ARENA_TEAM_CHARTER_3v3, ARENA_TEAM_CHARTER_5v5}; static uint32 costs[] = {ARENA_TEAM_CHARTER_2v2_COST,ARENA_TEAM_CHARTER_3v3_COST,ARENA_TEAM_CHARTER_5v5_COST}; if(_player->GetUInt32Value(PLAYER_FIELD_COINAGE) < costs[arena_type] && !sWorld.free_arena_teams) return; // error message needed here ItemPrototype * ip = ItemPrototypeStorage.LookupEntry(item_ids[arena_type]); ASSERT(ip); SlotResult res = _player->GetItemInterface()->FindFreeInventorySlot(ip); if(res.Result == 0) { _player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_INVENTORY_FULL); return; } error = _player->GetItemInterface()->CanReceiveItem(ip,1, NULL); if(error) { _player->GetItemInterface()->BuildInventoryChangeError(NULL,NULL,error); } else { // Create the item and charter Item* i = objmgr.CreateItem(item_ids[arena_type], _player); Charter * c = objmgr.CreateCharter(_player->GetLowGUID(), (CharterTypes)arena_index); c->GuildName = name; c->ItemGuid = i->GetGUID(); i->SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); i->SetUInt32Value(ITEM_FIELD_FLAGS, 1); i->SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1, c->GetID()); i->SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, 57813883); if( !_player->GetItemInterface()->AddItemToFreeSlot(i) ) { c->Destroy(); c = NULL; i->Destructor(); i = NULL; return; } c->SaveToDB(); SendItemPushResult(i, false, true, false, true, _player->GetItemInterface()->LastSearchItemBagSlot(), _player->GetItemInterface()->LastSearchItemSlot(), 1); if(!sWorld.free_arena_teams) _player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -(int32)costs[arena_type]); _player->m_playerInfo->charterId[arena_index] = c->GetID(); _player->SaveToDB(false); } } else { if( _player->GetUInt32Value(PLAYER_FIELD_COINAGE) < 1000 && !sWorld.free_guild_charters ) { SendNotification("You don't have enough money."); return; } if(_player->m_playerInfo->charterId[CHARTER_TYPE_GUILD] != 0) { SendNotification("You already have a guild charter."); return; } Guild * g = objmgr.GetGuildByGuildName(name); Charter * c = objmgr.GetCharterByName(name, CHARTER_TYPE_GUILD); if(g != 0 || c != 0) { SendNotification("A guild with that name already exists."); return; } ItemPrototype * ip = ItemPrototypeStorage.LookupEntry(ITEM_ENTRY_GUILD_CHARTER); assert(ip); SlotResult res = _player->GetItemInterface()->FindFreeInventorySlot(ip); if(res.Result == 0) { _player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_INVENTORY_FULL); return; } error = _player->GetItemInterface()->CanReceiveItem(ItemPrototypeStorage.LookupEntry(ITEM_ENTRY_GUILD_CHARTER),1, NULL); if(error) { _player->GetItemInterface()->BuildInventoryChangeError(NULL,NULL,error); } else { // Meh... WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 12); data << uint32(0x000019C2); data << creature_guid; SendPacket(&data); // Create the item and charter Item* i = objmgr.CreateItem(ITEM_ENTRY_GUILD_CHARTER, _player); c = objmgr.CreateCharter(_player->GetLowGUID(), CHARTER_TYPE_GUILD); c->GuildName = name; c->ItemGuid = i->GetGUID(); i->SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); i->SetUInt32Value(ITEM_FIELD_FLAGS, 1); i->SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1, c->GetID()); i->SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, 57813883); if( !_player->GetItemInterface()->AddItemToFreeSlot(i) ) { c->Destroy(); i->Destructor(); return; } c->SaveToDB(); SendItemPushResult(i, false, true, false, true, _player->GetItemInterface()->LastSearchItemBagSlot(), _player->GetItemInterface()->LastSearchItemSlot(), 1); _player->m_playerInfo->charterId[CHARTER_TYPE_GUILD] = c->GetID(); // 10 silver if(!sWorld.free_guild_charters) _player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -1000); _player->SaveToDB(false); } } }
void WorldSession::HandleSendMail(WorldPacket& recv_data) { CHECK_INWORLD_RETURN MailMessage msg; uint64 gameobject; uint32 unk2; uint8 itemcount; uint8 itemslot; uint8 i; uint64 itemguid; std::vector< Item* > items; std::vector< Item* >::iterator itr; std::string recepient; Item* pItem; //uint32 err = MAIL_OK; recv_data >> gameobject >> recepient; recv_data >> msg.subject >> msg.body >> msg.stationery; recv_data >> unk2 >> itemcount; if (itemcount > MAIL_MAX_ITEM_SLOT || msg.body.find("%") != std::string::npos || msg.subject.find("%") != std::string::npos) { SendMailError(MAIL_ERR_INTERNAL_ERROR); return; } // Search for the recipient PlayerInfo* player = ObjectMgr::getSingleton().GetPlayerInfoByName(recepient.c_str()); if (player == NULL) { SendMailError(MAIL_ERR_RECIPIENT_NOT_FOUND); return; } for (i = 0; i < itemcount; ++i) { recv_data >> itemslot; recv_data >> itemguid; pItem = _player->GetItemInterface()->GetItemByGUID(itemguid); if (pItem == NULL || pItem->IsSoulbound() || pItem->IsConjured()) { SendMailError(MAIL_ERR_INTERNAL_ERROR); return; } if (pItem->IsAccountbound() && GetAccountId() != player->acct) // don't mail account-bound items to another account { WorldPacket data(SMSG_SEND_MAIL_RESULT, 16); data << uint32(0); data << uint32(0); data << uint32(MAIL_ERR_BAG_FULL); data << uint32(INV_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS); SendPacket(&data); return; } items.push_back(pItem); } recv_data >> msg.money; recv_data >> msg.cod; ///\todo left over: (TODO- FIX ME BURLEX!) // uint32 // uint32 // uint8 bool interfaction = false; if (sMailSystem.MailOption(MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION) || (HasGMPermissions() && sMailSystem.MailOption(MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM))) { interfaction = true; } // Check we're sending to the same faction (disable this for testing) if (player->team != _player->GetTeam() && !interfaction) { SendMailError(MAIL_ERR_NOT_YOUR_ALLIANCE); return; } // Check if we're sending mail to ourselves if (strcmp(player->name, _player->GetName()) == 0 && !GetPermissionCount()) { SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF); return; } if (msg.stationery == MAIL_STATIONERY_GM && !HasGMPermissions()) { SendMailError(MAIL_ERR_INTERNAL_ERROR); return; } // Instant delivery time by default. msg.delivery_time = (uint32)UNIXTIME; // Set up the cost int32 cost = 0; // Check for attached money if (msg.money > 0) cost += msg.money; if (!sMailSystem.MailOption(MAIL_FLAG_DISABLE_POSTAGE_COSTS) && !(GetPermissionCount() && sMailSystem.MailOption(MAIL_FLAG_NO_COST_FOR_GM))) { cost += 30; } // check that we have enough in our backpack if (!_player->HasGold(cost)) { SendMailError(MAIL_ERR_NOT_ENOUGH_MONEY); return; } // Check for the item, and required item. if (!items.empty()) { for (itr = items.begin(); itr != items.end(); ++itr) { pItem = *itr; if (_player->GetItemInterface()->SafeRemoveAndRetreiveItemByGuid(pItem->GetGUID(), false) != pItem) continue; // should never be hit. pItem->RemoveFromWorld(); pItem->SetOwner(NULL); pItem->SaveToDB(INVENTORY_SLOT_NOT_SET, 0, true, NULL); msg.items.push_back(pItem->GetLowGUID()); if (GetPermissionCount() > 0) { /* log the message */ sGMLog.writefromsession(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money); } pItem->DeleteMe(); } } if (msg.money != 0 || msg.cod != 0 || (!msg.items.size() && player->acct != _player->GetSession()->GetAccountId())) { if (!sMailSystem.MailOption(MAIL_FLAG_DISABLE_HOUR_DELAY_FOR_ITEMS)) msg.delivery_time += 3600; // 1hr } // take the money _player->ModGold(-cost); // Fill in the rest of the info msg.player_guid = player->guid; msg.sender_guid = _player->GetGUID(); // 30 day expiry time for unread mail if (!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY)) msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * MAIL_DEFAULT_EXPIRATION_TIME); else msg.expire_time = 0; msg.deleted_flag = false; msg.message_type = 0; msg.checked_flag = msg.body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY; // Great, all our info is filled in. Now we can add it to the other players mailbox. sMailSystem.DeliverMessage(player->guid, &msg); // Save/Update character's gold if they've received gold that is. This prevents a rollback. CharacterDatabase.Execute("UPDATE characters SET gold = %u WHERE guid = %u", _player->GetGold(), _player->m_playerInfo->guid); // Success packet :) SendMailError(MAIL_OK); }
void WorldSession::HandleSendMail(WorldPacket & recv_data ) { MailMessage msg; uint64 gameobject; uint32 unk2; uint8 itemcount; uint8 itemslot; uint8 i; uint64 itemguid; vector< Item* > items; vector< Item* >::iterator itr; string recepient; Item * pItem; //uint32 err = MAIL_OK; recv_data >> gameobject >> recepient; recv_data >> msg.subject >> msg.body >> msg.stationary; recv_data >> unk2 >> itemcount; //he simply ads ' ' after each '%' to string so that vsnprintf function would not find tokens in string char *t=(char*)msg.subject.c_str(); if( t[0] != 0 ) //if not an empty string { int ind=1; //make sure we do not have any recognizable tokens here while(t[ind]!=0 && ind<5000) { if(t[ind-1]=='%') t[ind]=' ';//just remove chars that could be interpreted ind++; } } msg.subject = t; t=(char*)msg.body.c_str(); if( t[0] != 0 ) //if not an empty string { int ind=1; while(t[ind]!=0 && ind<5000) { if(t[ind-1]=='%') t[ind]=' ';//just remove chars that could be interpreted ind++; } } msg.body = t; if( itemcount > 12 ) { //SystemMessage("Sorry, Ascent does not support sending multiple items at this time. (don't want to lose your item do you) Remove some items, and try again."); SendMailError(MAIL_ERR_INTERNAL_ERROR); return; } for( i = 0; i < itemcount; ++i ) { recv_data >> itemslot; recv_data >> itemguid; pItem = _player->GetItemInterface()->GetItemByGUID( itemguid ); if( pItem == NULL || pItem->IsSoulbound() || pItem->HasFlag( ITEM_FIELD_FLAGS, ITEM_FLAG_CONJURED ) ) { SendMailError( MAIL_ERR_INTERNAL_ERROR ); return; } items.push_back( pItem ); } recv_data >> msg.money; recv_data >> msg.cod; // left over: (TODO- FIX ME BURLEX!) // uint32 // uint32 // uint8 // Search for the recipient PlayerInfo* player = ObjectMgr::getSingleton().GetPlayerInfoByName(recepient.c_str()); if( player == NULL ) { SendMailError( MAIL_ERR_RECIPIENT_NOT_FOUND ); return; } bool interfaction = false; if( sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION ) || (HasGMPermissions() && sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM ) ) ) { interfaction = true; } // Check we're sending to the same faction (disable this for testing) if( player->team != _player->GetTeam() && !interfaction ) { SendMailError( MAIL_ERR_NOT_YOUR_ALLIANCE ); return; } // Check if we're sending mail to ourselves if( strcmp(player->name, _player->GetName()) == 0 && !GetPermissionCount()) { SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF); return; } if( msg.stationary == 0x3d || msg.stationary == 0x3d && !HasGMPermissions()) { SendMailError(MAIL_ERR_INTERNAL_ERROR); return; } // Instant delivery time by default. msg.delivery_time = (uint32)UNIXTIME; // Set up the cost int32 cost = 0; if( !sMailSystem.MailOption( MAIL_FLAG_DISABLE_POSTAGE_COSTS ) && !( GetPermissionCount() && sMailSystem.MailOption( MAIL_FLAG_NO_COST_FOR_GM ) ) ) { cost = 30; } // Check for attached money if( msg.money > 0 ) cost += msg.money; if( cost < 0 ) { SendMailError(MAIL_ERR_INTERNAL_ERROR); return; } // check that we have enough in our backpack if( (int32)_player->GetUInt32Value( PLAYER_FIELD_COINAGE ) < cost ) { SendMailError( MAIL_ERR_NOT_ENOUGH_MONEY ); return; } // Check for the item, and required item. if( !items.empty( ) ) { for( itr = items.begin(); itr != items.end(); ++itr ) { pItem = *itr; if( _player->GetItemInterface()->SafeRemoveAndRetreiveItemByGuid(pItem->GetGUID(), false) != pItem ) continue; // should never be hit. pItem->RemoveFromWorld(); pItem->SetOwner( NULL ); pItem->SaveToDB( INVENTORY_SLOT_NOT_SET, 0, true, NULL ); msg.items.push_back( pItem->GetUInt32Value(OBJECT_FIELD_GUID) ); if( GetPermissionCount() > 0 ) { /* log the message */ sGMLog.writefromsession(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money); } pItem->DeleteMe(); } } if(msg.money != 0 || msg.cod != 0 || !msg.items.size() && player->acct != _player->GetSession()->GetAccountId()) { if(!sMailSystem.MailOption(MAIL_FLAG_DISABLE_HOUR_DELAY_FOR_ITEMS)) msg.delivery_time += 3600; // 1hr } // take the money _player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -cost); // Fill in the rest of the info msg.player_guid = player->guid; msg.sender_guid = _player->GetGUID(); // 30 day expiry time for unread mail mail if(!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY)) msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * MAIL_DEFAULT_EXPIRATION_TIME); else msg.expire_time = 0; msg.copy_made = false; msg.read_flag = false; msg.deleted_flag = false; msg.message_type = 0; // Great, all our info is filled in. Now we can add it to the other players mailbox. sMailSystem.DeliverMessage(player->guid, &msg); // Success packet :) SendMailError(MAIL_OK); }
void WorldSession::HandleSellItemOpcode(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_SELL_ITEM"); uint64 vendorguid, itemguid; uint32 count; recv_data >> vendorguid >> itemguid >> count; if (!itemguid) return; Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR); if (!creature) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid))); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0); return; } // remove fake death if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); Item* pItem = _player->GetItemByGuid(itemguid); if (pItem) { // prevent sell not owner item if (_player->GetGUID() != pItem->GetOwnerGUID()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } // prevent sell non empty bag by drag-and-drop at vendor's item list if (pItem->IsNotEmptyBag()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } // prevent sell currently looted item if (_player->GetLootGUID() == pItem->GetGUID()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } // prevent selling item for sellprice when the item is still refundable // this probably happens when right clicking a refundable item, the client sends both // CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified) if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE)) return; // Therefore, no feedback to client // special case at auto sell (sell all) if (count == 0) { count = pItem->GetCount(); } else { // prevent sell more items that exist in stack (possible only not from client) if (count > pItem->GetCount()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } } ItemTemplate const* pProto = pItem->GetTemplate(); if (pProto) { if (pProto->SellPrice > 0) { if (count < pItem->GetCount()) // need split items { Item* pNewItem = pItem->CloneItem(count, _player); if (!pNewItem) { sLog->outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count); _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } pItem->SetCount(pItem->GetCount() - count); _player->ItemRemovedQuestCheck(pItem->GetEntry(), count); if (_player->IsInWorld()) pItem->SendUpdateToPlayer(_player); pItem->SetState(ITEM_CHANGED, _player); _player->AddItemToBuyBackSlot(pNewItem); if (_player->IsInWorld()) pNewItem->SendUpdateToPlayer(_player); } else { _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount()); _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true); pItem->RemoveFromUpdateQueueOf(_player); _player->AddItemToBuyBackSlot(pItem); } uint32 money = pProto->SellPrice * count; _player->ModifyMoney(money); _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money); } else _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } } _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, creature, itemguid, 0); return; }
// Charter part void WorldSession::HandleCharterBuy(WorldPacket & recv_data) { uint8 error; uint64 creature_guid; uint32 crap; uint64 crap2; string name, unkstr; uint32 Data[7]; uint16 crap10; uint32 crap11; uint32 crap12, PetitionSignerCount; string crap13; uint32 arena_index; recv_data >> creature_guid; recv_data >> crap >> crap2; recv_data >> name >> unkstr; recv_data >> Data[0] >> Data[1] >> Data[2] >> Data[3] >> Data[4] >> Data[5] >> Data[6]; recv_data >> crap10; recv_data >> crap11 >> crap12 >> PetitionSignerCount; for(uint32 s = 0; s < 10; ++s) recv_data >> crap13; recv_data >> arena_index; Creature* crt = _player->GetMapMgr()->GetCreature(GET_LOWGUID_PART(creature_guid)); if(!crt) { Disconnect(); return; } if( arena_index >= NUM_CHARTER_TYPES ) return; //All arena organizers should be allowed to create arena charter's if( !crt->ArenaOrganizersFlags() ) { uint32 arena_type = arena_index - 1; if(arena_type > 2) return; if(_player->m_playerInfo->arenaTeam[arena_type]) { SendNotification("You are already in an arena team."); return; } if(_player->m_playerInfo->charterId[arena_index] != 0) { SendNotification("You already have an arena charter of this type."); return; } if(!sWorld.VerifyName(name.c_str(), name.length())) { SendNotification("That name is invalid or contains invalid characters."); return; } ArenaTeam * t = objmgr.GetArenaTeamByName(name, arena_type); if(t != NULL) { sChatHandler.SystemMessage(this,"That name is already in use."); return; } if(objmgr.GetCharterByName(name, (CharterTypes)arena_index)) { sChatHandler.SystemMessage(this,"That name is already in use."); return; } static uint32 item_ids[] = {ARENA_TEAM_CHARTER_2v2, ARENA_TEAM_CHARTER_3v3, ARENA_TEAM_CHARTER_5v5}; static uint32 costs[] = {ARENA_TEAM_CHARTER_2v2_COST,ARENA_TEAM_CHARTER_3v3_COST,ARENA_TEAM_CHARTER_5v5_COST}; if(_player->GetUInt32Value(PLAYER_FIELD_COINAGE) < costs[arena_type]) { sChatHandler.SystemMessage(this,"You don't have enough money!"); return; // error message needed here } ItemPrototype * ip = ItemPrototypeStorage.LookupEntry(item_ids[arena_type]); ASSERT(ip); SlotResult res = _player->GetItemInterface()->FindFreeInventorySlot(ip); if(res.Result == 0) { _player->GetItemInterface()->BuildInventoryChangeError(NULLITEM, NULLITEM, INV_ERR_INVENTORY_FULL); return; } error = _player->GetItemInterface()->CanReceiveItem(ip,1, NULL); if(error) { _player->GetItemInterface()->BuildInventoryChangeError(NULLITEM, NULLITEM,error); } else { // Create the item and charter Item* i = objmgr.CreateItem(item_ids[arena_type], _player); Charter * c = objmgr.CreateCharter(_player->GetLowGUID(), (CharterTypes)arena_index); c->GuildName = name; c->ItemGuid = i->GetGUID(); i->Bind(ITEM_BIND_ON_PICKUP); i->SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); i->SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1, c->GetID()); i->SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, 57813883); if( !_player->GetItemInterface()->AddItemToFreeSlot(i) ) { c->Destroy(); c = NULL; i->DeleteMe(); i = NULL; return; } c->SaveToDB(); SendItemPushResult(i, false, true, false, true, _player->GetItemInterface()->LastSearchItemBagSlot(), _player->GetItemInterface()->LastSearchItemSlot(), 1); _player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -(int32)costs[arena_type]); _player->m_playerInfo->charterId[arena_index] = c->GetID(); _player->SaveToDB(false); } } else { if( _player->GetUInt32Value(PLAYER_FIELD_COINAGE) < 1000) { SendNotification("You don't have enough money."); return; } if(_player->m_playerInfo->charterId[CHARTER_TYPE_GUILD] != 0) { SendNotification("You already have a guild charter."); return; } if(!sWorld.VerifyName(name.c_str(), name.length())) { SendNotification("That name is invalid or contains invalid characters."); return; } Guild * g = objmgr.GetGuildByGuildName(name); Charter * c = objmgr.GetCharterByName(name, CHARTER_TYPE_GUILD); if(g != 0 || c != 0) { SendNotification("A guild with that name already exists."); return; } ItemPrototype * ip = ItemPrototypeStorage.LookupEntry(ITEM_ENTRY_GUILD_CHARTER); assert(ip); SlotResult res = _player->GetItemInterface()->FindFreeInventorySlot(ip); if(res.Result == 0) { _player->GetItemInterface()->BuildInventoryChangeError(NULLITEM, NULLITEM, INV_ERR_INVENTORY_FULL); return; } error = _player->GetItemInterface()->CanReceiveItem(ItemPrototypeStorage.LookupEntry(ITEM_ENTRY_GUILD_CHARTER),1, NULL); if(error) { _player->GetItemInterface()->BuildInventoryChangeError(NULLITEM, NULLITEM,error); } else { // Meh... WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 12); data << uint32(0x000019C2); data << creature_guid; SendPacket(&data); // Create the item and charter Item * i = objmgr.CreateItem(ITEM_ENTRY_GUILD_CHARTER, _player); c = objmgr.CreateCharter(_player->GetLowGUID(), CHARTER_TYPE_GUILD); c->GuildName = name; c->ItemGuid = i->GetGUID(); i->Bind(ITEM_BIND_ON_PICKUP); i->SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); i->SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1, c->GetID()); i->SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, 57813883); if( !_player->GetItemInterface()->AddItemToFreeSlot(i) ) { c->Destroy(); c = NULL; i->DeleteMe(); i = NULL; return; } c->SaveToDB(); SendItemPushResult(i, false, true, false, true, _player->GetItemInterface()->LastSearchItemBagSlot(), _player->GetItemInterface()->LastSearchItemSlot(), 1); _player->m_playerInfo->charterId[CHARTER_TYPE_GUILD] = c->GetID(); // 10 silver _player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -1000); _player->SaveToDB(false); } } }
//called when player lists his received mails void WorldSession::HandleGetMailList(WorldPacket& recvData) { ObjectGuid mailbox; recvData >> mailbox; if (!CanOpenMailBox(mailbox)) return; Player* player = _player; //load players mails, and mailed items if (!player->m_mailsLoaded) player->_LoadMail(); // client can't work with packets > max int16 value const uint32 maxPacketSize = 32767; uint32 mailsCount = 0; // real send to client mails amount uint32 realCount = 0; // real mails amount WorldPacket data(SMSG_MAIL_LIST_RESULT, (200)); // guess size data << uint32(0); // real mail's count data << uint8(0); // mail's count time_t cur_time = time(nullptr); for (PlayerMails::iterator itr = player->GetMailBegin(); itr != player->GetMailEnd(); ++itr) { // Only first 50 mails are displayed if (mailsCount >= 50) { realCount += 1; continue; } // skip deleted or not delivered (deliver delay not expired) mails if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time) continue; uint8 item_count = (*itr)->items.size(); // max count is MAX_MAIL_ITEMS (12) size_t next_mail_size = 2+4+1+((*itr)->messageType == MAIL_NORMAL ? 8 : 4)+4*8+((*itr)->subject.size()+1)+((*itr)->body.size()+1)+1+item_count*(1+4+4+MAX_INSPECTED_ENCHANTMENT_SLOT*3*4+4+4+4+4+4+4+1); if (data.wpos()+next_mail_size > maxPacketSize) { realCount += 1; continue; } data << uint16(next_mail_size); // Message size data << uint32((*itr)->messageID); // Message ID data << uint8((*itr)->messageType); // Message Type switch ((*itr)->messageType) { case MAIL_NORMAL: // sender guid data << ObjectGuid(HighGuid::Player, (*itr)->sender); break; case MAIL_CREATURE: case MAIL_GAMEOBJECT: case MAIL_AUCTION: case MAIL_CALENDAR: data << uint32((*itr)->sender); // creature/gameobject entry, auction id, calendar event id? break; } data << uint32((*itr)->COD); // COD data << uint32(0); // package (Package.dbc) data << uint32((*itr)->stationery); // stationery (Stationery.dbc) data << uint32((*itr)->money); // Gold data << uint32((*itr)->checked); // flags data << float(float((*itr)->expire_time-time(nullptr))/DAY); // Time data << uint32((*itr)->mailTemplateId); // mail template (MailTemplate.dbc) data << (*itr)->subject; // Subject string - once 00, when mail type = 3, max 256 data << (*itr)->body; // message? max 8000 data << uint8(item_count); // client limit is 0x10 for (uint8 i = 0; i < item_count; ++i) { Item* item = player->GetMItem((*itr)->items[i].item_guid); // item index (0-6?) data << uint8(i); // item guid low? data << uint32((item ? item->GetGUID().GetCounter() : 0)); // entry data << uint32((item ? item->GetEntry() : 0)); for (uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j) { data << uint32((item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0)); data << uint32((item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0)); data << uint32((item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0)); } // can be negative data << int32((item ? item->GetItemRandomPropertyId() : 0)); // unk data << uint32((item ? item->GetItemSuffixFactor() : 0)); // stack count data << uint32((item ? item->GetCount() : 0)); // charges data << uint32((item ? item->GetSpellCharges() : 0)); // durability data << uint32((item ? item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) : 0)); // durability data << uint32((item ? item->GetUInt32Value(ITEM_FIELD_DURABILITY) : 0)); // unknown wotlk data << uint8(0); } ++realCount; ++mailsCount; } data.put<uint32>(0, realCount); // this will display warning about undelivered mail to player if realCount > mailsCount data.put<uint8>(4, mailsCount); // set real send mails to client SendPacket(&data); // recalculate m_nextMailDelivereTime and unReadMails _player->UpdateNextMailTimeAndUnreads(); }
void LootRoll::Finalize() { if( !mLootLock.AttemptAcquire() ) // only one finalization, please. players on different maps can roll, too, so this is needed. { sEventMgr.RemoveEvents(this); return; } sEventMgr.RemoveEvents(this); // this we will have to finalize with groups types.. for now // we'll just assume need before greed. person with highest roll // in need gets the item. uint32 highest = 0; int8 hightype = -1; uint64 player = 0; WorldPacket data(34); for(std::map<uint32, uint32>::iterator itr = m_NeedRolls.begin(); itr != m_NeedRolls.end(); itr++) { if(itr->second > highest) { highest = itr->second; player = itr->first; hightype = NEED; } } if(!highest) { for(std::map<uint32, uint32>::iterator itr = m_GreedRolls.begin(); itr != m_GreedRolls.end(); itr++) { if(itr->second > highest) { highest = itr->second; player = itr->first; hightype = GREED; } } } Loot * pLoot = 0; uint32 guidtype = GET_TYPE_FROM_GUID(_guid); if( guidtype == HIGHGUID_TYPE_UNIT ) { Creature* pc = _mgr->GetCreature(GET_LOWGUID_PART(_guid)); if(pc) pLoot = &pc->m_loot; } else if( guidtype == HIGHGUID_TYPE_GAMEOBJECT ) { GameObject* go = _mgr->GetGameObject(GET_LOWGUID_PART(_guid)); if(go) pLoot = &go->m_loot; } if(!pLoot) { delete this; return; } if(_slotid >= pLoot->items.size()) { delete this; return; } pLoot->items.at(_slotid).roll = NULL; uint32 itemid = pLoot->items.at(_slotid).item.itemproto->ItemId; uint32 amt = pLoot->items.at(_slotid).iItemsCount; if(!amt) { delete this; return; } Player* _player = (player) ? _mgr->GetPlayer((uint32)player) : NULL; if(!player || !_player) { /* all passed */ data.Initialize(SMSG_LOOT_ALL_PASSED); data << _guid << _groupcount << _itemid << _randomsuffixid << _randompropertyid; set<uint32>::iterator pitr = m_passRolls.begin(); while(_player == NULL && pitr != m_passRolls.end()) _player = _mgr->GetPlayer( (*(pitr++)) ); if( _player != NULL ) { if(_player->InGroup()) _player->GetGroup()->SendPacketToAll(&data); else _player->GetSession()->SendPacket(&data); } /* item can now be looted by anyone :) */ pLoot->items.at(_slotid).passed = true; delete this; return; } pLoot->items.at(_slotid).roll = 0; data.Initialize(SMSG_LOOT_ROLL_WON); data << _guid << _slotid << _itemid << _randomsuffixid << _randompropertyid; data << _player->GetGUID() << uint8(highest) << uint8(hightype); if(_player->InGroup()) _player->GetGroup()->SendPacketToAll(&data); else _player->GetSession()->SendPacket(&data); ItemPrototype* it = ItemPrototypeStorage.LookupEntry(itemid); int8 error; if((error = _player->GetItemInterface()->CanReceiveItem(it, 1, NULL))) { _player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, error); return; } Item* add = _player->GetItemInterface()->FindItemLessMax(itemid, amt, false); if (!add) { SlotResult slotresult = _player->GetItemInterface()->FindFreeInventorySlot(it); if(!slotresult.Result) { _player->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_INVENTORY_FULL); return; } DEBUG_LOG("HandleAutostoreItem","AutoLootItem %u",itemid); Item* item = objmgr.CreateItem( itemid, _player); item->SetUInt32Value(ITEM_FIELD_STACK_COUNT,amt); if(pLoot->items.at(_slotid).iRandomProperty!=NULL) { item->SetRandomProperty(pLoot->items.at(_slotid).iRandomProperty->ID); item->ApplyRandomProperties(false); } else if(pLoot->items.at(_slotid).iRandomSuffix != NULL) { item->SetRandomSuffix(pLoot->items.at(_slotid).iRandomSuffix->id); item->ApplyRandomProperties(false); } if( _player->GetItemInterface()->SafeAddItem(item,slotresult.ContainerSlot, slotresult.Slot) ) { _player->GetSession()->SendItemPushResult(item,false,true,true,true,slotresult.ContainerSlot,slotresult.Slot,1); sQuestMgr.OnPlayerItemPickup(_player,item); } else { item->Destructor(); } } else { add->SetCount(add->GetUInt32Value(ITEM_FIELD_STACK_COUNT) + amt); add->m_isDirty = true; sQuestMgr.OnPlayerItemPickup(_player,add); _player->GetSession()->SendItemPushResult(add, false, true, true, false, _player->GetItemInterface()->GetBagSlotByGuid(add->GetGUID()), 0xFFFFFFFF, 1); } pLoot->items.at(_slotid).iItemsCount=0; // this gets sent to all looters data.Initialize(SMSG_LOOT_REMOVED); data << uint8(_slotid); Player* plr; for(LooterSet::iterator itr = pLoot->looters.begin(); itr != pLoot->looters.end(); itr++) { if((plr = _player->GetMapMgr()->GetPlayer(*itr))) plr->GetSession()->SendPacket(&data); } delete this; }
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket) { uint8 bagIndex, slot; uint8 unk_flags; // flags (if 0x02 - some additional data are received) uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; uint32 glyphIndex; // something to do with glyphs? uint32 spellid; // casted spell id recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags; // TODO: add targets.read() check Player* pUser = _player; // ignore for remote control state if (!pUser->IsSelfMover()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail return; } // reject fake data if (glyphIndex >= MAX_GLYPH_SLOT_INDEX) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } Item *pItem = pUser->GetItemByPos(bagIndex, slot); if (!pItem) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if (pItem->GetGUID() != item_guid) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %i", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, unk_flags, (uint32)recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if (!proto) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if (msg != EQUIP_ERR_OK) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError( msg, pItem, NULL ); return; } // not allow use item from trade (cheat way only) if (pItem->IsInTrade()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAG_USEABLE_IN_ARENA) && pUser->InArena()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } // Prevent potion drink if another potion in processing (client have potions disabled in like case) if (pItem->IsPotion() && pUser->GetLastPotionId()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_OBJECT_IS_BUSY,pItem,NULL); return; } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pUser); targets.Update(pUser); if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget())) { // free gray item after use fail pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL); // send spell error if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid)) { // for implicit area/coord target spells if (IsPointEffectTarget(Targets(spellInfo->EffectImplicitTargetA[EFFECT_INDEX_0])) || IsAreaEffectTarget(Targets(spellInfo->EffectImplicitTargetA[EFFECT_INDEX_0]))) Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_NO_VALID_TARGETS); // for explicit target spells else Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS); } return; } //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if (!sScriptMgr.OnItemUse(pUser, pItem, targets)) { // no script or script not process request by self pUser->CastItemUseSpell(pItem,targets,cast_count,glyphIndex); } }
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()) { 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_spell->m_castItemGUID = castItem ? castItem->GetGUID() : 0; 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_spell->m_castItemGUID = castItem ? castItem->GetGUID() : 0; 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 (_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) 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); } }
void GossipSelectOption(Object * pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code) { Creature * pCreature = (pObject->IsCreature())?((Creature*)pObject):NULL; if( pCreature==NULL || Plr == NULL ) return; uint32 ChosenItemSlot = IntId - 2; if( ChosenItemSlot >= 0 && ChosenItemSlot < RENTED_ITEM_COUNT ) { int64 *Reserved = pObject->GetCreateIn64Extension( GOLD_SINK_ITEM_NPC_ID + ChosenItemSlot * EXTENSION_ITEM_INFO_SIZE + EXTENSION_ITEM_INFO_INDEX_TIME ); //check if item is still reserved if( *Reserved > UNIXTIME ) { Plr->BroadcastMessage("Item got already reserved by someone else"); Plr->CloseGossip(); return; } //check if offering enough money for the item //tell the player we have an item available if he agrees to pay more int64 *Cost = pObject->GetCreateIn64Extension( GOLD_SINK_ITEM_NPC_ID + ChosenItemSlot * EXTENSION_ITEM_INFO_SIZE + EXTENSION_ITEM_INFO_INDEX_COST ); int32 NeededGold = ( RENTED_ITEM_MIN_GOLD + *Cost ) * ITEM_RESERVE_GOLD_INCREMENT_PCT / 100 * 10000; int32 BetGoldAmount; if( Code != NULL ) BetGoldAmount = atoi( Code ) * 10000; else BetGoldAmount = 0; if( Plr->GetGold() < NeededGold || Plr->GetGold() < BetGoldAmount ) { Plr->BroadcastMessage("You do not have enough gold"); Plr->CloseGossip(); return; } if( BetGoldAmount < NeededGold ) { Plr->BroadcastMessage("You need to pay more then the other player to rent this item"); Plr->CloseGossip(); return; } Plr->ModGold( -BetGoldAmount ); //mark the new gold reserver limit *Cost = NeededGold / 10000; //avoid threading issues, lock this item asp *Reserved = UNIXTIME + MINIMUM_RESERVE_MINUTES * 60; //take the item away from the other player if possible int64 *ItemGUID = pObject->GetCreateIn64Extension( GOLD_SINK_ITEM_NPC_ID + ChosenItemSlot * EXTENSION_ITEM_INFO_SIZE + EXTENSION_ITEM_INFO_INDEX_IGUID ); int64 *PlayerGUID = pObject->GetCreateIn64Extension( GOLD_SINK_ITEM_NPC_ID + ChosenItemSlot * EXTENSION_ITEM_INFO_SIZE + EXTENSION_ITEM_INFO_INDEX_PGUID ); { ItemPrototype *iProto = ItemPrototypeStorage.LookupEntry( RentedItemIDs[ ChosenItemSlot ] ); char ItemLink[ 500 ]; GetItemLinkByProto(iProto, ItemLink ); RemoveItemFromPlayer( *PlayerGUID, *ItemGUID, pCreature, ItemLink ); } //create and add a new item to the new player /* FILE *f = fopen( "gold.txt","at"); if( f ) { fprintf( f, "Adding %d to %d at %d cost %d expire %d\n", RentedItemIDs[ ChosenItemSlot ], (uint32)Plr->GetGUID(), UNIXTIME, *Cost, *Reserved ); fclose( f ); }*/ Item *It = Plr->GetItemInterface()->AddItemById( RentedItemIDs[ ChosenItemSlot ], 1, 0 ); if( It ) { *ItemGUID = It->GetGUID(); *PlayerGUID = Plr->GetGUID(); It->SetFlag( ITEM_FIELD_FLAGS, ITEM_FLAG_CONJURED ); } } Plr->CloseGossip(); }
void WorldSession::HandleSellItemOpcode(WorldPackets::Item::SellItem& packet) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_SELL_ITEM: Vendor %s, Item %s, Amount: %u", packet.VendorGUID.ToString().c_str(), packet.ItemGUID.ToString().c_str(), packet.Amount); if (packet.ItemGUID.IsEmpty()) return; Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.VendorGUID, UNIT_NPC_FLAG_VENDOR); if (!creature) { TC_LOG_DEBUG("network", "WORLD: HandleSellItemOpcode - %s not found or you can not interact with him.", packet.VendorGUID.ToString().c_str()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, packet.ItemGUID); return; } // remove fake death if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); Item* pItem = _player->GetItemByGuid(packet.ItemGUID); if (pItem) { // prevent sell not owner item if (_player->GetGUID() != pItem->GetOwnerGUID()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID); return; } // prevent sell non empty bag by drag-and-drop at vendor's item list if (pItem->IsNotEmptyBag()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID); return; } // prevent sell currently looted item if (_player->GetLootGUID() == pItem->GetGUID()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID); return; } // prevent selling item for sellprice when the item is still refundable // this probably happens when right clicking a refundable item, the client sends both // CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified) if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE)) return; // Therefore, no feedback to client // special case at auto sell (sell all) if (packet.Amount == 0) packet.Amount = pItem->GetCount(); else { // prevent sell more items that exist in stack (possible only not from client) if (packet.Amount > pItem->GetCount()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID); return; } } ItemTemplate const* pProto = pItem->GetTemplate(); if (pProto) { if (pProto->GetSellPrice() > 0) { if (packet.Amount < pItem->GetCount()) // need split items { Item* pNewItem = pItem->CloneItem(packet.Amount, _player); if (!pNewItem) { TC_LOG_ERROR("network", "WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), packet.Amount); _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID); return; } pItem->SetCount(pItem->GetCount() - packet.Amount); _player->ItemRemovedQuestCheck(pItem->GetEntry(), packet.Amount); if (_player->IsInWorld()) pItem->SendUpdateToPlayer(_player); pItem->SetState(ITEM_CHANGED, _player); _player->AddItemToBuyBackSlot(pNewItem); if (_player->IsInWorld()) pNewItem->SendUpdateToPlayer(_player); } else { _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount()); _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true); pItem->RemoveFromUpdateQueueOf(_player); _player->AddItemToBuyBackSlot(pItem); } uint32 money = pProto->GetSellPrice() * packet.Amount; _player->ModifyMoney(money); _player->UpdateCriteria(CRITERIA_TYPE_MONEY_FROM_VENDORS, money); } else _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID); return; } } _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, creature, packet.ItemGUID); return; }
void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket) { CHECK_PACKET_SIZE(recvPacket,1+1); sLog.outDetail("WORLD: CMSG_OPEN_ITEM packet, data length = %i",recvPacket.size()); Player* pUser = _player; uint8 bagIndex, slot; recvPacket >> bagIndex >> slot; sLog.outDetail("bagIndex: %u, slot: %u",bagIndex,slot); Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // locked item uint32 lockId = proto->LockID; if(lockId) { LockEntry const *lockInfo = sLockStore.LookupEntry(lockId); if (!lockInfo) { pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, pItem, NULL ); sLog.outError( "WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", pItem->GetGUIDLow() , lockId); return; } // required picklocking if(lockInfo->Skill[1] || lockInfo->Skill[0]) { pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, pItem, NULL ); return; } } if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))// wrapped? { QueryResult *result = CharacterDatabase.PQuery("SELECT entry, flags FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); if (result) { Field *fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); uint32 flags = fields[1].GetUInt32(); pItem->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, 0); pItem->SetEntry(entry); pItem->SetUInt32Value(ITEM_FIELD_FLAGS, flags); pItem->SetState(ITEM_CHANGED, pUser); delete result; } else { sLog.outError("Wrapped item %u don't have record in character_gifts table and will deleted", pItem->GetGUIDLow()); pUser->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); return; } CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); } else pUser->SendLoot(pItem->GetGUID(),LOOT_CORPSE); }
void WorldSession::HandleWrapItem(WorldPackets::Item::WrapItem& packet) { if (packet.Inv.Items.size() != 2) { TC_LOG_ERROR("network", "HandleWrapItem - Invalid itemCount (" SZFMTD ")", packet.Inv.Items.size()); return; } /// @todo: 6.x find better way for read // Gift uint8 giftContainerSlot = packet.Inv.Items[0].ContainerSlot; uint8 giftSlot = packet.Inv.Items[0].Slot; // Item uint8 itemContainerSlot = packet.Inv.Items[1].ContainerSlot; uint8 itemSlot = packet.Inv.Items[1].Slot; TC_LOG_DEBUG("network", "HandleWrapItem - Receive giftContainerSlot = %u, giftSlot = %u, itemContainerSlot = %u, itemSlot = %u", giftContainerSlot, giftSlot, itemContainerSlot, itemSlot); Item* gift = _player->GetItemByPos(giftContainerSlot, giftSlot); if (!gift) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL); return; } if (!(gift->GetTemplate()->GetFlags() & ITEM_FLAG_IS_WRAPPER)) // cheating: non-wrapper wrapper { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL); return; } Item* item = _player->GetItemByPos(itemContainerSlot, itemSlot); if (!item) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL); return; } if (item == gift) // not possable with pacjket from real client { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL); return; } if (item->IsEquipped()) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_EQUIPPED, item, NULL); return; } if (!item->GetGuidValue(ITEM_FIELD_GIFTCREATOR).IsEmpty()) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED); { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL); return; } if (item->IsBag()) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BAGS, item, NULL); return; } if (item->IsSoulBound()) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BOUND, item, NULL); return; } if (item->GetMaxStackCount() != 1) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_STACKABLE, item, NULL); return; } // maybe not correct check (it is better than nothing) if (item->GetTemplate()->GetMaxCount() > 0) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_UNIQUE, item, NULL); return; } SQLTransaction trans = CharacterDatabase.BeginTransaction(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT); stmt->setUInt64(0, item->GetOwnerGUID().GetCounter()); stmt->setUInt64(1, item->GetGUID().GetCounter()); stmt->setUInt32(2, item->GetEntry()); stmt->setUInt32(3, item->GetUInt32Value(ITEM_FIELD_FLAGS)); trans->Append(stmt); item->SetEntry(gift->GetEntry()); switch (item->GetEntry()) { case 5042: item->SetEntry(5043); break; case 5048: item->SetEntry(5044); break; case 17303: item->SetEntry(17302); break; case 17304: item->SetEntry(17305); break; case 17307: item->SetEntry(17308); break; case 21830: item->SetEntry(21831); break; } item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetGUID()); item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED); item->SetState(ITEM_CHANGED, _player); if (item->GetState() == ITEM_NEW) // save new item, to have alway for `character_gifts` record in `item_instance` { // after save it will be impossible to remove the item from the queue item->RemoveFromUpdateQueueOf(_player); item->SaveToDB(trans); // item gave inventory record unchanged and can be save standalone } CharacterDatabase.CommitTransaction(trans); uint32 count = 1; _player->DestroyItemCount(gift, count, true); }
void WorldSession::HandleSellItemOpcode( WorldPacket & recv_data ) { sLog.outDebug( "WORLD: Received CMSG_SELL_ITEM" ); uint64 vendorguid, itemguid; uint8 _count; recv_data >> vendorguid >> itemguid >> _count; // prevent possible overflow, as mangos uses uint32 for item count uint32 count = _count; if(!itemguid) return; Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR); if (!pCreature) { sLog.outDebug( "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) ); _player->SendSellError( SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0); return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); Item *pItem = _player->GetItemByGuid( itemguid ); if( pItem ) { // prevent sell not owner item if(_player->GetGUID()!=pItem->GetOwnerGUID()) { _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0); return; } // prevent sell non empty bag by drag-and-drop at vendor's item list if(pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) { _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0); return; } // prevent sell currently looted item if(_player->GetLootGUID()==pItem->GetGUID()) { _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0); return; } // special case at auto sell (sell all) if(count==0) { count = pItem->GetCount(); } else { // prevent sell more items that exist in stack (possable only not from client) if(count > pItem->GetCount()) { _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0); return; } } ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) { if( pProto->SellPrice > 0 ) { if(count < pItem->GetCount()) // need split items { Item *pNewItem = pItem->CloneItem( count, _player ); if (!pNewItem) { sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count ); _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0); return; } pItem->SetCount( pItem->GetCount() - count ); _player->ItemRemovedQuestCheck( pItem->GetEntry(), count ); if( _player->IsInWorld() ) pItem->SendCreateUpdateToPlayer( _player ); pItem->SetState(ITEM_CHANGED, _player); _player->AddItemToBuyBackSlot( pNewItem ); if( _player->IsInWorld() ) pNewItem->SendCreateUpdateToPlayer( _player ); } else { _player->ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount()); _player->RemoveItem( pItem->GetBagSlot(), pItem->GetSlot(), true); pItem->RemoveFromUpdateQueueOf(_player); _player->AddItemToBuyBackSlot( pItem ); } _player->ModifyMoney( pProto->SellPrice * count ); } else _player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0); return; } } _player->SendSellError( SELL_ERR_CANT_FIND_ITEM, pCreature, itemguid, 0); return; }
//this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPackets::AuctionHouse::AuctionSellItem& packet) { if (packet.Items.size() > MAX_AUCTION_ITEMS) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } for (auto const& item : packet.Items) if (!item.Guid || !item.UseCount || item.UseCount > 1000) return; if (!packet.MinBid || !packet.RunTime) return; if (packet.MinBid > MAX_MONEY_AMOUNT || packet.BuyoutPrice > MAX_MONEY_AMOUNT) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (%s) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUID().ToString().c_str()); SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.Auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!creature) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", packet.Auctioneer.ToString().c_str()); return; } AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction()); if (!auctionHouseEntry) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", packet.Auctioneer.ToString().c_str()); return; } packet.RunTime *= MINUTE; switch (packet.RunTime) { case 1 * MIN_AUCTION_TIME: case 2 * MIN_AUCTION_TIME: case 4 * MIN_AUCTION_TIME: break; default: return; } if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); uint32 finalCount = 0; for (auto const& packetItem : packet.Items) { Item* item = _player->GetItemByGuid(packetItem.Guid); if (!item) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND); return; } if (sAuctionMgr->GetAItem(item->GetGUID().GetCounter()) || !item->CanBeTraded() || item->IsNotEmptyBag() || item->GetTemplate()->GetFlags() & ITEM_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) || item->GetCount() < packetItem.UseCount) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } finalCount += packetItem.UseCount; } if (packet.Items.empty()) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } if (!finalCount) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } // check if there are 2 identical guids, in this case user is most likely cheating for (uint32 i = 0; i < packet.Items.size() - 1; ++i) { for (uint32 j = i + 1; j < packet.Items.size(); ++j) { if (packet.Items[i].Guid == packet.Items[j].Guid) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } } } for (auto const& packetItem : packet.Items) { Item* item = _player->GetItemByGuid(packetItem.Guid); if (item->GetMaxStackCount() < finalCount) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } } Item* item = _player->GetItemByGuid(packet.Items[0].Guid); uint32 auctionTime = uint32(packet.RunTime * sWorld->getRate(RATE_AUCTION_TIME)); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, packet.RunTime, item, finalCount); if (!_player->HasEnoughMoney((uint64)deposit)) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY); return; } AuctionEntry* AH = new AuctionEntry(); if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) AH->auctioneer = UI64LIT(23442); ///@TODO - HARDCODED DB GUID, BAD BAD BAD else AH->auctioneer = packet.Auctioneer.GetCounter(); // Required stack size of auction matches to current item stack size, just move item to auctionhouse if (packet.Items.size() == 1 && item->GetCount() == packet.Items[0].UseCount) { if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->GetDefaultLocaleName(), item->GetEntry(), item->GetCount()); } AH->Id = sObjectMgr->GenerateAuctionID(); AH->itemGUIDLow = item->GetGUID().GetCounter(); AH->itemEntry = item->GetEntry(); AH->itemCount = item->GetCount(); AH->owner = _player->GetGUID().GetCounter(); AH->startbid = packet.MinBid; AH->bidder = UI64LIT(0); AH->bid = 0; AH->buyout = packet.BuyoutPrice; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling item %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u", _player->GetGUID().ToString().c_str(), _player->GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetTemplate()->GetDefaultLocaleName(), AH->auctioneer, item->GetCount(), packet.MinBid, packet.BuyoutPrice, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(item); auctionHouse->AddAuction(AH); _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item->DeleteFromInventoryDB(trans); item->SaveToDB(trans); AH->SaveToDB(trans); _player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK); GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); } else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size { Item* newItem = item->CloneItem(finalCount, _player); if (!newItem) { TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry()); SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); delete AH; return; } if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->GetDefaultLocaleName(), newItem->GetEntry(), newItem->GetCount()); } AH->Id = sObjectMgr->GenerateAuctionID(); AH->itemGUIDLow = newItem->GetGUID().GetCounter(); AH->itemEntry = newItem->GetEntry(); AH->itemCount = newItem->GetCount(); AH->owner = _player->GetGUID().GetCounter(); AH->startbid = packet.MinBid; AH->bidder = UI64LIT(0); AH->bid = 0; AH->buyout = packet.BuyoutPrice; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u", _player->GetGUID().ToString().c_str(), _player->GetName().c_str(), newItem->GetGUID().ToString().c_str(), newItem->GetTemplate()->GetDefaultLocaleName(), AH->auctioneer, newItem->GetCount(), packet.MinBid, packet.BuyoutPrice, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(newItem); auctionHouse->AddAuction(AH); for (auto const& packetItem : packet.Items) { Item* item2 = _player->GetItemByGuid(packetItem.Guid); // Item stack count equals required count, ready to delete item - cloned item will be used for auction if (item2->GetCount() == packetItem.UseCount) { _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item2->DeleteFromInventoryDB(trans); item2->DeleteFromDB(trans); CharacterDatabase.CommitTransaction(trans); delete item2; } else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction { item2->SetCount(item2->GetCount() - packetItem.UseCount); item2->SetState(ITEM_CHANGED, _player); _player->ItemRemovedQuestCheck(item2->GetEntry(), packetItem.UseCount); item2->SendUpdateToPlayer(_player); SQLTransaction trans = CharacterDatabase.BeginTransaction(); item2->SaveToDB(trans); CharacterDatabase.CommitTransaction(trans); } } SQLTransaction trans = CharacterDatabase.BeginTransaction(); newItem->SaveToDB(trans); AH->SaveToDB(trans); _player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK); GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); } _player->ModifyMoney(-int32(deposit)); }