/** * Handles the Packet sent by the client when reading a mail. * * This method is called when a client reads a mail that was previously unread. * It will add the MAIL_CHECK_MASK_READ flag to the mail being read. * * @see MailCheckMask * * @param recv_data the packet containing information about the mail the player read. * */ void WorldSession::HandleMailMarkAsRead(WorldPacket& recv_data) { ObjectGuid mailboxGuid; uint32 mailId; recv_data >> mailboxGuid; recv_data >> mailId; if (!CheckMailBox(mailboxGuid)) return; Player* pl = _player; if (Mail* m = pl->GetMail(mailId)) { if (pl->unReadMails) --pl->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; pl->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } }
/** * Handles the Packet sent by the client when reading a mail. * * This method is called when a client reads a mail that was previously unread. * It will add the MAIL_CHECK_MASK_READ flag to the mail being read. * * @see MailCheckMask * * @param recv_data the packet containing information about the mail the player read. * */ void WorldSession::HandleMarkAsRead(WorldPacket& recv_data) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; if (Mail *m = pl->GetMail(mailId)) { if (pl->unReadMails) --pl->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; pl->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } }
//called when mail is read void WorldSession::HandleMailMarkAsRead(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; recvData >> mailbox; recvData >> mailId; if (!CanOpenMailBox(mailbox)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (m && m->state != MAIL_STATE_DELETED) { if (player->unReadMails) --player->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; player->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } }
void WorldSession::HandleMailTakeMoney(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; recvData >> mailbox; recvData >> mailId; if (!CanOpenMailBox(mailbox)) return; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX) && !GetPlayer()->GetNPCIfCanInteractWith(mailbox,UNIT_NPC_FLAG_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { player->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } if (!player->ModifyMoney(m->money, false)) { player->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_TOO_MUCH_GOLD); return; } m->money = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_OK); // save money and mail to prevent cheating SQLTransaction trans = CharacterDatabase.BeginTransaction(); player->SaveGoldToDB(trans); player->_SaveMail(trans); CharacterDatabase.CommitTransaction(trans); }
void WorldSession::HandleTakeMoney(WorldPacket & recv_data ) { WorldPacket data; uint64 mailbox; uint32 id; recv_data >> mailbox; recv_data >> id; Player *pl = GetPlayer(); Mail* m = pl->GetMail(id); uint32 money = pl->GetUInt32Value(PLAYER_FIELD_COINAGE); data.Initialize(SMSG_SEND_MAIL_RESULT); data << uint32(id); data << uint32(1); data << uint32(0); SendPacket(&data); pl->SetUInt32Value(PLAYER_FIELD_COINAGE,money + m->money); m->money = 0; pl->AddMail(m); }
//called when mail is read void WorldSession::HandleMailMarkAsRead(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; Mail *m = pl->GetMail(mailId); if (m) { if (pl->unReadMails) --pl->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; // m->expire_time = time(NULL) + (30 * DAY); // Expire time do not change at reading mail pl->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } }
//called when client deletes mail void WorldSession::HandleMailDelete(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; Player* pl = _player; pl->m_mailsUpdated = true; Mail *m = pl->GetMail(mailId); if (m) { // delete shouldn't show up for COD mails if (m->COD) { pl->SendMailResult(mailId, MAIL_DELETED, MAIL_ERR_INTERNAL_ERROR); return; } m->state = MAIL_STATE_DELETED; } pl->SendMailResult(mailId, MAIL_DELETED, MAIL_OK); }
void WorldSession::HandleMailDelete(WorldPacket & recv_data ) { uint64 mailbox; uint32 message; WorldPacket data; recv_data >> mailbox; recv_data >> message; Player *pl = GetPlayer(); Mail *m = pl->GetMail(message); if (m->item != 0) { objmgr.RemoveMItem(m->item); } pl->RemoveMail(message); data.Initialize(SMSG_SEND_MAIL_RESULT); data << uint32(message); data << uint32(4); data << uint32(0); SendPacket(&data); }
//called when mail is read void WorldSession::HandleMailMarkAsRead(WorldPacket& recvData) { ObjectGuid GuidMail; uint32 mailId; GuidMail[4] = recvData.ReadBit(); GuidMail[0] = recvData.ReadBit(); GuidMail[2] = recvData.ReadBit(); GuidMail[7] = recvData.ReadBit(); GuidMail[1] = recvData.ReadBit(); GuidMail[6] = recvData.ReadBit(); GuidMail[3] = recvData.ReadBit(); recvData >> mailId; GuidMail[5] = recvData.ReadBit(); recvData.ReadByteSeq(GuidMail[2]); recvData.ReadByteSeq(GuidMail[5]); recvData.ReadByteSeq(GuidMail[0]); recvData.ReadByteSeq(GuidMail[6]); recvData.ReadByteSeq(GuidMail[1]); recvData.ReadByteSeq(GuidMail[3]); recvData.ReadByteSeq(GuidMail[7]); recvData.ReadByteSeq(GuidMail[4]); if (!GetPlayer()->GetGameObjectIfCanInteractWith(GuidMail, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (m) { if (player->unReadMails) --player->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; player->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } }
//called when mail is read void WorldSession::HandleMailMarkAsRead(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; recvData >> mailbox; recvData >> mailId; if (!CanOpenMailBox(mailbox)) return; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX) && !GetPlayer()->GetNPCIfCanInteractWith(mailbox,UNIT_NPC_FLAG_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (m && m->state != MAIL_STATE_DELETED) { if (player->unReadMails) --player->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; player->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } }
void WorldSession::HandleItemTextQuery(WorldPacket & recv_data ) { WorldPacket data; uint32 mailguid; uint64 unk1; recv_data >> mailguid >> unk1; sLog.outDebug("Mail %d found. Info: %d",mailguid,unk1); Player* pl = GetPlayer(); //std::list<Mail*>::iterator itr; Mail *itr; //for (itr = pl->GetmailBegin(); (*itr)->messageID != mailguid && itr != pl->GetmailEnd() ; ++itr) ; itr = pl->GetMail(mailguid); if(!itr) { data.Initialize(SMSG_ITEM_TEXT_QUERY_RESPONSE); data << mailguid; data << itr->body.c_str(); data << uint32(0); SendPacket(&data); } else sLog.outDebug("Mailerror %d",mailguid); }
void WorldSession::HandleMailTakeMoney(WorldPacket& recvData) { uint64 mailbox; uint64 money; uint32 mailId; recvData >> mailbox; recvData >> mailId; recvData >> money; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if ((!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) || (money > 0 && m->money != money)) { player->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } player->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_OK); player->ModifyMoney(money); m->money = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; // save money and mail to prevent cheating SQLTransaction trans = CharacterDatabase.BeginTransaction(); player->SaveGoldToDB(trans); player->_SaveMail(trans); CharacterDatabase.CommitTransaction(trans); }
//called when player takes item attached in mail void WorldSession::HandleTakeItem(WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+4+4); uint64 mailbox; uint32 mailId; uint32 itemId; recv_data >> mailbox; recv_data >> mailId; recv_data >> itemId; // item guid low? Player* pl = _player; Mail* m = pl->GetMail(mailId); if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if(pl->GetMoney() < m->COD) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item *it = pl->GetMItem(itemId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, it, false ); if( msg == EQUIP_ERR_OK ) { m->RemoveItem(itemId); m->removedItems.push_back(itemId); if (m->COD > 0) //if there is COD, take COD money from player and send them to sender by mail { uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER); Player *receive = objmgr.GetPlayer(sender_guid); uint32 sender_accId = 0; if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) ) { std::string sender_name; if(receive) { sender_accId = receive->GetSession()->GetAccountId(); sender_name = receive->GetName(); } else { // can be calculated early sender_accId = objmgr.GetPlayerAccountIdByGUID(sender_guid); if(!objmgr.GetPlayerNameByGUID(sender_guid,sender_name)) sender_name = objmgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN); } sLog.outCommand(GetAccountId(),"GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)", GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount(),m->COD,sender_name.c_str(),sender_accId); } else if(!receive) sender_accId = objmgr.GetPlayerAccountIdByGUID(sender_guid); // check player existence if(receive || sender_accId) { WorldSession::SendMailTo(receive, MAIL_NORMAL, MAIL_STATIONERY_NORMAL, m->receiver, m->sender, m->subject, 0, NULL, m->COD, 0, MAIL_CHECK_MASK_COD_PAYMENT); } pl->ModifyMoney( -int32(m->COD) ); } m->COD = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->RemoveMItem(it->GetGUIDLow()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting pl->MoveItemToInventory(dest,it,true); CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); pl->_SaveMail(); CharacterDatabase.CommitTransaction(); pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_BAG_FULL, msg); }
//used when player copies mail body to his inventory void WorldSession::HandleMailCreateTextItem(WorldPacket & recv_data) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; Mail* m = pl->GetMail(mailId); if (!m || (m->body.empty() && !m->mailTemplateId) || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } Item *bodyItem = new Item; // This is not bag and then can be used new Item. if (!bodyItem->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_ITEM), MAIL_BODY_ITEM_TEMPLATE, pl)) { delete bodyItem; return; } // in mail template case we need create new item text if (m->mailTemplateId) { MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId); if (!mailTemplateEntry) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } bodyItem->SetText(mailTemplateEntry->content); } else bodyItem->SetText(m->body); bodyItem->SetUInt32Value(ITEM_FIELD_CREATOR, m->sender); bodyItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_MAIL_TEXT_MASK); sLog->outDetail("HandleMailCreateTextItem mailid=%u", mailId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, bodyItem, false); if (msg == EQUIP_ERR_OK) { m->checked = m->checked | MAIL_CHECK_MASK_COPIED; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->StoreItem(dest, bodyItem, true); pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_OK); } else { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg); delete bodyItem; } }
//used when player copies mail body to his inventory void WorldSession::HandleMailCreateTextItem(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; recv_data.read_skip<uint32>(); // mailTemplateId, non need, Mail store own 100% correct value anyway if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; Mail* m = pl->GetMail(mailId); if(!m || !m->itemTextId && !m->mailTemplateId || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } uint32 itemTextId = m->itemTextId; // in mail template case we need create new text id if(!itemTextId) { MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId); if(!mailTemplateEntry) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } itemTextId = objmgr.CreateItemText(mailTemplateEntry->content[GetSessionDbcLocale()]); } Item *bodyItem = new Item; // This is not bag and then can be used new Item. if(!bodyItem->Create(objmgr.GenerateLowGuid(HIGHGUID_ITEM), MAIL_BODY_ITEM_TEMPLATE, pl)) { delete bodyItem; return; } bodyItem->SetUInt32Value( ITEM_FIELD_ITEM_TEXT_ID, itemTextId ); bodyItem->SetUInt32Value( ITEM_FIELD_CREATOR, m->sender); sLog.outDetail("HandleMailCreateTextItem mailid=%u",mailId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, bodyItem, false ); if( msg == EQUIP_ERR_OK ) { m->itemTextId = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->StoreItem(dest, bodyItem, true); //bodyItem->SetState(ITEM_NEW, pl); is set automatically pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_OK); } else { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg); delete bodyItem; } }
//called when player takes item attached in mail void WorldSession::HandleMailTakeItem(WorldPackets::Mail::MailTakeItem& packet) { uint32 AttachID = packet.AttachID; if (!CanOpenMailBox(packet.Mailbox)) return; Player* player = _player; Mail* m = player->GetMail(packet.MailID); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr)) { player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // verify that the mail has the item to avoid cheaters taking COD items without paying if (std::find_if(m->items.begin(), m->items.end(), [AttachID](MailItemInfo info){ return info.item_guid == AttachID; }) == m->items.end()) { player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if (!player->HasEnoughMoney(uint64(m->COD))) { player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item* it = player->GetMItem(packet.AttachID); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false); if (msg == EQUIP_ERR_OK) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); m->RemoveItem(packet.AttachID); m->removedItems.push_back(packet.AttachID); if (m->COD > 0) //if there is COD, take COD money from player and send them to sender by mail { ObjectGuid sender_guid = ObjectGuid::Create<HighGuid::Player>(m->sender); Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid); uint32 sender_accId = 0; if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { std::string sender_name; if (receiver) { sender_accId = receiver->GetSession()->GetAccountId(); sender_name = receiver->GetName(); } else { // can be calculated early sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid); if (!ObjectMgr::GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: " UI64FMTD " to player: %s (Account: %u)", GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->GetDefaultLocaleName(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if (!receiver) sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid); // check player existence if (receiver || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } player->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->RemoveMItem(it->GetGUID().GetCounter()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting it->SetState(ITEM_UNCHANGED); // need to set this state, otherwise item cannot be removed later, if neccessary player->MoveItemToInventory(dest, it, true); player->SaveInventoryAndGoldToDB(trans); player->_SaveMail(trans); CharacterDatabase.CommitTransaction(trans); player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_OK, 0, packet.AttachID, count); } else player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg); }
/** * Handles the packet sent by the client when taking an item from the mail. */ void WorldSession::HandleMailTakeItem(WorldPacket& recv_data) { ObjectGuid mailboxGuid; uint32 mailId; recv_data >> mailboxGuid; recv_data >> mailId; if (!CheckMailBox(mailboxGuid)) return; Player* pl = _player; Mail* m = pl->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if (pl->GetMoney() < m->COD) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } uint32 itemId = m->items[0].item_template; uint32 itemGuid = m->items[0].item_guid; Item* it = pl->GetMItem(itemGuid); ItemPosCountVec dest; InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false); if (msg == EQUIP_ERR_OK) { m->RemoveItem(itemGuid); m->removedItems.push_back(itemGuid); if (m->COD > 0) // if there is COD, take COD money from player and send them to sender by mail { ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender); Player* sender = sObjectMgr.GetPlayer(sender_guid); uint32 sender_accId = 0; if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { std::string sender_name; if (sender) { sender_accId = sender->GetSession()->GetAccountId(); sender_name = sender->GetName(); } else if (sender_guid) { // can be calculated early sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); if (!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); } sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if (!sender) sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); // check player existence if (sender || sender_accId) { MailDraft(m->subject) .SetMoney(m->COD) .SendMailTo(MailReceiver(sender, sender_guid), _player, MAIL_CHECK_MASK_COD_PAYMENT); } // pl->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->RemoveMItem(it->GetGUIDLow()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting pl->MoveItemToInventory(dest, it, true); CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); pl->_SaveMail(); CharacterDatabase.CommitTransaction(); pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg); }
//called when player takes item attached in mail void WorldSession::HandleMailTakeItem(WorldPacket& recvData) { uint64 mailbox; uint32 mailId; uint32 itemId; recvData >> mailbox; recvData >> mailId; recvData >> itemId; // item guid low if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { 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 { uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER); Player* receiver = ObjectAccessor::FindPlayer(sender_guid); uint32 sender_accId = 0; if (HasPermission(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 = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: %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 = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); // check player existence if (receiver || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } player->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->RemoveMItem(it->GetGUIDLow()); 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); }
void WorldSession::HandleMailReturnToSender(WorldPacket& recvData) { uint64 mailbox; uint32 mailId; recvData >> mailbox; recvData >> mailId; recvData.read_skip<uint64>(); // original sender GUID for return to, not used if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { player->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR); return; } //we can return mail now //so firstly delete the old one SQLTransaction trans = CharacterDatabase.BeginTransaction(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID); stmt->setUInt32(0, mailId); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID); stmt->setUInt32(0, mailId); trans->Append(stmt); player->RemoveMail(mailId); // only return mail if the player exists (and delete if not existing) if (m->messageType == MAIL_NORMAL && m->sender) { MailDraft draft(m->subject, m->body); if (m->mailTemplateId) draft = MailDraft(m->mailTemplateId, false); // items already included if (m->HasItems()) { for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) { Item* item = player->GetMItem(itr2->item_guid); if (item) draft.AddItem(item); else { //WTF? } player->RemoveMItem(itr2->item_guid); } } draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender, trans); } CharacterDatabase.CommitTransaction(trans); delete m; //we can deallocate old mail player->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK); }
//called when player takes item attached in mail void WorldSession::HandleMailTakeItem(WorldPacket & recvData) { uint64 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(NULL)) { 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 bool foundItem = false; for (std::vector<MailItemInfo>::const_iterator itr = m->items.begin(); itr != m->items.end(); ++itr) if (itr->item_guid == itemId) { foundItem = true; break; } if (!foundItem) { 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 { uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER); uint32 sender_accId = 0; Player* sender = ObjectAccessor::FindPlayerInOrOutOfWorld(sender_guid); if (sender) sender_accId = sender->GetSession()->GetAccountId(); else sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); // check player existence if (sender || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(trans, MailReceiver(sender, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); if( m->COD >= 10*GOLD ) { std::string senderName; if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, senderName)) senderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); std::string subj = m->subject; CleanStringForMysqlQuery(subj); CharacterDatabase.PExecute("INSERT INTO log_money VALUES(%u, %u, \"%s\", \"%s\", %u, \"%s\", %u, \"<COD> %s\", NOW())", GetAccountId(), player->GetGUIDLow(), player->GetName().c_str(), player->GetSession()->GetRemoteAddress().c_str(), sender_accId, senderName.c_str(), m->COD, subj.c_str()); } } player->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->RemoveMItem(it->GetGUIDLow()); 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); }
/** * Handles the packet sent by the client when he copies the body a mail to his inventory. * * When a player copies the body of a mail to his inventory this method is called. It will create * a new item with the text of the mail and store it in the players inventory (if possible). * */ void WorldSession::HandleMailCreateTextItem(WorldPacket& recv_data) { ObjectGuid mailboxGuid; uint32 mailId; recv_data >> mailboxGuid; recv_data >> mailId; if (!CheckMailBox(mailboxGuid)) return; Player* pl = _player; Mail* m = pl->GetMail(mailId); if (!m || (m->body.empty() && !m->mailTemplateId) || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } Item* bodyItem = new Item; // This is not bag and then can be used new Item. if (!bodyItem->Create(sObjectMgr.GenerateItemLowGuid(), MAIL_BODY_ITEM_TEMPLATE, pl)) { delete bodyItem; return; } // in mail template case we need create new item text if (m->mailTemplateId) { MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId); if (!mailTemplateEntry) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } bodyItem->SetText(mailTemplateEntry->content[GetSessionDbcLocale()]); } else bodyItem->SetText(m->body); bodyItem->SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HIGHGUID_PLAYER, m->sender)); bodyItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_READABLE | ITEM_DYNFLAG_UNK15 | ITEM_DYNFLAG_UNK16); DETAIL_LOG("HandleMailCreateTextItem mailid=%u", mailId); ItemPosCountVec dest; InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, bodyItem, false); if (msg == EQUIP_ERR_OK) { m->checked = m->checked | MAIL_CHECK_MASK_COPIED; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->StoreItem(dest, bodyItem, true); pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_OK); } else { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg); delete bodyItem; } }
void WorldSession::HandleMailCreateTextItem(WorldPacket & recv_data) { CHECK_PACKET_SIZE(recv_data,8+4); ObjectGuid mailboxGuid; uint32 mailId; recv_data >> mailboxGuid; recv_data >> mailId; recv_data.read_skip<uint32>(); // mailTemplateId, non need, Mail store own 100% correct value anyway if (!CheckMailBox(mailboxGuid)) return; Player *pl = _player; Mail* m = pl->GetMail(mailId); if (!m || (!m->itemTextId && !m->mailTemplateId) || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } uint32 itemTextId = m->itemTextId; // in mail template case we need create new item text if(!itemTextId) { MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId); if (!mailTemplateEntry) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } itemTextId = sObjectMgr.CreateItemText(mailTemplateEntry->content[GetSessionDbcLocale()]); } Item *bodyItem = new Item; // This is not bag and then can be used new Item. if (!bodyItem->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), MAIL_BODY_ITEM_TEMPLATE, pl)) { delete bodyItem; return; } bodyItem->SetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID , itemTextId); bodyItem->SetUInt32Value(ITEM_FIELD_CREATOR, m->sender); sLog.outDetail("HandleMailCreateTextItem mailid=%u",mailId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, bodyItem, false); if (msg == EQUIP_ERR_OK) { m->checked = m->checked | MAIL_CHECK_MASK_COPIED; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->StoreItem(dest, bodyItem, true); pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_OK); } else { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg); delete bodyItem; } }
//used when player copies mail body to his inventory void WorldSession::HandleMailCreateTextItem(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; recvData >> mailbox; recvData >> mailId; if (!CanOpenMailBox(mailbox)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || (m->body.empty() && !m->mailTemplateId) || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr) || (m->checked & MAIL_CHECK_MASK_COPIED)) { player->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } Item* bodyItem = new Item; // This is not bag and then can be used new Item. if (!bodyItem->Create(sObjectMgr->GetGenerator<HighGuid::Item>().Generate(), MAIL_BODY_ITEM_TEMPLATE, player)) { delete bodyItem; return; } // in mail template case we need create new item text if (m->mailTemplateId) { MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId); ASSERT(mailTemplateEntry); bodyItem->SetText(mailTemplateEntry->content[GetSessionDbcLocale()]); } else bodyItem->SetText(m->body); if (m->messageType == MAIL_NORMAL) bodyItem->SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HighGuid::Player, m->sender)); bodyItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_MAIL_TEXT_MASK); TC_LOG_INFO("network", "HandleMailCreateTextItem mailid=%u", mailId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, bodyItem, false); if (msg == EQUIP_ERR_OK) { m->checked = m->checked | MAIL_CHECK_MASK_COPIED; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->StoreItem(dest, bodyItem, true); player->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_OK); } else { player->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg); delete bodyItem; } }