예제 #1
0
//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);
    }
}
예제 #3
0
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);
    }
}
예제 #4
0
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    // TODO: add targets.read() check
    CHECK_PACKET_SIZE(recvPacket,1+1+1+1+8);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            ++count;
        }
    }
}
예제 #5
0
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;
}
예제 #7
0
//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);
}
예제 #8
0
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 ;
}
예제 #9
0
파일: SpellHandler.cpp 프로젝트: Scergo/one
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);
    }
}
예제 #10
0
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;
}
예제 #11
0
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);
}
예제 #12
0
/*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);
}
예제 #13
0
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);
}
예제 #14
0
// 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);
		}
	}
}
예제 #15
0
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);
    }
}
예제 #16
0
// 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);
		}
	}
}
예제 #17
0
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);
}
예제 #18
0
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);
}
예제 #19
0
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;
}
예제 #20
0
// 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);
		}
	}
}
예제 #21
0
//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();
}
예제 #22
0
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;
}
예제 #23
0
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);
    }
}
예제 #25
0
	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();
	}
예제 #26
0
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;
}
예제 #27
0
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);
}
예제 #28
0
void WorldSession::HandleWrapItem(WorldPackets::Item::WrapItem& packet)
{
    if (packet.Inv.Items.size() != 2)
    {
        TC_LOG_ERROR("network", "HandleWrapItem - Invalid itemCount (" SZFMTD ")", packet.Inv.Items.size());
        return;
    }

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

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

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

    if (!(gift->GetTemplate()->GetFlags() & ITEM_FLAG_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);
}
예제 #29
0
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));
}