Пример #1
0
void WorldSession::HandleTransmogrifyItems(WorldPackets::Item::TransmogrifyItems& transmogrifyItems)
{
    Player* player = GetPlayer();
    // Validate
    if (!player->GetNPCIfCanInteractWith(transmogrifyItems.Npc, UNIT_NPC_FLAG_TRANSMOGRIFIER))
    {
        TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - %s not found or player can't interact with it.", transmogrifyItems.Npc.ToString().c_str());
        return;
    }

    int64 cost = 0;
    std::unordered_map<Item*, Item*> transmogItems;
    std::unordered_map<Item*, std::pair<VoidStorageItem*, BonusData>> transmogVoidItems;
    std::vector<Item*> resetAppearanceItems;

    for (WorldPackets::Item::TransmogrifyItem const& transmogItem : transmogrifyItems.Items)
    {
        // slot of the transmogrified item
        if (transmogItem.Slot >= EQUIPMENT_SLOT_END)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify wrong slot (%u) when transmogrifying items.", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.Slot);
            return;
        }

        // transmogrified item
        Item* itemTransmogrified = player->GetItemByPos(INVENTORY_SLOT_BAG_0, transmogItem.Slot);
        if (!itemTransmogrified)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify an invalid item in a valid slot (slot: %u).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.Slot);
            return;
        }

        WorldPackets::Item::ItemInstance itemInstance;
        BonusData const* bonus = nullptr;
        if (transmogItem.SrcItemGUID)
        {
            // guid of the transmogrifier item
            Item* itemTransmogrifier = player->GetItemByGuid(*transmogItem.SrcItemGUID);
            if (!itemTransmogrifier)
            {
                TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify with an invalid item (%s).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.SrcItemGUID->ToString().c_str());
                return;
            }

            itemInstance.Initialize(itemTransmogrifier);
            bonus = itemTransmogrifier->GetBonus();
            transmogItems[itemTransmogrified] = itemTransmogrifier;
        }
        else if (transmogItem.SrcVoidItemGUID)
        {
            // guid of the transmogrifier item
            uint8 slot;
            VoidStorageItem* itemTransmogrifier = player->GetVoidStorageItem(transmogItem.SrcVoidItemGUID->GetCounter(), slot);
            if (!itemTransmogrifier)
            {
                TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify with an invalid void storage item (%s).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.SrcVoidItemGUID->ToString().c_str());
                return;
            }

            itemInstance.Initialize(itemTransmogrifier);
            std::pair<VoidStorageItem*, BonusData>& transmogData = transmogVoidItems[itemTransmogrified];
            transmogData.first = itemTransmogrifier;
            transmogData.second.Initialize(itemInstance);
            bonus = &transmogData.second;
        }
        else
        {
            resetAppearanceItems.push_back(itemTransmogrified);
            continue;
        }

        // entry of transmogrifier and from packet
        if (itemInstance != transmogItem.Item)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify with an invalid item instance data for %s.", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.SrcItemGUID->ToString().c_str());
            return;
        }

        // validity of the transmogrification items
        if (!Item::CanTransmogrifyItemWithItem(itemTransmogrified, transmogItem.Item, bonus))
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) failed CanTransmogrifyItemWithItem (%u with %u).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), itemTransmogrified->GetEntry(), transmogItem.Item.ItemID);
            return;
        }

        // add cost
        cost += itemTransmogrified->GetSpecialPrice();
    }

    if (cost) // 0 cost if reverting look
    {
        if (!player->HasEnoughMoney(cost))
            return;
        player->ModifyMoney(-cost);
    }

    // Everything is fine, proceed
    for (auto& transmogPair : transmogItems)
    {
        Item* transmogrified = transmogPair.first;
        Item* transmogrifier = transmogPair.second;

        transmogrified->SetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID, transmogrifier->GetEntry());
        transmogrified->SetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD, transmogrifier->GetAppearanceModId());
        player->SetVisibleItemSlot(transmogrified->GetSlot(), transmogrified);

        transmogrified->SetNotRefundable(player);
        transmogrified->ClearSoulboundTradeable(player);

        transmogrifier->SetNotRefundable(player);
        transmogrifier->ClearSoulboundTradeable(player);

        if (transmogrifier->GetTemplate()->GetBonding() == BIND_WHEN_EQUIPED || transmogrifier->GetTemplate()->GetBonding() == BIND_WHEN_USE)
            transmogrifier->SetBinding(true);
    }

    for (auto& transmogVoirPair : transmogVoidItems)
    {
        Item* transmogrified = transmogVoirPair.first;
        VoidStorageItem* transmogrifier = transmogVoirPair.second.first;
        BonusData& bonus = transmogVoirPair.second.second;

        transmogrified->SetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID, transmogrifier->ItemEntry);
        transmogrified->SetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD, bonus.AppearanceModID);
        player->SetVisibleItemSlot(transmogrified->GetSlot(), transmogrified);

        transmogrified->SetNotRefundable(player);
        transmogrified->ClearSoulboundTradeable(player);
    }

    for (Item* item : resetAppearanceItems)
    {
        item->SetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID, 0);
        item->SetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD, 0);
        player->SetVisibleItemSlot(item->GetSlot(), item);
    }
}
Пример #2
0
void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;
    // recv_data.hexlike();

    recv_data >> gift_bag >> gift_slot;                     // paper
    recv_data >> item_bag >> item_slot;                     // item

    DEBUG_LOG("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item* gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr);
        return;
    }

    // cheating: non-wrapper wrapper (all empty wrappers is stackable)
    if (!(gift->GetProto()->Flags & ITEM_FLAG_IS_WRAPPER) || gift->GetMaxStackCount() == 1)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr);
        return;
    }

    Item* item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr);
        return;
    }

    if (item == gift)                                       // not possible with packet from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->GetGuidValue(ITEM_FIELD_GIFTCREATOR))         // HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetProto()->MaxCount > 0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", item->GetOwnerGuid().GetCounter(), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
    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->GetObjectGuid());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_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();                                   // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction();

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}
Пример #3
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;
			}
		}

		for(std::map<uint32, uint32>::iterator itr = m_DisenchantRolls.begin(); itr != m_DisenchantRolls.end(); itr++)
		{
			if(itr->second > highest)
			{
				highest = itr->second;
				player = itr->first;
				hightype = DISENCHANT;
			}
		}
	}


	Loot * pLoot = 0;
	uint32 guidtype = GET_TYPE_FROM_GUID(_guid);
	if( guidtype == HIGHGUID_TYPE_CREATURE )
	{
		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 = NULLROLL;

	uint32 itemid = pLoot->items.at(_slotid).item.itemproto->ItemId;
	uint32 amt = pLoot->items.at(_slotid).StackSize;
	if(!amt)
	{
		delete this;
		return;
	}

	Player* _player = (player) ? _mgr->GetPlayer((uint32)player) : NULLPLR;
	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)) );
			++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);

	if(hightype == DISENCHANT)
	{
		//generate Disenchantingloot
		Item * pItem = objmgr.CreateItem( itemid, _player);
		lootmgr.FillItemLoot(&pItem->m_loot, pItem->GetEntry(), _player->GetTeam());

		//add loot
		for(std::vector<__LootItem>::iterator iter=pItem->m_loot.items.begin();iter != pItem->m_loot.items.end();iter++)
		{
			itemid =iter->item.itemproto->ItemId;
			Item * Titem = objmgr.CreateItem( itemid, _player);
			if( Titem == NULLITEM )
				continue;
			if( !_player->GetItemInterface()->AddItemToFreeSlot(Titem) )
			{
				_player->GetSession()->SendNotification("No free slots were found in your inventory, item has been mailed.");
				sMailSystem.DeliverMessage(MAILTYPE_NORMAL, _player->GetGUID(), _player->GetGUID(), "Loot Roll", "Here is your reward.", 0, 0, itemid, 1, true);
			}
			Titem->DeleteMe();
			Titem = NULLITEM;
		}
		pItem->DeleteMe();
		pItem = NULLITEM;

		// Set a looter, doesn't matter who.
		pLoot->items.at(_slotid).has_looted.insert(_player->GetLowGUID());

		//Send "finish" packet
		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;	//end here and skip the rest
		return;
	}

	ItemPrototype* it = ItemPrototypeStorage.LookupEntry(itemid);

	int8 error;
	if((error = _player->GetItemInterface()->CanReceiveItem(it, 1, NULL)))
	{
		_player->GetItemInterface()->BuildInventoryChangeError(NULLITEM, NULLITEM, error);
		return;
	}

	Item* add = _player->GetItemInterface()->FindItemLessMax(itemid, amt, false);

	if (!add)
	{
		SlotResult slotresult = _player->GetItemInterface()->FindFreeInventorySlot(it);
		if(!slotresult.Result)
		{
			_player->GetSession()->SendNotification("No free slots were found in your inventory, item has been mailed.");
			sMailSystem.DeliverMessage(MAILTYPE_NORMAL, _player->GetGUID(), _player->GetGUID(), "Loot Roll", "Here is your reward.", 0, 0, it->ItemId, 1, true);
			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;
			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->DeleteMe();
			item = NULLITEM;
		}
	}
	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);
	}

	// Set a looter, doesn't matter who.
	pLoot->items.at(_slotid).has_looted.insert(_player->GetLowGUID());

	// 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;
}
Пример #4
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_FLAGS_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(!Script->ItemUse(pUser,pItem,targets))
    {
        // no script or script not process request by self
        pUser->CastItemUseSpell(pItem,targets,cast_count,glyphIndex);
    }
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
    uint64 auctioneer;
    uint32 itemsCount, etime, bid, buyout;
    recvData >> auctioneer;
    recvData >> itemsCount;

    uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
    uint32 count[MAX_AUCTION_ITEMS];

    if (itemsCount > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        recvData >> itemGUIDs[i];
        recvData >> count[i];

        if (!itemGUIDs[i] || !count[i] || count[i] > 1000 )
            return;
    }

    recvData >> bid;
    recvData >> buyout;
    recvData >> etime;

    if (!bid || !etime)
        return;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", GUID_LOPART(auctioneer));
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", GUID_LOPART(auctioneer));
        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;

    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 (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
            item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
            item->GetCount() < count[i])
        {
            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;
    }

    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;
        }
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        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;
        }

        _player->ModifyMoney(-int32(deposit));

        AuctionEntry* AH = new AuctionEntry;
        AH->Id = sObjectMgr->GenerateAuctionID();

        if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
            AH->auctioneer = 23442;
        else
            AH->auctioneer = GUID_LOPART(auctioneer);

        // Required stack size of auction matches to current item stack size, just move item to auctionhouse
        if (itemsCount == 1 && item->GetCount() == count[i])
        {
            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_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->itemGUIDLow = item->GetGUIDLow();
            AH->itemEntry = item->GetEntry();
            AH->itemCount = item->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, 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->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
        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)
            {
                sLog->outError(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
                SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
                return;
            }

            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_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->itemGUIDLow = newItem->GetGUIDLow();
            AH->itemEntry = newItem->GetEntry();
            AH->itemCount = newItem->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(newItem);
            auctionHouse->AddAuction(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);
                }
                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);
            return;
        }
    }
}
Пример #6
0
//called when player lists his received mails
void WorldSession::HandleGetMailList(WorldPacket & recv_data )
{
    uint64 mailbox;
    recv_data >> mailbox;

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    // client can't work with packets > max int16 value
    const uint32 maxPacketSize = 32767;

    uint32 mailsCount = 0;                                  // 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(NULL);

    for(PlayerMails::iterator itr = _player->GetMailBegin(); itr != _player->GetMailEnd(); ++itr)
    {
        // packet send mail count as uint8, prevent overflow
        if(mailsCount >= 254)
        {
            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)+1+item_count*(1+4+4+7*3*4+4+4+4+4+4+4+1);

        if(data.wpos()+next_mail_size > maxPacketSize)
        {
            realCount += 1;
            continue;
        }

        uint32 show_flags = 0;
        if ((*itr)->messageType != MAIL_NORMAL)
            show_flags |= MAIL_SHOW_DELETE;
        if ((*itr)->messageType == MAIL_AUCTION)
            show_flags |= MAIL_SHOW_AUCTION;
        if ((*itr)->HasItems() && (*itr)->messageType == MAIL_NORMAL)
            show_flags |= MAIL_SHOW_RETURN;

        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 << uint64(MAKE_NEW_GUID((*itr)->sender, 0, HIGHGUID_PLAYER));
                break;
            case MAIL_CREATURE:
            case MAIL_GAMEOBJECT:
            case MAIL_AUCTION:
                data << uint32((*itr)->sender);             // creature/gameobject entry, auction id
                break;
            case MAIL_ITEM:                                 // item entry (?) sender = "Unknown", NYI
                data << uint32(0);                          // item entry
                break;
        }

        data << uint32((*itr)->COD);                        // COD
        data << uint32((*itr)->itemTextId);                 // sure about this
        data << uint32(0);                                  // unknown
        data << uint32((*itr)->stationery);                 // stationery (Stationery.dbc)
        data << uint32((*itr)->money);                      // Gold
        data << uint32(show_flags);                         // unknown, 0x4 - auction, 0x10 - normal
        data << float(((*itr)->expire_time-time(NULL))/DAY);// Time
        data << uint32((*itr)->mailTemplateId);             // mail template (MailTemplate.dbc)
        data << (*itr)->subject;                            // Subject string - once 00, when mail type = 3

        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->GetGUIDLow() : 0);
            // entry
            data << uint32(item ? item->GetEntry() : 0);
            for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
            {
                // unsure
                data << uint32(item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0);
                // unsure
                data << uint32(item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0);
                // unsure
                data << uint32(item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0);
            }
            // can be negative
            data << uint32(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);
        }

        mailsCount += 1;
        realCount += 1;
    }

    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();
}
Пример #7
0
TransmogTrinityStrings Transmogrification::Transmogrify(Player* player, uint64 itemGUID, uint8 slot, /*uint32 newEntry, */bool no_cost)
{
    int32 cost = 0;
    // slot of the transmogrified item
    if (slot >= EQUIPMENT_SLOT_END)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify an item (lowguid: %u) with a wrong slot (%u) when transmogrifying items.", player->GetGUIDLow(), player->GetName().c_str(), GUID_LOPART(itemGUID), slot);
        return LANG_ERR_TRANSMOG_INVALID_SLOT;
    }

    /* // GET FROM itemTransmogrifier
    // entry of the transmogrifier item, if it's not 0
    if (newEntry)
    {
    ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newEntry);
    if (!proto)
    {
    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify to an invalid item (entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), newEntry);
    return LANG_ERR_TRANSMOG_INVALID_SRC_ENTRY;
    }
    }
    */

    Item* itemTransmogrifier = NULL;
    // guid of the transmogrifier item, if it's not 0
    if (itemGUID)
    {
        itemTransmogrifier = player->GetItemByGuid(itemGUID);
        if (!itemTransmogrifier)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify with an invalid item (lowguid: %u).", player->GetGUIDLow(), player->GetName().c_str(), GUID_LOPART(itemGUID));
            return LANG_ERR_TRANSMOG_MISSING_SRC_ITEM;
        }
    }

    // transmogrified item
    Item* itemTransmogrified = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
    if (!itemTransmogrified)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify an invalid item in a valid slot (slot: %u).", player->GetGUIDLow(), player->GetName().c_str(), slot);
        return LANG_ERR_TRANSMOG_MISSING_DEST_ITEM;
    }

    // uint16 tempDest;
    //// has to be able to equip item transmogrified item
    //if (!player->CanEquipItem(slot, tempDest, itemTransmogrified, true, true))
    //{
    //    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) can't equip the item to be transmogrified (slot: %u, entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), slot, itemTransmogrified->GetEntry());
    //    return;
    //}
    //
    //// has to be able to equip item transmogrifier item
    //if (!player->CanEquipItem(slot, tempDest, itemTransmogrifier, true, true))
    //{
    //    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) can't equip the transmogrifier item (slot: %u, entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), slot, itemTransmogrifier->GetEntry());
    //    return;
    //}

    if (!itemTransmogrifier) // reset look newEntry
    {
        // itemTransmogrified->ClearEnchantment(TRANSMOGRIFY_ENCHANTMENT_SLOT);
        // player->SetVisibleItemSlot(slot, itemTransmogrified);

        // Custom
        DeleteFakeEntry(player, slot, itemTransmogrified);
    }
    else
    {
        if (!CanTransmogrifyItemWithItem(player, itemTransmogrified->GetTemplate(), itemTransmogrifier->GetTemplate()))
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) failed CanTransmogrifyItemWithItem (%u with %u).", player->GetGUIDLow(), player->GetName().c_str(), itemTransmogrified->GetEntry(), itemTransmogrifier->GetEntry());
            return LANG_ERR_TRANSMOG_INVALID_ITEMS;
        }

        if (!no_cost)
        {
            cost = GetSpecialPrice(itemTransmogrified->GetTemplate());
            cost *= ScaledCostModifier;
            cost += CopperCost;
            if (!player->HasEnoughMoney(cost))
                return LANG_ERR_TRANSMOG_NOT_ENOUGH_MONEY;

            if (RequireToken)
            {
                if (player->HasItemCount(TokenEntry, TokenAmount))
                    player->DestroyItemCount(TokenEntry, TokenAmount, true);
                else
                    return LANG_ERR_TRANSMOG_NOT_ENOUGH_TOKENS;
            }
        }

        // All okay, proceed
        // itemTransmogrified->SetEnchantment(TRANSMOGRIFY_ENCHANTMENT_SLOT, newEntry, 0, 0);
        // player->SetVisibleItemSlot(slot, itemTransmogrified);

        // Custom
        SetFakeEntry(player, itemTransmogrifier->GetEntry(), slot, itemTransmogrified); // newEntry

        itemTransmogrified->UpdatePlayedTime(player);

        itemTransmogrified->SetOwnerGUID(player->GetGUID());
        itemTransmogrified->SetNotRefundable(player);
        itemTransmogrified->ClearSoulboundTradeable(player);

        if (itemTransmogrifier->GetTemplate()->Bonding == BIND_WHEN_EQUIPED || itemTransmogrifier->GetTemplate()->Bonding == BIND_WHEN_USE)
            itemTransmogrifier->SetBinding(true);

        itemTransmogrifier->SetOwnerGUID(player->GetGUID());
        itemTransmogrifier->SetNotRefundable(player);
        itemTransmogrifier->ClearSoulboundTradeable(player);

        //cost += GetSpecialPrice(itemTransmogrified->GetTemplate());
        //cost *= GetScaledCostModifier();
        //cost += sT->GetCopperCost();
    }

    // trusting the client, if it got here it has to have enough money
    // ... unless client was modified
    if (cost) // 0 cost if reverting look
        player->ModifyMoney(-1*cost, false);
    return LANG_ERR_TRANSMOG_OK;
}
Пример #8
0
void WorldSession::HandleSendMail(WorldPacket & recv_data)
{
    uint64 mailbox, unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailbox;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    uint8 items_count;
    recv_data >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recv_data.rfinish();                   // set to end to avoid warnings spam
        return;
    }

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        recv_data.read_skip<uint8>();                       // item slot in mail, not used
        recv_data >> itemGUIDs[i];
    }

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    if (receiver.empty())
        return;

    Player* player = _player;

    if (player->getLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    if (player->GetSession()->GetSecurity() == 2 || player->GetSession()->GetSecurity() == 3 || player->GetSession()->GetSecurity() == 4 || player->GetSession()->GetSecurity() == 5 || player->GetSession()->GetSecurity() == 6 || player->GetSession()->GetSecurity() == 7 || player->GetSession()->GetSecurity() == 8)
    {
        SendNotification("Gamemasters are not allowed to send mails.");
        return;
    }

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr->GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        sLog->outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
            player->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    sLog->outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", player->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (player->GetGUID() == rc)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;  // price hardcoded in client

    uint32 reqmoney = cost + money;

    if (!player->HasEnoughMoney(reqmoney))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receive = ObjectAccessor::FindPlayer(rc);

    uint32 rc_team = 0;
    uint8 mails_count = 0;                                  //do not allow to send to one player more than 100 mails
    uint8 receiveLevel = 0;

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
        receiveLevel = receive->getLevel();
    }
    else
    {
        rc_team = sObjectMgr->GetPlayerTeamByGUID(rc);

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_COUNT);

        stmt->setUInt32(0, GUID_LOPART(rc));

        PreparedQueryResult result = CharacterDatabase.Query(stmt);

        if (result)
        {
            Field* fields = result->Fetch();
            mails_count = fields[0].GetUInt64();
        }

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);

        stmt->setUInt32(0, GUID_LOPART(rc));

        result = CharacterDatabase.Query(stmt);

        if (result)
        {
            Field* fields = result->Fetch();
            receiveLevel = fields[0].GetUInt8();
        }
    }
    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }
    // test the receiver's Faction... or all items are account bound
    bool accountBound = items_count ? true : false;
    for (uint8 i = 0; i < items_count; ++i)
    {
        Item* item = player->GetItemByGuid(itemGUIDs[i]);
        if (item)
        {
            ItemTemplate const* itemProto = item->GetTemplate();
            if (!itemProto || !(itemProto->Flags & ITEM_PROTO_FLAG_BIND_TO_ACCOUNT))
            {
                accountBound = false;
                break;
            }
        }
    }

    if (!accountBound && !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && player->GetTeam() != rc_team && AccountMgr::IsPlayerAccount(GetSecurity()))
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    if (receiveLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_RECEIVER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }

    uint32 rc_account = receive
        ? receive->GetSession()->GetAccountId()
        : sObjectMgr->GetPlayerAccountIdByGUID(rc);

    Item* items[MAX_MAIL_ITEMS];

    for (uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = player->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != rc_account)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int32(reqmoney));
    player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (!AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                        GetPlayerName(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(rc);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 && !AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
Пример #9
0
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
{
    Item* pItem = GetAItem(auction->itemGUIDLow);
    if (!pItem)
        return;

    uint32 bidderAccId = 0;
    uint64 bidderGuid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(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_PERM_LOG_GM_TRADE);
    }
    else
    {
        bidderAccId = sObjectMgr->GetPlayerAccountIdByGUID(bidderGuid);
        logGmTrade = AccountMgr::HasPermission(bidderAccId, RBAC_PERM_LOG_GM_TRADE, realmID);

        if (logGmTrade && !sObjectMgr->GetPlayerNameByGUID(bidderGuid, bidderName))
            bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
    }

    if (logGmTrade)
    {
        std::string ownerName;
        if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, ownerName))
            ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

        uint32 ownerAccId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner);

        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->GetGUIDLow());
        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);
    }
}
Пример #10
0
bool Mailbox::AddMessageToListingPacket(WorldPacket& data,MailMessage *msg)
{
	uint8 i = 0;
	uint32 j;
	size_t pos;
	vector<uint64>::iterator itr;
	Item* pItem;

	// add stuff
	if(msg->deleted_flag || msg->Expired() || (uint32)UNIXTIME < msg->delivery_time)
		return false;

	uint8 guidsize;
	if( msg->message_type )
		guidsize = 4;
	else
		guidsize = 8;

	size_t msize = 2 + 4 + 1 + guidsize + 7 * 4 + ( msg->subject.size() + 1 ) + ( msg->body.size() + 1 ) + 1 + ( msg->items.size() * ( 1 + 2*4 + 7 * ( 3*4 ) + 6*4 + 1 ) );

	data << uint16(msize);
	data << msg->message_id;
	data << uint8(msg->message_type);
	if(msg->message_type)
		data << uint32(msg->sender_guid);
	else
		data << msg->sender_guid;

	data << msg->cod;
	data << uint32(0);
	data << msg->stationary;
	data << msg->money; // money
	data << uint32(0x10);
	data << float((msg->expire_time - uint32(UNIXTIME)) / 86400.0f);
	data << uint32( 0 );	// mail template
	data << msg->subject;
	data << msg->body; // subjectbody
	pos = data.wpos();
	data << uint8(0);		// item count

	if( !msg->items.empty( ) )
	{
		for( itr = msg->items.begin( ); itr != msg->items.end( ); itr++ )
		{
			pItem = objmgr.LoadItem( *itr );
			if( pItem == NULL )
				continue;

			data << uint8(i++);
			data << pItem->GetLowGUID();
			data << pItem->GetEntry();

			for( j = 0; j < 7; ++j )
			{
				data << pItem->GetUInt32Value( ITEM_FIELD_ENCHANTMENT_1_1 + ( j * 3 ) );
				data << pItem->GetUInt32Value( (ITEM_FIELD_ENCHANTMENT_1_1 + 1) + ( j * 3 ) );
				data << pItem->GetUInt32Value( ITEM_FIELD_ENCHANTMENT_1_3 + ( j * 3 ) );
			}

			data << pItem->GetUInt32Value( ITEM_FIELD_RANDOM_PROPERTIES_ID );
			if( ( (int32)pItem->GetUInt32Value( ITEM_FIELD_RANDOM_PROPERTIES_ID ) ) < 0 )
				data << pItem->GetItemRandomSuffixFactor();
			else
				data << uint32( 0 );

			data << uint32( pItem->GetUInt32Value(ITEM_FIELD_STACK_COUNT) );
			data << uint32( pItem->GetChargesLeft() );
			data << pItem->GetUInt32Value( ITEM_FIELD_MAXDURABILITY );
			data << pItem->GetUInt32Value( ITEM_FIELD_DURABILITY );
			data << uint8(0);
			pItem->DeleteMe();
			pItem = NULLITEM;
		}
		data.put< uint8 >( pos, i );
	}

	return true;
}
Пример #11
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;
	int8 real_item_slot;

	recv_data >> gameobject >> recepient;
	// Search for the recipient
	PlayerInfo* player = ObjectMgr::getSingleton().GetPlayerInfoByName(recepient.c_str());
	if( player == NULL )
	{
		SendMailError(MAIL_ERR_RECIPIENT_NOT_FOUND);
		return;
	}
	msg.player_guid = player->guid;
	msg.sender_guid = _player->GetGUID();

	recv_data >> msg.subject >> msg.body >> msg.stationary;

	// Check attached items
	recv_data >> unk2 >> itemcount;
	for( i = 0; i < itemcount; i++ )
	{
		recv_data >> itemslot;
		recv_data >> itemguid;

		pItem = _player->GetItemInterface()->GetItemByGUID( itemguid );
		real_item_slot = _player->GetItemInterface()->GetInventorySlotByGuid( itemguid );
		if( pItem == NULL || pItem->HasFlag( ITEM_FIELD_FLAGS, ITEM_FLAG_CONJURED ) )
		{
			SendMailError(MAIL_ERR_BAG_FULL, INV_ERR_CANNOT_TRADE_THAT);
			return;
		}

		if( ( pItem->IsContainer() && (TO_CONTAINER( pItem ))->HasItems() ) || real_item_slot >= 0 && real_item_slot < INVENTORY_SLOT_ITEM_START )
		{
			SendMailError(MAIL_ERR_BAG_FULL, INV_ERR_CANT_TRADE_EQUIP_BAGS);
			return;
		}

		if(pItem->IsAccountbound()) // don't mail account-bound items to another account
		{
			if(GetAccountId() != player->acct)
			{
				SendMailError(MAIL_ERR_BAG_FULL, INV_ERR_ACCOUNT_BOUND);
				return;
			}
		}
		else if(pItem->IsSoulbound())
		{
			SendMailError(MAIL_ERR_BAG_FULL, INV_ERR_CANNOT_TRADE_THAT);
			return;
		}

		items.push_back( pItem );
	}

	if( items.size() > 12 || msg.body.find("%") != string::npos || msg.subject.find("%") != string::npos)
	{
		SendMailError(MAIL_ERR_INTERNAL_ERROR);
		return;
	}

	recv_data >> msg.money;
	recv_data >> msg.cod;
	// left over: (TODO- FIX ME BURLEX!)
	// uint32
	// uint32
	// uint8

	// Check if we're sending mail to ourselves
	if(msg.player_guid == msg.sender_guid && !GetPermissionCount())
	{
		SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF);
		return;
	}

	// Check stationary
	if(msg.stationary != STATIONERY_GM && HasGMPermissions())
	{
		msg.stationary = STATIONERY_GM; // GM mail always has GM Stationary.
	}

	if( msg.stationary == STATIONERY_GM && !HasGMPermissions())
	{
		msg.stationary = STATIONERY_NORMAL; // Send stationary as normal instead.
	}

	// 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 we're sending to the same faction (disable this for testing)
	bool interfaction = (sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION ) || (HasGMPermissions() && sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM ) ));
	if(!interfaction)
	{
		if(player->team != _player->GetTeam())
		{
			SendMailError( MAIL_ERR_NOT_YOUR_ALLIANCE );
			return;
		}
	}

	msg.message_id = 0;
	msg.message_type = 0;
	msg.copy_made = false;
	msg.read_flag = false;
	msg.deleted_flag = false;
	msg.returned_flag = false;
	msg.delivery_time = (uint32)UNIXTIME;

	if(msg.money != 0 || msg.cod != 0 || !items.size() && player->acct != _player->GetSession()->GetAccountId())
	{
		if(!sMailSystem.MailOption(MAIL_FLAG_DISABLE_HOUR_DELAY_FOR_ITEMS))
			msg.delivery_time += 3600;  // +1hr
	}

	msg.expire_time = 0;
	if(!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY))
	{
		msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * 30);
	}

	if (items.empty() && msg.money != 0 && HasGMPermissions())
		sWorld.LogGM(this, "sent mail with %u gold to %s (Acct: %u, Charid: %u).", msg.money, player->name, player->acct, player->guid);

	// Sending Message
	// take the money
	_player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -cost);
	// 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.

			sQuestMgr.OnPlayerDropItem(_player, pItem->GetEntry());
			pItem->RemoveFromWorld();
			pItem->SetOwner( NULLPLR );
			pItem->SaveToDB( INVENTORY_SLOT_NOT_SET, 0, true, NULL );
			msg.items.push_back( pItem->GetUInt32Value(OBJECT_FIELD_GUID) );

			if( HasGMPermissions() )
				sWorld.LogGM(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money);

			pItem->DeleteMe();
			pItem = NULLITEM;
		}
	}

	// Great, all our info is filled in. Now we can add it to the other players mailbox.
	sMailSystem.DeliverMessage(&msg);

	// Success packet :)
	SendMailError(MAIL_OK);
}
Пример #12
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_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);
}
Пример #13
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->UpdateAchievementCriteria(ACHIEVEMENT_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;
}
Пример #14
0
void WorldSession::HandleUseCritterItem(WorldPackets::Item::UseCritterItem& useCritterItem)
{
    Item* item = _player->GetItemByGuid(useCritterItem.ItemGuid);
    if (!item)
        return;

    ItemToBattlePetSpeciesEntry const* itemToBattlePetSpecies = sItemToBattlePetSpeciesStore.LookupEntry(item->GetEntry());
    if (!itemToBattlePetSpecies)
        return;

    BattlePetSpeciesEntry const* battlePetSpecies = sBattlePetSpeciesStore.LookupEntry(itemToBattlePetSpecies->BattlePetSpeciesID);
    if (!battlePetSpecies)
        return;

    GetBattlePetMgr()->AddPet(battlePetSpecies->ID, battlePetSpecies->CreatureID, BattlePetMgr::RollPetBreed(battlePetSpecies->ID), BattlePetMgr::GetDefaultPetQuality(battlePetSpecies->ID));
    _player->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
}
Пример #15
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPacket & recv_data )
{
    uint64 mailbox;
    uint32 mailId;
    uint32 itemId;
    recv_data >> mailbox;
    recv_data >> mailId;
    recv_data >> itemId;                                    // item guid low

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    Player* pl = _player;

    Mail* m = pl->GetMail(mailId);
    if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if(pl->GetMoney() < m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item *it = pl->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, it, false );
    if( msg == EQUIP_ERR_OK )
    {
        m->RemoveItem(itemId);
        m->removedItems.push_back(itemId);

        if (m->COD > 0)                                     // if there is COD, take COD money from player and send them to sender by mail
        {
            uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
            Player *receive = sObjectMgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
            {
                std::string sender_name;
                if(receive)
                {
                    sender_accId = receive->GetSession()->GetAccountId();
                    sender_name = receive->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

                    if(!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                    GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if(!receive)
                sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if(receive || sender_accId)
            {
                MailDraft(m->subject)
                    .AddMoney(m->COD)
                    .SendMailTo(MailReceiver(receive,m->sender),MailSender(MAIL_NORMAL,m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            pl->ModifyMoney( -int32(m->COD) );
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        pl->m_mailsUpdated = true;
        pl->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        pl->MoveItemToInventory(dest, it, true);

        CharacterDatabase.BeginTransaction();
        pl->SaveInventoryAndGoldToDB();
        pl->_SaveMail();
        CharacterDatabase.CommitTransaction();

        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
Пример #16
0
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)
    ObjectGuid itemGuid;

    recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> itemGuid;

    // 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->GetObjectGuid() != itemGuid)
    {
        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;
    }

    InventoryResult 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)
            {
                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);
    }
}
Пример #17
0
void WorldSession::HandleSendMail(WorldPacket & recv_data )
{
    uint64 mailbox, unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailbox;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    uint8 items_count;
    recv_data >> items_count;                               // attached items count

    if (items_count > MAX_MAIL_ITEMS)                       // client limit
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS);
        recv_data.rpos(recv_data.wpos());                   // set to end to avoid warnings spam
        return;
    }

    uint64 itemGUIDs[MAX_MAIL_ITEMS];

    for(uint8 i = 0; i < items_count; ++i)
    {
        recv_data.read_skip<uint8>();                       // item slot in mail, not used
        recv_data >> itemGUIDs[i];
    }

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    if (receiver.empty())
        return;

    Player* pl = _player;

    uint64 rc = 0;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr.GetPlayerGUIDByName(receiver);

    if (!rc)
    {
        sLog.outDetail("Player %u is sending mail to %s (GUID: not existed!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
            pl->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    sLog.outDetail("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2);

    if (pl->GetGUID() == rc)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 cost = items_count ? 30 * items_count : 30;      // price hardcoded in client

    uint32 reqmoney = cost + money;

    if (pl->GetMoney() < reqmoney)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player *receive = sObjectMgr.GetPlayer(rc);

    uint32 rc_team = 0;
    uint8 mails_count = 0;                                  // do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }
    else
    {
        rc_team = sObjectMgr.GetPlayerTeamByGUID(rc);
        if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc)))
        {
            Field *fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
            delete result;
        }
    }

    //do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
    if (mails_count > 100)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
        return;
    }

    // check the receiver's Faction...
    if (!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
        return;
    }

    uint32 rc_account = receive
        ? receive->GetSession()->GetAccountId()
        : sObjectMgr.GetPlayerAccountIdByGUID(rc);

    Item* items[MAX_MAIL_ITEMS];

    for(uint8 i = 0; i < items_count; ++i)
    {
        if (!itemGUIDs[i])
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        Item* item = pl->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if(!item)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && pl->GetSession()->GetAccountId() != rc_account)
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
        {
            pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        items[i] = item;
    }

    pl->SendMailResult(0, MAIL_SEND, MAIL_OK);

    uint32 itemTextId = !body.empty() ? sObjectMgr.CreateItemText( body ) : 0;

    pl->ModifyMoney( -int32(reqmoney) );
    pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, itemTextId);

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for(uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                        GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                pl->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);
                CharacterDatabase.BeginTransaction();
                item->DeleteFromInventoryDB();     // deletes item from character's inventory
                item->SaveToDB();                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone
                // owner in data will set at mail receive and item extracting
                CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", GUID_LOPART(rc), item->GetGUIDLow());
                CharacterDatabase.CommitTransaction();

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = pl->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 &&  GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(),"GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(MailReceiver(receive, GUID_LOPART(rc)), pl, MAIL_CHECK_MASK_NONE, deliver_delay);

    CharacterDatabase.BeginTransaction();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
}
Пример #18
0
void FlanisSwiftwing_Gossip::GossipSelectOption(Object* pObject, Player* plr, uint32 Id, uint32 IntId, const char* Code)
{
    Creature* pCreature = (pObject->IsCreature()) ? TO_CREATURE(pObject) : NULL;
    if(pCreature == NULL)
        return;
    if(IntId == 1)
    {
        Item* item;
        item = objmgr.CreateItem(30658 , plr);
        item->SetStackCount(1);
        if(!plr->GetItemInterface()->AddItemToFreeSlot(item))
        {
            plr->GetSession()->SendNotification("No free slots were found in your inventory!");
            item->DeleteMe();
        }
        else
        {
            plr->SendItemPushResult(false, true, false, true, plr->GetItemInterface()->LastSearchResult()->ContainerSlot,
                                    plr->GetItemInterface()->LastSearchResult()->Slot, 1, item->GetEntry(), item->GetItemRandomSuffixFactor(),
                                    item->GetItemRandomPropertyId(), item->GetStackCount());
        }
    }
};
Пример #19
0
void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
    Player* pReceiver = receiver.GetPlayer();               // can be NULL

    if (pReceiver)
        prepareItems(pReceiver);                            // generate mail template items


    uint32 mailId = sObjectMgr.GenerateMailID();

    time_t deliver_time = time(NULL) + deliver_delay;

    uint32 expire_delay;
    // auction mail without any items and money (auction sale note) pending 1 hour
    if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
        expire_delay = HOUR;
    // mail from battlemaster (rewardmarks) should last only one day
    else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattleGroundMgr.GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
        expire_delay = DAY;
    // default case: expire time if COD 3 days, if no COD 30 days
    else
        expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY;

    time_t expire_time = deliver_time + expire_delay;

    // Add to DB
    std::string safe_subject = GetSubject();

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.escape_string(safe_subject);
    CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked) "
        "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%u', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%d')",
        mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGUIDLow(), safe_subject.c_str(), GetBodyId(), (m_items.empty() ? 0 : 1), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked);

    for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
    {
        Item* item = mailItemIter->second;
        CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')", mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGUIDLow());
    }
    CharacterDatabase.CommitTransaction();

    // For online receiver update in game mail status and data
    if (pReceiver)
    {
        pReceiver->AddNewMailDeliverTime(deliver_time);

        Mail *m = new Mail;
        m->messageID = mailId;
        m->mailTemplateId = GetMailTemplateId();
        m->subject = GetSubject();
        m->itemTextId = GetBodyId();
        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->GetGUIDLow(), 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())
        deleteIncludedItems();
}
Пример #20
0
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8+8+4+4+4);

    uint64 auctioneer, item;
    uint32 etime, bid, buyout;
    recv_data >> auctioneer >> item;
    recv_data >> bid >> buyout >> etime;
    Player *pl = GetPlayer();

    if (!item || !bid || !etime)
        return;                                             //check for cheaters

    Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
        return;
    }

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch(etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item *it = pl->GetItemByGuid( item );
    //do not allow to sell already auctioned items
    if(objmgr.GetAItem(GUID_LOPART(item)))
    {
        sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
    if(!it)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
        return;
    }

    if(!it->CanBeTraded())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    uint32 location = AuctioneerFactionToLocation(pCreature->getFaction());
    AuctionHouseObject * mAuctions;
    mAuctions = objmgr.GetAuctionsMap( location );

    //we have to take deposit :
    uint32 deposit = objmgr.GetAuctionDeposit( location, etime, it );
    if ( pl->GetMoney() < deposit )
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
    {
        sLog.outCommand("GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
            GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount());
    }

    pl->ModifyMoney( -int32(deposit) );

    uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = objmgr.GenerateAuctionID();
    AH->auctioneer = GUID_LOPART(auctioneer);
    AH->item_guidlow = GUID_LOPART(item);
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
    AH->time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->location = location;

    sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in location: %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, location);
    mAuctions->AddAuction(AH);

    objmgr.AddAItem(it);
    pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);

    CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB();
    it->SaveToDB();                                         // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) "
        "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')",
        AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);
}
Пример #21
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPackets::Mail::MailTakeItem& packet)
{
    uint32 AttachID = packet.AttachID;

    if (!CanOpenMailBox(packet.Mailbox))
        return;

    Player* player = _player;

    Mail* m = player->GetMail(packet.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr))
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // verify that the mail has the item to avoid cheaters taking COD items without paying
    if (std::find_if(m->items.begin(), m->items.end(), [AttachID](MailItemInfo info){ return info.item_guid == AttachID; }) == m->items.end())
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(uint64(m->COD)))
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(packet.AttachID);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        m->RemoveItem(packet.AttachID);
        m->removedItems.push_back(packet.AttachID);

        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid = ObjectGuid::Create<HighGuid::Player>(m->sender);
            Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
            {
                std::string sender_name;
                if (receiver)
                {
                    sender_accId = receiver->GetSession()->GetAccountId();
                    sender_name = receiver->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid);

                    if (!ObjectMgr::GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: " UI64FMTD " to player: %s (Account: %u)",
                    GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->GetDefaultLocaleName(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!receiver)
                sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (receiver || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            player->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUID().GetCounter());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);

        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_OK, 0, packet.AttachID, count);
    }
    else
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
Пример #22
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();

    if (receiver.GetPlayerGUIDLow() == auctionbot.GetAHBplayerGUID())
    {
        if (sender.GetMailMessageType() == MAIL_AUCTION)        // auction mail with items
            deleteIncludedItems(trans, true);
        return;
    }

    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);
    // mail from battlemaster (rewardmarks) should last only one day
    else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattlegroundMgr->GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
        expire_delay = DAY;
     // 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->setUInt32(++index, sender.GetSenderId());
    stmt->setUInt32(++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->setUInt32(++index, m_money);
    stmt->setUInt32(++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->setUInt32(1, pItem->GetGUIDLow());
        stmt->setUInt32(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->GetGUIDLow(), 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);
    }
}
Пример #23
0
/**
 * Sends a mail.
 *
 * @param receiver             The MailReceiver to which this mail is sent.
 * @param sender               The MailSender from which this mail is originated.
 * @param checked              The mask used to specify the mail.
 * @param deliver_delay        The delay after which the mail is delivered in seconds
 */
void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
    Player* pReceiver = receiver.GetPlayer();               // can be NULL

    uint32 pReceiverAccount = 0;
    if (!pReceiver)
        pReceiverAccount = sObjectMgr.GetPlayerAccountIdByGUID(receiver.GetPlayerGuid());

    if (!pReceiver && !pReceiverAccount)                    // receiver not exist
    {
        deleteIncludedItems(true);
        return;
    }

    bool has_items = !m_items.empty();

    // generate mail template items for online player, for offline player items will generated at open
    if (pReceiver)
    {
        if (prepareItems(pReceiver))
            has_items = true;
    }

    uint32 mailId = sObjectMgr.GenerateMailID();

    time_t deliver_time = time(NULL) + deliver_delay;

    uint32 expire_delay;
    // auction mail without any items and money (auction sale note) pending 1 hour
    if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
        expire_delay = HOUR;
    // default case: expire time if COD 3 days, if no COD 30 days
    else
        expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY;

    time_t expire_time = deliver_time + expire_delay;

    // Add to DB
    std::string safe_subject = GetSubject();
    CharacterDatabase.escape_string(safe_subject);

    std::string safe_body = GetBody();
    CharacterDatabase.escape_string(safe_body);

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,body,has_items,expire_time,deliver_time,money,cod,checked) "
                               "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%s', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%u')",
                               mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGuid().GetCounter(), safe_subject.c_str(), safe_body.c_str(), (has_items ? 1 : 0), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked);

    for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
    {
        Item* item = mailItemIter->second;
        CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')",
                                   mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGuid().GetCounter());
    }
    CharacterDatabase.CommitTransaction();

    // For online receiver update in game mail status and data
    if (pReceiver)
    {
        pReceiver->AddNewMailDeliverTime(deliver_time);

        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->GetGUIDLow(), item->GetEntry());
        }

        m->messageType = sender.GetMailMessageType();
        m->stationery = sender.GetStationery();
        m->sender = sender.GetSenderId();
        m->receiverGuid = receiver.GetPlayerGuid();
        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())
        deleteIncludedItems();
}
Пример #24
0
void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket &recv_data)
{
    uint64 guid;
    uint32 quest;
    uint32 unk1;
    recv_data >> guid >> quest >> unk1;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_QUESTGIVER_ACCEPT_QUEST npc = %u, quest = %u, unk1 = %u", uint32(GUID_LOPART(guid)), quest, unk1);

    Object* pObject = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM|TYPEMASK_PLAYER);

    #define CLOSE_GOSSIP_CLEAR_DIVIDER() \
    do { \
        _player->PlayerTalkClass->SendCloseGossip(); \
        _player->SetDivider(0); \
    } while (0)

    // no or incorrect quest giver
    if(!pObject)
    {
        CLOSE_GOSSIP_CLEAR_DIVIDER();
        return;
    }

    if(Player* playerQuestObject = pObject->ToPlayer())
    {
        if((_player->GetDivider() && _player->GetDivider() != guid) ||
           ((pObject != _player && !playerQuestObject->CanShareQuest(quest))))
        {
            CLOSE_GOSSIP_CLEAR_DIVIDER();
            return;
        }
    }
    else
    {
        if(!pObject->hasQuest(quest))
        {
            CLOSE_GOSSIP_CLEAR_DIVIDER();
            return;
        }
    }

    // some kind of WPE protection
    if(!_player->CanInteractWithQuestGiver(pObject))
        return;

    Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
    if(qInfo)
    {
        // prevent cheating
        if(!GetPlayer()->CanTakeQuest(qInfo, true))
        {
            CLOSE_GOSSIP_CLEAR_DIVIDER();
            return;
        }

        if(_player->GetDivider() != 0)
        {
            Player* pPlayer = ObjectAccessor::FindPlayer(_player->GetDivider());
            if(pPlayer)
            {
                pPlayer->SendPushToPartyResponse(_player, QUEST_PARTY_MSG_ACCEPT_QUEST);
                _player->SetDivider(0);
            }
        }

        if(_player->CanAddQuest(qInfo, true))
        {
            _player->AddQuest(qInfo, pObject);

            if(qInfo->HasFlag(QUEST_FLAGS_PARTY_ACCEPT))
            {
                if(Group* pGroup = _player->GetGroup())
                {
                    for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
                    {
                        Player* pPlayer = itr->getSource();

                        if(!pPlayer || pPlayer == _player)     // not self
                            continue;

                        if(pPlayer->CanTakeQuest(qInfo, true))
                        {
                            pPlayer->SetDivider(_player->GetGUID());

                            //need confirmation that any gossip window will close
                            pPlayer->PlayerTalkClass->SendCloseGossip();

                            _player->SendQuestConfirmAccept(qInfo, pPlayer);
                        }
                    }
                }
            }

            if(_player->CanCompleteQuest(quest))
                _player->CompleteQuest(quest);

            switch(pObject->GetTypeId())
            {
                case TYPEID_UNIT:
                    sScriptMgr->OnQuestAccept(_player, (pObject->ToCreature()), qInfo);
                    pObject->ToCreature()->AI()->sQuestAccept(_player, qInfo);
                    break;
                case TYPEID_ITEM:
                case TYPEID_CONTAINER:
                {
                    Item* item = (Item*)pObject;
                    sScriptMgr->OnQuestAccept(_player, item, qInfo);
                    // destroy not required for quest finish quest starting item
                    bool destroyItem = true;
                    for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
                    {
                        if((qInfo->ReqItemId[i] == item->GetEntry()) && (item->GetTemplate()->MaxCount > 0))
                        {
                            destroyItem = false;
                            break;
                        }
                    }

                    if(destroyItem)
                        _player->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);

                    break;
                }
                case TYPEID_GAMEOBJECT:
                    sScriptMgr->OnQuestAccept(_player, ((GameObject*)pObject), qInfo);
                    pObject->ToGameObject()->AI()->QuestAccept(_player, qInfo);
                    break;
                default:
                    break;
            }
            _player->PlayerTalkClass->SendCloseGossip();

            if(qInfo->GetSrcSpell() > 0)
                _player->CastSpell(_player, qInfo->GetSrcSpell(), true);

            return;
        }
    #undef CLOSE_GOSSIP_CLEAR_DIVIDER
    }

    _player->PlayerTalkClass->SendCloseGossip();
}
Пример #25
0
// does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction)
{
    Item* pItem = GetAItem(auction->item_guidlow);
    if (!pItem)
        return;

    uint32 bidder_accId = 0;
    uint32 bidder_security = 0;
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = sObjectMgr.GetPlayer(bidder_guid);
    // data for gm.log
    if (sWorld.getConfig(CONFIG_GM_LOG_TRADE))
    {
        std::string bidder_name;
        if (bidder)
        {
            bidder_accId = bidder->GetSession()->GetAccountId();
            bidder_security = bidder->GetSession()->GetSecurity();
            bidder_name = bidder->GetName();
        }
        else
        {
            bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
            bidder_security = sAccountMgr->GetSecurity(bidder_accId);

            if (bidder_security > SEC_PLAYER) // not do redundant DB requests
            {
                if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name))
                    bidder_name = sObjectMgr.GetOregonStringForDBCLocale(LANG_UNKNOWN);
            }
        }
        if (bidder_security > SEC_PLAYER)
        {
            std::string owner_name;
            if (!sObjectMgr.GetPlayerNameByGUID(auction->owner, owner_name))
                owner_name = sObjectMgr.GetOregonStringForDBCLocale(LANG_UNKNOWN);

            uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(auction->owner);

            sLog.outCommand(bidder_accId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
                            bidder_name.c_str(), bidder_accId, pItem->GetProto()->Name1, pItem->GetEntry(), pItem->GetCount(), auction->bid, owner_name.c_str(), owner_accid);
        }
    }

    // receiver exist
    if (bidder || bidder_accId)
    {
        std::ostringstream msgAuctionWonSubject;
        msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;

        std::ostringstream msgAuctionWonBody;
        msgAuctionWonBody.width(16);
        msgAuctionWonBody << std::right << std::hex << auction->owner;
        msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
        sLog.outDebug("AuctionWon body string : %s", msgAuctionWonBody.str().c_str());

        // prepare mail data... :
        uint32 itemTextId = sObjectMgr.CreateItemText(msgAuctionWonBody.str());

        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in data will set at mail receive and item extracting
        CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", auction->bidder, pItem->GetGUIDLow());

        if (bidder)
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);

        MailDraft(msgAuctionWonSubject.str(), itemTextId)
        .AddItem(pItem)
        .SendMailTo(MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}
Пример #26
0
void WorldSession::HandleSellItemOpcode(WorldPacket & recv_data)
{
    sLog->outDebug("WORLD: Received CMSG_SELL_ITEM");
    uint64 vendorguid, itemguid;
    uint32 count;

    recv_data >> vendorguid >> itemguid >> 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 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_STAT_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, 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;
        }

        // 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, pCreature, 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, pCreature, 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, pCreature, itemguid, 0);
            return;
        }
    }
    _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemguid, 0);
    return;
}
Пример #27
0
void WorldSession::HandleSellItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_SELL_ITEM");

    ObjectGuid vendorGuid;
    ObjectGuid itemGuid;
    uint8 _count;

    recv_data >> vendorGuid;
    recv_data >> itemGuid;
    recv_data >> _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)
    {
        DEBUG_LOG("WORLD: HandleSellItemOpcode - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, itemGuid, 0);
        return;
    }

    Item* pItem = _player->GetItemByGuid(itemGuid);

    if (!pItem)
        return;

    // prevent sell not owner item
    if (_player->GetObjectGuid() != 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->GetObjectGuid())
    {
        _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 (possible 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)
    {
        _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemGuid, 0);
        return;
    }

    if (pProto->SellPrice == 0)
    {
        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
        return;
    }

    uint32 money = pProto->SellPrice * count;

    for (auto i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        auto const &spell = pProto->Spells[i];

        // if spell charges for this item are negative, it means that the item should be destroyed once the charges are consumed.
        // it also means that the value of this item is relative to how many charges are remaining.
        if (spell.SpellId != 0 && spell.SpellCharges < 0)
        {
            auto const multiplier = static_cast<float>(pItem->GetSpellCharges(i)) / spell.SpellCharges;
            money *= multiplier;
            break;
        }
    }

    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, money);
        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, money);
    }

    _player->ModifyMoney(money);
}
Пример #28
0
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
    DEBUG_LOG("WORLD: HandleAuctionSellItem");

    ObjectGuid auctioneerGuid;
    uint32 etime, bid, buyout, itemCount;
    std::vector<ObjectGuid> guids;
    std::vector<uint32> stackSizes;

    recv_data >> auctioneerGuid;
    recv_data >> itemCount;

    if (itemCount > MAX_BAG_SIZE * 5)
    {
        recv_data.rpos(recv_data.wpos());                   // should not happen
        return;
    }

    guids.resize(itemCount);
    stackSizes.resize(itemCount);

    for (uint32 i = 0; i < itemCount; ++i)
    {
        recv_data >> guids[i];                              // item guid
        recv_data >> stackSizes[i];                         // stack size
    }

    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (!bid || !etime)
        return;                                             // check for cheaters

    Player *pl = GetPlayer();

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch (etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    for (uint32 i = 0; i < itemCount; ++i)
    {
        ObjectGuid itemGuid = guids[i];

        if (!itemGuid)
            continue;

        uint32 stackSize = stackSizes[i];

        Item *it = pl->GetItemByGuid(itemGuid);

        // do not allow to sell already auctioned items
        if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
        {
            sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
            continue;
        }

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
        if (!it)
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
            continue;
        }

        if (!it->CanBeTraded())
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
            continue;
        }

        if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
            continue;
        }

        // check money for deposit
        uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
        if (pl->GetMoney() < deposit)
        {
            SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
            continue;
        }

        if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
        {
            sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
        }

        if (stackSize == 0)
            stackSize = 1;

        if (stackSize > it->GetMaxStackCount())             // too big stack size
            stackSize = it->GetMaxStackCount();

        if (!pl->HasItemCount(it->GetEntry(), stackSize))   // not enough items
            continue;

        Item *newItem = it->CloneItem(stackSize);

        pl->DestroyItemCount(it, stackSize, true);

        pl->ModifyMoney(-int32(deposit));

        AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl);

        DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
            itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId);

        SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK);

        GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
    }
}
Пример #29
0
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
    uint64 auctioneer, item;
    uint32 etime, bid, buyout, count;
    recv_data >> auctioneer;
    recv_data.read_skip<uint32>();                          // const 1?
    recv_data >> item;
    recv_data >> count;                                     // 3.2.2, number of items being auctioned
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    Player *pl = GetPlayer();

    if (!item || !bid || !etime)
        return;                                             //check for cheaters

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog.outDebug("WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction());
    if (!auctionHouseEntry)
    {
        sLog.outDebug("WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    sLog.outDebug("WORLD: HandleAuctionSellItem - ETIME: %u", etime);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    sLog.outDebug("WORLD: HandleAuctionSellItem - ETIME: %u", etime);

    // client understand only 3 auction time
    switch(etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item *it = pl->GetItemByGuid(item);
    //do not allow to sell already auctioned items
    if (sAuctionMgr.GetAItem(GUID_LOPART(item)))
    {
        sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
    if (!it)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
        return;
    }

    if (!it->CanBeTraded())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->GetProto()->Flags & ITEM_PROTO_FLAG_CONJURED || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->IsBag() && !((Bag*)it)->IsEmpty())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(pCreature->getFaction());

    //we have to take deposit :
    uint32 deposit = sAuctionMgr.GetAuctionDeposit(auctionHouseEntry, etime, it, count);
    if (!pl->HasEnoughMoney(deposit))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if (GetSecurity() > SEC_PLAYER && sWorld.getBoolConfig(CONFIG_GM_LOG_TRADE))
    {
        sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
            GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),count);
    }

    pl->ModifyMoney(-int32(deposit));

    uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = sObjectMgr.GenerateAuctionID();
    if (sWorld.getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = 23442;
    else
        AH->auctioneer = GUID_LOPART(auctioneer);
    AH->item_guidlow = GUID_LOPART(item);
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
    AH->expire_time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->auctionHouseEntry = auctionHouseEntry;

    sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), AH->auctioneer, bid, buyout, auction_time, AH->GetHouseId());
    sAuctionMgr.AddAItem(it);
    auctionHouse->AddAuction(AH);

    pl->MoveItemFromInventory(it->GetBagSlot(), it->GetSlot(), true);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB(trans);
    it->SaveToDB(trans);                                         // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    AH->SaveToDB(trans);
    pl->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);

    GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
Пример #30
0
bool CPlayer::SellItemToMultiVendor(ObjectGuid itemGuid, uint8 _count)
{
    DEBUG_LOG("WORLD: SellItemToMultiVendor");

    // prevent possible overflow, as mangos uses uint32 for item count
    uint32 count = _count;

    uint32 entry;
    ObjectGuid guid;
    GetMultiVendor(entry, guid);

    if (!itemGuid)
        return false;

    Creature* pCreature = GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: SellItemToMultiVendor - %s not found or you can't interact with him.", guid.GetString().c_str());
        SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemGuid, 0);
        return false;
    }

    // remove fake death
    if (hasUnitState(UNIT_STAT_DIED))
        RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item* pItem = GetItemByGuid(itemGuid);
    if (pItem)
    {
        // prevent sell not owner item
        if (GetObjectGuid() != pItem->GetOwnerGuid())
        {
            SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return false;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        {
            SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return false;
        }

        // prevent sell currently looted item
        if (GetLootGuid() == pItem->GetObjectGuid())
        {
            SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return false;
        }

        // 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())
            {
                SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
                return false;
            }
        }

        ItemPrototype const* pProto = pItem->GetProto();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())              // need split items
                {
                    Item* pNewItem = pItem->CloneItem(count, ToPlayer());
                    if (!pNewItem)
                    {
                        sLog.outError("WORLD: SellItemToMultiVendor - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
                        return false;
                    }

                    pItem->SetCount(pItem->GetCount() - count);
                    ItemRemovedQuestCheck(pItem->GetEntry(), count);
                    if (IsInWorld())
                        pItem->SendCreateUpdateToPlayer(ToPlayer());
                    pItem->SetState(ITEM_CHANGED, ToPlayer());

                    AddItemToBuyBackSlot(pNewItem);
                    if (IsInWorld())
                        pNewItem->SendCreateUpdateToPlayer(ToPlayer());
                }
                else
                {
                    ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(ToPlayer());
                    AddItemToBuyBackSlot(pItem);
                }

                uint32 money = pProto->SellPrice * count;

                ModifyMoney(money);
            }
            else
                SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);

            return true;
        }
    }

    SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemGuid, 0);
    return false;
}