/** * Handles the packet sent by the client when taking an item from the 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 { ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender); Player *sender = sObjectMgr.GetPlayer(sender_guid); uint32 sender_accId = 0; if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) ) { std::string sender_name; if(sender) { sender_accId = sender->GetSession()->GetAccountId(); sender_name = sender->GetName(); } else { // can be calculated early sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); if(!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); } sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if(!sender) sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); // check player existence if(sender || sender_accId) { MailDraft(m->subject) .SetMoney(m->COD) .SendMailTo(MailReceiver(sender, sender_guid), _player, MAIL_CHECK_MASK_COD_PAYMENT); } pl->ModifyMoney( -int32(m->COD) ); } m->COD = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->RemoveMItem(it->GetGUIDLow()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting pl->MoveItemToInventory(dest, it, true); CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); pl->_SaveMail(); CharacterDatabase.CommitTransaction(); pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg); }
//called when player takes item attached in mail void WorldSession::HandleMailTakeItem(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; uint32 itemId; recvData >> mailId; recvData >> itemId; mailbox[6] = recvData.ReadBit(); mailbox[5] = recvData.ReadBit(); mailbox[2] = recvData.ReadBit(); mailbox[3] = recvData.ReadBit(); mailbox[0] = recvData.ReadBit(); mailbox[1] = recvData.ReadBit(); mailbox[4] = recvData.ReadBit(); mailbox[7] = recvData.ReadBit(); recvData.ReadByteSeq(mailbox[0]); recvData.ReadByteSeq(mailbox[1]); recvData.ReadByteSeq(mailbox[4]); recvData.ReadByteSeq(mailbox[2]); recvData.ReadByteSeq(mailbox[5]); recvData.ReadByteSeq(mailbox[6]); recvData.ReadByteSeq(mailbox[3]); recvData.ReadByteSeq(mailbox[7]); if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if (!player->HasEnoughMoney(uint64(m->COD))) { player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item* it = player->GetMItem(itemId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false); if (msg == EQUIP_ERR_OK) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); m->RemoveItem(itemId); m->removedItems.push_back(itemId); if (m->COD > 0) //if there is COD, take COD money from player and send them to sender by mail { uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER); Player* receiver = ObjectAccessor::FindPlayer(sender_guid); uint32 sender_accId = 0; if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { std::string sender_name; if (receiver) { sender_accId = receiver->GetSession()->GetAccountId(); sender_name = receiver->GetName(); } else { // can be calculated early sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: " UI64FMTD " to player: %s (Account: %u)", GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->Name1.c_str(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if (!receiver) sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid); // check player existence if (receiver || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } player->ModifyMoney(-int32(m->COD)); } m->COD = 0; m->state = MAIL_STATE_CHANGED; player->m_mailsUpdated = true; player->RemoveMItem(it->GetGUIDLow()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting it->SetState(ITEM_UNCHANGED); // need to set this state, otherwise item cannot be removed later, if neccessary player->MoveItemToInventory(dest, it, true); player->SaveInventoryAndGoldToDB(trans); player->_SaveMail(trans); CharacterDatabase.CommitTransaction(trans); player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg); }
//called when player lists his received mails void WorldSession::HandleGetMailList(WorldPacket& recvData) { ObjectGuid mailbox; mailbox[6] = recvData.ReadBit(); mailbox[3] = recvData.ReadBit(); mailbox[7] = recvData.ReadBit(); mailbox[5] = recvData.ReadBit(); mailbox[4] = recvData.ReadBit(); mailbox[1] = recvData.ReadBit(); mailbox[2] = recvData.ReadBit(); mailbox[0] = recvData.ReadBit(); recvData.ReadByteSeq(mailbox[7]); recvData.ReadByteSeq(mailbox[1]); recvData.ReadByteSeq(mailbox[6]); recvData.ReadByteSeq(mailbox[5]); recvData.ReadByteSeq(mailbox[4]); recvData.ReadByteSeq(mailbox[2]); recvData.ReadByteSeq(mailbox[3]); recvData.ReadByteSeq(mailbox[0]); if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; //load players mails, and mailed items if (!player->m_mailsLoaded) player->_LoadMail(); // client can't work with packets > max int16 value const uint32 maxPacketSize = 32767; uint32 mailCount = 0; uint32 realCount = 0; // true mail count (includes any skipped mail) time_t cur_time = time(NULL); ByteBuffer mailData; WorldPacket data(SMSG_MAIL_LIST_RESULT, 200); // guess size data << uint32(0); // placeholder size_t mailCountPos = data.bitwpos(); data.WriteBits(0, 18); // placeholder for (PlayerMails::iterator itr = player->GetMailBegin(); itr != player->GetMailEnd(); ++itr) { Mail* mail = *itr; // Only first 50 mails are displayed if (mailCount >= 50) { realCount += 1; continue; } // skip deleted or not delivered (deliver delay not expired) mails if (mail->state == MAIL_STATE_DELETED || cur_time < mail->deliver_time) continue; // skip mail with more than MAX_MAIL_ITEMS items (should not occur) uint8 itemCount = mail->items.size(); if (itemCount > MAX_MAIL_ITEMS) { realCount += 1; continue; } // skip mail if the packet has become too large (should not occur) size_t nextMailSize = 6 + 1 + 8 + itemCount * (4 + 4 + 4 + 4 + 4 + MAX_INSPECTED_ENCHANTMENT_SLOT * (4 + 4 + 4) + 4 + 4 + 4 + 4 + 1 + 4) + mail->body.size() + mail->subject.size() + 4 + 4 + 8 + 4 + 8 + 4 + 4 + 1 + 4; if (data.wpos() + nextMailSize > maxPacketSize) { realCount += 1; continue; } data.WriteBit(mail->messageType != MAIL_NORMAL ? 1 : 0); data.WriteBits(mail->subject.size(), 8); data.WriteBits(mail->body.size(), 13); data.WriteBit(0); data.WriteBit(0); size_t itemCountPos = data.bitwpos(); data.WriteBits(0, 17); // placeholder data.WriteBit(1); // has guid ObjectGuid guid = mail->messageType == MAIL_NORMAL ? MAKE_NEW_GUID(mail->sender, 0, HIGHGUID_PLAYER) : 0; data.WriteBit(guid[2]); data.WriteBit(guid[6]); data.WriteBit(guid[7]); data.WriteBit(guid[0]); data.WriteBit(guid[5]); data.WriteBit(guid[3]); data.WriteBit(guid[1]); data.WriteBit(guid[4]); uint8 trueItemCount = 0; for (uint8 i = 0; i < itemCount; i++) { Item* item = player->GetMItem(mail->items[i].item_guid); if (!item) continue; data.WriteBit(0); mailData << uint32(item->GetGUIDLow()); mailData << uint32(4); // unknown mailData << uint32(item->GetSpellCharges()); mailData << uint32(item->GetUInt32Value(ITEM_FIELD_DURABILITY)); mailData << uint32(0); // unknown for (uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; j++) { mailData << uint32(item->GetEnchantmentCharges((EnchantmentSlot)j)); mailData << uint32(item->GetEnchantmentDuration((EnchantmentSlot)j)); mailData << uint32(item->GetEnchantmentId((EnchantmentSlot)j)); } mailData << uint32(item->GetItemSuffixFactor()); mailData << int32(item->GetItemRandomPropertyId()); mailData << uint32(item->GetUInt32Value(ITEM_FIELD_MAX_DURABILITY)); mailData << uint32(item->GetCount()); mailData << uint8(i); mailData << uint32(item->GetEntry()); trueItemCount++; } data.PutBits(itemCountPos, trueItemCount, 17); mailData.WriteString(mail->body); mailData << uint32(mail->messageID); mailData.WriteByteSeq(guid[4]); mailData.WriteByteSeq(guid[0]); mailData.WriteByteSeq(guid[5]); mailData.WriteByteSeq(guid[3]); mailData.WriteByteSeq(guid[1]); mailData.WriteByteSeq(guid[7]); mailData.WriteByteSeq(guid[2]); mailData.WriteByteSeq(guid[6]); mailData << uint32(mail->mailTemplateId); mailData << uint64(mail->COD); mailData.WriteString(mail->subject); mailData << uint32(mail->stationery); mailData << float(float(mail->expire_time - time(NULL)) / DAY); mailData << uint64(mail->money); mailData << uint32(mail->checked); if (mail->messageType != MAIL_NORMAL) mailData << uint32(mail->sender); mailData << uint8(mail->messageType); mailData << uint32(0); // unknown realCount++; mailCount++; } data.FlushBits(); data.append(mailData); data.put<uint32>(0, realCount); data.PutBits(mailCountPos, mailCount, 18); SendPacket(&data); // recalculate m_nextMailDelivereTime and unReadMails _player->UpdateNextMailTimeAndUnreads(); }
void WorldSession::HandleMailReturnToSender(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; recvData >> mailId; mailbox[2] = recvData.ReadBit(); mailbox[0] = recvData.ReadBit(); mailbox[4] = recvData.ReadBit(); mailbox[6] = recvData.ReadBit(); mailbox[3] = recvData.ReadBit(); mailbox[1] = recvData.ReadBit(); mailbox[7] = recvData.ReadBit(); mailbox[5] = recvData.ReadBit(); recvData.ReadByteSeq(mailbox[5]); recvData.ReadByteSeq(mailbox[6]); recvData.ReadByteSeq(mailbox[2]); recvData.ReadByteSeq(mailbox[0]); recvData.ReadByteSeq(mailbox[3]); recvData.ReadByteSeq(mailbox[1]); recvData.ReadByteSeq(mailbox[4]); recvData.ReadByteSeq(mailbox[7]); if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* player = _player; Mail* m = player->GetMail(mailId); if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { player->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR); return; } //we can return mail now, so firstly delete the old one SQLTransaction trans = CharacterDatabase.BeginTransaction(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID); stmt->setUInt32(0, mailId); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID); stmt->setUInt32(0, mailId); trans->Append(stmt); player->RemoveMail(mailId); // only return mail if the player exists (and delete if not existing) if (m->messageType == MAIL_NORMAL && m->sender) { MailDraft draft(m->subject, m->body); if (m->mailTemplateId) draft = MailDraft(m->mailTemplateId, false); // items already included if (m->HasItems()) { for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) { if (Item* const item = player->GetMItem(itr2->item_guid)) draft.AddItem(item); player->RemoveMItem(itr2->item_guid); } } draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender, trans); } CharacterDatabase.CommitTransaction(trans); delete m; //we can deallocate old mail player->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK); }