/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "World.h"
#include "Opcodes.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Item.h"
#include "UpdateData.h"
#include "ObjectAccessor.h"
void WorldSession::HandleSplitItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1+1+1+1);
//sLog.outDebug("WORLD: CMSG_SPLIT_ITEM");
uint8 srcbag, srcslot, dstbag, dstslot, count;
recv_data >> srcbag >> srcslot >> dstbag >> dstslot >> count;
//sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", srcbag, srcslot, dstbag, dstslot, count);
uint16 src = ( (srcbag << 8) | srcslot );
uint16 dst = ( (dstbag << 8) | dstslot );
if(src==dst)
return;
if (count==0)
return; //check count - if zero it's fake packet
_player->SplitItem( src, dst, count );
}
void WorldSession::HandleSwapInvItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1);
//sLog.outDebug("WORLD: CMSG_SWAP_INV_ITEM");
uint8 srcslot, dstslot;
recv_data >> srcslot >> dstslot;
//sLog.outDebug("STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot);
// prevent attempt swap same item to current position generated by client at special checting sequence
if(srcslot==dstslot)
return;
uint16 src = ( (INVENTORY_SLOT_BAG_0 << 8) | srcslot );
uint16 dst = ( (INVENTORY_SLOT_BAG_0 << 8) | dstslot );
_player->SwapItem( src, dst );
}
void WorldSession::HandleAutoEquipItemSlotOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+1);
uint64 itemguid;
uint8 dstslot;
recv_data >> itemguid >> dstslot;
// cheating attempt, client should never send opcode in that case
if(!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, dstslot))
return;
Item* item = _player->GetItemByGuid(itemguid);
uint16 dstpos = dstslot | (INVENTORY_SLOT_BAG_0 << 8);
if(!item || item->GetPos() == dstpos)
return;
_player->SwapItem(item->GetPos(), dstpos);
}
void WorldSession::HandleSwapItem( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1+1+1);
//sLog.outDebug("WORLD: CMSG_SWAP_ITEM");
uint8 dstbag, dstslot, srcbag, srcslot;
recv_data >> dstbag >> dstslot >> srcbag >> srcslot ;
//sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot);
uint16 src = ( (srcbag << 8) | srcslot );
uint16 dst = ( (dstbag << 8) | dstslot );
// prevent attempt swap same item to current position generated by client at special checting sequence
if(src==dst)
return;
_player->SwapItem( src, dst );
}
void WorldSession::HandleAutoEquipItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1);
//sLog.outDebug("WORLD: CMSG_AUTOEQUIP_ITEM");
uint8 srcbag, srcslot;
recv_data >> srcbag >> srcslot;
//sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
Item *pSrcItem = _player->GetItemByPos( srcbag, srcslot );
if( !pSrcItem )
return; // only at cheat
if(pSrcItem->m_lootGenerated) // prevent swap looting item
{
//best error message found for attempting to swap while looting
_player->SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
return;
}
uint16 dest;
uint8 msg = _player->CanEquipItem( NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag() );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pSrcItem, NULL );
return;
}
uint16 src = pSrcItem->GetPos();
if(dest==src) // prevent equip in same slot, only at cheat
return;
Item *pDstItem = _player->GetItemByPos( dest );
if( !pDstItem ) // empty slot, simple case
{
_player->RemoveItem( srcbag, srcslot, true );
_player->EquipItem( dest, pSrcItem, true );
_player->AutoUnequipOffhandIfNeed();
}
else // have currently equipped item, not simple case
{
uint8 dstbag = pDstItem->GetBagSlot();
uint8 dstslot = pDstItem->GetSlot();
msg = _player->CanUnequipItem( dest, !pSrcItem->IsBag() );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pDstItem, NULL );
return;
}
// check dest->src move possibility
ItemPosCountVec sSrc;
uint16 eSrc;
if( _player->IsInventoryPos( src ) )
{
msg = _player->CanStoreItem( srcbag, srcslot, sSrc, pDstItem, true );
if( msg != EQUIP_ERR_OK )
msg = _player->CanStoreItem( srcbag, NULL_SLOT, sSrc, pDstItem, true );
if( msg != EQUIP_ERR_OK )
msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, sSrc, pDstItem, true );
}
else if( _player->IsBankPos( src ) )
{
msg = _player->CanBankItem( srcbag, srcslot, sSrc, pDstItem, true );
if( msg != EQUIP_ERR_OK )
msg = _player->CanBankItem( srcbag, NULL_SLOT, sSrc, pDstItem, true );
if( msg != EQUIP_ERR_OK )
msg = _player->CanBankItem( NULL_BAG, NULL_SLOT, sSrc, pDstItem, true );
}
else if( _player->IsEquipmentPos( src ) )
{
msg = _player->CanEquipItem( srcslot, eSrc, pDstItem, true);
if( msg == EQUIP_ERR_OK )
msg = _player->CanUnequipItem( eSrc, true);
}
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pDstItem, pSrcItem );
return;
}
// now do moves, remove...
_player->RemoveItem(dstbag, dstslot, false);
_player->RemoveItem(srcbag, srcslot, false);
// add to dest
_player->EquipItem(dest, pSrcItem, true);
// add to src
if( _player->IsInventoryPos( src ) )
_player->StoreItem(sSrc, pDstItem, true);
else if( _player->IsBankPos( src ) )
_player->BankItem(sSrc, pDstItem, true);
else if( _player->IsEquipmentPos( src ) )
_player->EquipItem(eSrc, pDstItem, true);
_player->AutoUnequipOffhandIfNeed();
}
}
void WorldSession::HandleDestroyItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1+1+1+1+1);
//sLog.outDebug("WORLD: CMSG_DESTROYITEM");
uint8 bag, slot, count, data1, data2, data3;
recv_data >> bag >> slot >> count >> data1 >> data2 >> data3;
//sLog.outDebug("STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count);
uint16 pos = (bag << 8) | slot;
// prevent drop unequipable items (in combat, for example) and non-empty bags
if(_player->IsEquipmentPos(pos) || _player->IsBagPos(pos))
{
uint8 msg = _player->CanUnequipItem( pos, false );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, _player->GetItemByPos(pos), NULL );
return;
}
}
Item *pItem = _player->GetItemByPos( bag, slot );
if(!pItem)
{
_player->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
return;
}
if(count)
{
uint32 i_count = count;
_player->DestroyItemCount( pItem, i_count, true );
}
else
_player->DestroyItem( bag, slot, true );
}
// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 4);
//sLog.outDebug("WORLD: CMSG_ITEM_QUERY_SINGLE");
uint32 item;
recv_data >> item;
sLog.outDetail("STORAGE: Item Query = %u", item);
ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
if( pProto )
{
std::string Name = pProto->Name1;
std::string Description = pProto->Description;
int loc_idx = GetSessionDbLocaleIndex();
if ( loc_idx >= 0 )
{
ItemLocale const *il = objmgr.GetItemLocale(pProto->ItemId);
if (il)
{
if (il->Name.size() > loc_idx && !il->Name[loc_idx].empty())
Name = il->Name[loc_idx];
if (il->Description.size() > loc_idx && !il->Description[loc_idx].empty())
Description = il->Description[loc_idx];
}
}
// guess size
WorldPacket data( SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
data << pProto->ItemId;
data << pProto->Class;
data << pProto->SubClass;
data << uint32(-1); // new 2.0.3, not exist in wdb cache?
data << Name;
data << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
data << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00);
data << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00);
data << pProto->DisplayInfoID;
data << pProto->Quality;
data << pProto->Flags;
data << pProto->BuyPrice;
data << pProto->SellPrice;
data << pProto->InventoryType;
data << pProto->AllowableClass;
data << pProto->AllowableRace;
data << pProto->ItemLevel;
data << pProto->RequiredLevel;
data << pProto->RequiredSkill;
data << pProto->RequiredSkillRank;
data << pProto->RequiredSpell;
data << pProto->RequiredHonorRank;
data << pProto->RequiredCityRank;
data << pProto->RequiredReputationFaction;
data << pProto->RequiredReputationRank;
data << pProto->MaxCount;
data << pProto->Stackable;
data << pProto->ContainerSlots;
for(int i = 0; i < 10; i++)
{
data << pProto->ItemStat[i].ItemStatType;
data << pProto->ItemStat[i].ItemStatValue;
}
for(int i = 0; i < 5; i++)
{
data << pProto->Damage[i].DamageMin;
data << pProto->Damage[i].DamageMax;
data << pProto->Damage[i].DamageType;
}
data << pProto->Armor;
data << pProto->HolyRes;
data << pProto->FireRes;
data << pProto->NatureRes;
data << pProto->FrostRes;
data << pProto->ShadowRes;
data << pProto->ArcaneRes;
data << pProto->Delay;
data << pProto->Ammo_type;
data << (float)pProto->RangedModRange;
for(int s = 0; s < 5; s++)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
SpellEntry const* spell = sSpellStore.LookupEntry(pProto->Spells[s].SpellId);
if(spell)
{
bool db_data = pProto->Spells[s].SpellCooldown >= 0 || pProto->Spells[s].SpellCategoryCooldown >= 0;
data << pProto->Spells[s].SpellId;
data << pProto->Spells[s].SpellTrigger;
data << uint32(-abs(pProto->Spells[s].SpellCharges));
if(db_data)
{
data << uint32(pProto->Spells[s].SpellCooldown);
data << uint32(pProto->Spells[s].SpellCategory);
data << uint32(pProto->Spells[s].SpellCategoryCooldown);
}
else
{
data << uint32(spell->RecoveryTime);
data << uint32(spell->Category);
data << uint32(spell->CategoryRecoveryTime);
}
}
else
{
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(-1);
data << uint32(0);
data << uint32(-1);
}
}
data << pProto->Bonding;
data << Description;
data << pProto->PageText;
data << pProto->LanguageID;
data << pProto->PageMaterial;
data << pProto->StartQuest;
data << pProto->LockID;
data << pProto->Material;
data << pProto->Sheath;
data << pProto->RandomProperty;
data << pProto->RandomSuffix;
data << pProto->Block;
data << pProto->ItemSet;
data << pProto->MaxDurability;
data << pProto->Area;
data << pProto->Map; // Added in 1.12.x & 2.0.1 client branch
data << pProto->BagFamily;
data << pProto->TotemCategory;
for(int s = 0; s < 3; s++)
{
data << pProto->Socket[s].Color;
data << pProto->Socket[s].Content;
}
data << pProto->socketBonus;
data << pProto->GemProperties;
data << pProto->RequiredDisenchantSkill;
data << pProto->ArmorDamageModifier;
data << uint32(0); // added in 2.4.2.8209, duration (seconds)
SendPacket( &data );
}
else
{
sLog.outDebug( "WORLD: CMSG_ITEM_QUERY_SINGLE - NO item INFO! (ENTRY: %u)", item );
WorldPacket data( SMSG_ITEM_QUERY_SINGLE_RESPONSE, 4);
data << uint32(item | 0x80000000);
SendPacket( &data );
}
}
void WorldSession::HandleReadItem( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1);
//sLog.outDebug( "WORLD: CMSG_READ_ITEM");
uint8 bag, slot;
recv_data >> bag >> slot;
//sLog.outDetail("STORAGE: Read bag = %u, slot = %u", bag, slot);
Item *pItem = _player->GetItemByPos( bag, slot );
if( pItem && pItem->GetProto()->PageText )
{
WorldPacket data;
uint8 msg = _player->CanUseItem( pItem );
if( msg == EQUIP_ERR_OK )
{
data.Initialize (SMSG_READ_ITEM_OK, 8);
sLog.outDetail("STORAGE: Item page sent");
}
else
{
data.Initialize( SMSG_READ_ITEM_FAILED, 8 );
sLog.outDetail("STORAGE: Unable to read item");
_player->SendEquipError( msg, pItem, NULL );
}
data << pItem->GetGUID();
SendPacket(&data);
}
else
_player->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
}
void WorldSession::HandlePageQuerySkippedOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,4+8);
sLog.outDebug( "WORLD: Received CMSG_PAGE_TEXT_QUERY" );
uint32 itemid;
uint64 guid;
recv_data >> itemid >> guid;
sLog.outDetail( "Packet Info: itemid: %u guidlow: %u guidentry: %u guidhigh: %u",
itemid, GUID_LOPART(guid), GUID_ENPART(guid), GUID_HIPART(guid));
}
void WorldSession::HandleSellItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+8+1);
sLog.outDebug( "WORLD: Received CMSG_SELL_ITEM" );
uint64 vendorguid, itemguid;
uint8 _count;
recv_data >> vendorguid >> itemguid >> _count;
// prevent possible overflow, as Trinity uses uint32 for item count
uint32 count = _count;
if(!itemguid)
return;
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, vendorguid,UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
sLog.outDebug( "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
_player->SendSellError( SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0);
return;
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
Item *pItem = _player->GetItemByGuid( itemguid );
if( pItem )
{
// prevent sell not owner item
if(_player->GetGUID()!=pItem->GetOwnerGUID())
{
_player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
return;
}
// prevent sell non empty bag by drag-and-drop at vendor's item list
if(pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
{
_player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
return;
}
// prevent sell currently looted item
if(_player->GetLootGUID()==pItem->GetGUID())
{
_player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
return;
}
// special case at auto sell (sell all)
if(count==0)
{
count = pItem->GetCount();
}
else
{
// prevent sell more items that exist in stack (possable only not from client)
if(count > pItem->GetCount())
{
_player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
return;
}
}
ItemPrototype const *pProto = pItem->GetProto();
if( pProto )
{
if( pProto->SellPrice > 0 )
{
if(count < pItem->GetCount()) // need split items
{
Item *pNewItem = pItem->CloneItem( count, _player );
if (!pNewItem)
{
sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count );
_player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
return;
}
pItem->SetCount( pItem->GetCount() - count );
_player->ItemRemovedQuestCheck( pItem->GetEntry(), count );
if( _player->IsInWorld() )
pItem->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 );
}
_player->ModifyMoney( pProto->SellPrice * count );
}
else
_player->SendSellError( SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
return;
}
}
_player->SendSellError( SELL_ERR_CANT_FIND_ITEM, pCreature, itemguid, 0);
return;
}
void WorldSession::HandleBuybackItem(WorldPacket & recv_data)
{
CHECK_PACKET_SIZE(recv_data,8+4);
sLog.outDebug( "WORLD: Received CMSG_BUYBACK_ITEM" );
uint64 vendorguid;
uint32 slot;
recv_data >> vendorguid >> slot;
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, vendorguid,UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
sLog.outDebug( "WORLD: HandleBuybackItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
_player->SendSellError( SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
return;
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
Item *pItem = _player->GetItemFromBuyBackSlot( slot );
if( pItem )
{
uint32 price = _player->GetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START );
if( _player->GetMoney() < price )
{
_player->SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0);
return;
}
ItemPosCountVec dest;
uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, pItem, false );
if( msg == EQUIP_ERR_OK )
{
_player->ModifyMoney( -(int32)price );
_player->RemoveItemFromBuyBackSlot( slot, false );
_player->ItemAddedQuestCheck( pItem->GetEntry(), pItem->GetCount());
_player->StoreItem( dest, pItem, true );
}
else
_player->SendEquipError( msg, pItem, NULL );
return;
}
else
_player->SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0);
}
void WorldSession::HandleBuyItemInSlotOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+4+8+1+1);
sLog.outDebug( "WORLD: Received CMSG_BUY_ITEM_IN_SLOT" );
uint64 vendorguid, bagguid;
uint32 item;
uint8 slot, count;
recv_data >> vendorguid >> item >> bagguid >> slot >> count;
GetPlayer()->BuyItemFromVendor(vendorguid,item,count,bagguid,slot);
}
void WorldSession::HandleBuyItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+4+1+1);
sLog.outDebug( "WORLD: Received CMSG_BUY_ITEM" );
uint64 vendorguid;
uint32 item;
uint8 count, unk1;
recv_data >> vendorguid >> item >> count >> unk1;
GetPlayer()->BuyItemFromVendor(vendorguid,item,count,NULL_BAG,NULL_SLOT);
}
void WorldSession::HandleListInventoryOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
uint64 guid;
recv_data >> guid;
if(!GetPlayer()->isAlive())
return;
sLog.outDebug( "WORLD: Recvd CMSG_LIST_INVENTORY" );
SendListInventory( guid );
}
void WorldSession::SendListInventory( uint64 vendorguid )
{
sLog.outDebug( "WORLD: Sent SMSG_LIST_INVENTORY" );
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, vendorguid,UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
sLog.outDebug( "WORLD: SendListInventory - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
_player->SendSellError( SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
return;
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
// Stop the npc if moving
pCreature->StopMoving();
VendorItemData const* vItems = pCreature->GetVendorItems();
if(!vItems)
{
_player->SendSellError( SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
return;
}
uint8 numitems = vItems->GetItemCount();
uint8 count = 0;
WorldPacket data( SMSG_LIST_INVENTORY, (8+1+numitems*8*4) );
data << uint64(vendorguid);
data << uint8(numitems);
float discountMod = _player->GetReputationPriceDiscount(pCreature);
for(int i = 0; i < numitems; i++ )
{
if(VendorItem const* crItem = vItems->GetItem(i))
{
if(ItemPrototype const *pProto = objmgr.GetItemPrototype(crItem->item))
{
if((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP && !_player->isGameMaster())
continue;
++count;
// reputation discount
uint32 price = uint32(floor(pProto->BuyPrice * discountMod));
data << uint32(count);
data << uint32(crItem->item);
data << uint32(pProto->DisplayInfoID);
data << uint32(crItem->maxcount <= 0 ? 0xFFFFFFFF : pCreature->GetVendorItemCurrentCount(crItem));
data << uint32(price);
data << uint32(pProto->MaxDurability);
data << uint32(pProto->BuyCount);
data << uint32(crItem->ExtendedCost);
}
}
}
if ( count == 0 || data.size() != 8 + 1 + size_t(count) * 8 * 4 )
return;
data.put(8, count);
SendPacket( &data );
}
void WorldSession::HandleAutoStoreBagItemOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1+1);
//sLog.outDebug("WORLD: CMSG_AUTOSTORE_BAG_ITEM");
uint8 srcbag, srcslot, dstbag;
recv_data >> srcbag >> srcslot >> dstbag;
//sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", srcbag, srcslot, dstbag);
Item *pItem = _player->GetItemByPos( srcbag, srcslot );
if( !pItem )
return;
uint16 src = pItem->GetPos();
// check unequip potability for equipped items and bank bags
if(_player->IsEquipmentPos ( src ) || _player->IsBagPos ( src ))
{
uint8 msg = _player->CanUnequipItem( src, !_player->IsBagPos ( src ));
if(msg != EQUIP_ERR_OK)
{
_player->SendEquipError( msg, pItem, NULL );
return;
}
}
ItemPosCountVec dest;
uint8 msg = _player->CanStoreItem( dstbag, NULL_SLOT, dest, pItem, false );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pItem, NULL );
return;
}
// no-op: placed in same slot
if(dest.size()==1 && dest[0].pos==src)
{
// just remove grey item state
_player->SendEquipError( EQUIP_ERR_NONE, pItem, NULL );
return;
}
_player->RemoveItem(srcbag, srcslot, true );
_player->StoreItem( dest, pItem, true );
}
void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& /*recvPacket*/)
{
sLog.outDebug("WORLD: CMSG_BUY_BANK_SLOT");
uint32 slot = _player->GetByteValue(PLAYER_BYTES_2, 2);
// next slot
++slot;
sLog.outDetail("PLAYER: Buy bank bag slot, slot number = %u", slot);
BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot);
if(!slotEntry)
return;
uint32 price = slotEntry->price;
if (_player->GetMoney() < price)
return;
_player->SetByteValue(PLAYER_BYTES_2, 2, slot);
_player->ModifyMoney(-int32(price));
}
void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket)
{
CHECK_PACKET_SIZE(recvPacket,1+1);
sLog.outDebug("WORLD: CMSG_AUTOBANK_ITEM");
uint8 srcbag, srcslot;
recvPacket >> srcbag >> srcslot;
sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
Item *pItem = _player->GetItemByPos( srcbag, srcslot );
if( !pItem )
return;
ItemPosCountVec dest;
uint8 msg = _player->CanBankItem( NULL_BAG, NULL_SLOT, dest, pItem, false );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pItem, NULL );
return;
}
_player->RemoveItem(srcbag, srcslot, true);
_player->BankItem( dest, pItem, true );
}
void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
{
CHECK_PACKET_SIZE(recvPacket,1+1);
sLog.outDebug("WORLD: CMSG_AUTOSTORE_BANK_ITEM");
uint8 srcbag, srcslot;
recvPacket >> srcbag >> srcslot;
sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
Item *pItem = _player->GetItemByPos( srcbag, srcslot );
if( !pItem )
return;
if(_player->IsBankPos(srcbag, srcslot)) // moving from bank to inventory
{
ItemPosCountVec dest;
uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, pItem, false );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pItem, NULL );
return;
}
_player->RemoveItem(srcbag, srcslot, true);
_player->StoreItem( dest, pItem, true );
}
else // moving from inventory to bank
{
ItemPosCountVec dest;
uint8 msg = _player->CanBankItem( NULL_BAG, NULL_SLOT, dest, pItem, false );
if( msg != EQUIP_ERR_OK )
{
_player->SendEquipError( msg, pItem, NULL );
return;
}
_player->RemoveItem(srcbag, srcslot, true);
_player->BankItem( dest, pItem, true );
}
}
void WorldSession::HandleSetAmmoOpcode(WorldPacket & recv_data)
{
CHECK_PACKET_SIZE(recv_data,4);
if(!GetPlayer()->isAlive())
{
GetPlayer()->SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL );
return;
}
sLog.outDebug("WORLD: CMSG_SET_AMMO");
uint32 item;
recv_data >> item;
if(!item)
GetPlayer()->RemoveAmmo();
else
GetPlayer()->SetAmmo(item);
}
void WorldSession::SendEnchantmentLog(uint64 Target, uint64 Caster,uint32 ItemID,uint32 SpellID)
{
WorldPacket data(SMSG_ENCHANTMENTLOG, (8+8+4+4+1)); // last check 2.0.10
data << Target;
data << Caster;
data << ItemID;
data << SpellID;
data << uint8(0);
SendPacket(&data);
}
void WorldSession::SendItemEnchantTimeUpdate(uint64 Playerguid, uint64 Itemguid,uint32 slot,uint32 Duration)
{
// last check 2.0.10
WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8+4+4+8));
data << uint64(Itemguid);
data << uint32(slot);
data << uint32(Duration);
data << uint64(Playerguid);
SendPacket(&data);
}
void WorldSession::HandleItemNameQueryOpcode(WorldPacket & recv_data)
{
CHECK_PACKET_SIZE(recv_data,4);
uint32 itemid;
recv_data >> itemid;
sLog.outDebug("WORLD: CMSG_ITEM_NAME_QUERY %u", itemid);
ItemPrototype const *pProto = objmgr.GetItemPrototype( itemid );
if( pProto )
{
std::string Name;
Name = pProto->Name1;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
ItemLocale const *il = objmgr.GetItemLocale(pProto->ItemId);
if (il)
{
if (il->Name.size() > loc_idx && !il->Name[loc_idx].empty())
Name = il->Name[loc_idx];
}
}
// guess size
WorldPacket data(SMSG_ITEM_NAME_QUERY_RESPONSE, (4+10));
data << uint32(pProto->ItemId);
data << Name;
data << uint32(pProto->InventoryType);
SendPacket(&data);
return;
}
else
sLog.outDebug("WORLD: CMSG_ITEM_NAME_QUERY for item %u failed (unknown item)", itemid);
}
void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data,1+1+1+1);
sLog.outDebug("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
sLog.outDebug("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, NULL );
return;
}
if(!gift->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPER))// cheating: non-wrapper wrapper
{
_player->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL );
return;
}
Item *item = _player->GetItemByPos( item_bag, item_slot );
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_WRAPPED_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->IsEquipped())
{
_player->SendEquipError( EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR)) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
{
_player->SendEquipError( EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->IsBag())
{
_player->SendEquipError( EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->IsSoulBound())
{
_player->SendEquipError( EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->GetMaxStackCount() != 1)
{
_player->SendEquipError( EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL );
return;
}
// maybe not correct check (it is better than nothing)
if(item->GetProto()->MaxCount>0)
{
_player->SendEquipError( EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL );
return;
}
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", GUID_LOPART(item->GetOwnerGUID()), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
item->SetUInt32Value(OBJECT_FIELD_ENTRY, gift->GetUInt32Value(OBJECT_FIELD_ENTRY));
switch (item->GetEntry())
{
case 5042: item->SetUInt32Value(OBJECT_FIELD_ENTRY, 5043); break;
case 5048: item->SetUInt32Value(OBJECT_FIELD_ENTRY, 5044); break;
case 17303: item->SetUInt32Value(OBJECT_FIELD_ENTRY, 17302); break;
case 17304: item->SetUInt32Value(OBJECT_FIELD_ENTRY, 17305); break;
case 17307: item->SetUInt32Value(OBJECT_FIELD_ENTRY, 17308); break;
case 21830: item->SetUInt32Value(OBJECT_FIELD_ENTRY, 21831); break;
}
item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FLAGS_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);
}
void WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
{
sLog.outDebug("WORLD: CMSG_SOCKET_GEMS");
CHECK_PACKET_SIZE(recv_data,8*4);
uint64 guids[4];
uint32 GemEnchants[3], OldEnchants[3];
Item *Gems[3];
bool SocketBonusActivated, SocketBonusToBeActivated;
for(int i = 0; i < 4; i++)
recv_data >> guids[i];
if(!guids[0])
return;
//cheat -> tried to socket same gem multiple times
if((guids[1] && (guids[1] == guids[2] || guids[1] == guids[3])) || (guids[2] && (guids[2] == guids[3])))
return;
Item *itemTarget = _player->GetItemByGuid(guids[0]);
if(!itemTarget) //missing item to socket
return;
//this slot is excepted when applying / removing meta gem bonus
uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : NULL_SLOT;
for(int i = 0; i < 3; i++)
Gems[i] = guids[i + 1] ? _player->GetItemByGuid(guids[i + 1]) : NULL;
GemPropertiesEntry const *GemProps[3];
for(int i = 0; i < 3; ++i) //get geminfo from dbc storage
{
GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL;
}
for(int i = 0; i < 3; ++i) //check for hack maybe
{
// tried to put gem in socket where no socket exists / tried to put normal gem in meta socket
// tried to put meta gem in normal socket
if( GemProps[i] && ( !itemTarget->GetProto()->Socket[i].Color ||
itemTarget->GetProto()->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META ||
itemTarget->GetProto()->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META ) )
return;
}
for(int i = 0; i < 3; ++i) //get new and old enchantments
{
GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i));
}
// check unique-equipped conditions
for(int i = 0; i < 3; ++i)
{
if (Gems[i] && (Gems[i]->GetProto()->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
{
// for equipped item check all equipment for duplicate equipped gems
if(itemTarget->IsEquipped())
{
if(GetPlayer()->GetItemOrItemWithGemEquipped(Gems[i]->GetEntry()))
{
_player->SendEquipError( EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE, itemTarget, NULL );
return;
}
}
// continue check for case when attempt add 2 similar unique equipped gems in one item.
for (int j = 0; j < 3; ++j)
{
if ((i != j) && (Gems[j]) && (Gems[i]->GetProto()->ItemId == Gems[j]->GetProto()->ItemId))
{
_player->SendEquipError( EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL );
return;
}
}
for (int j = 0; j < 3; ++j)
{
if (OldEnchants[j])
{
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]);
if(!enchantEntry)
continue;
if ((enchantEntry->GemID == Gems[i]->GetProto()->ItemId) && (i != j))
{
_player->SendEquipError( EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL );
return;
}
}
}
}
}
SocketBonusActivated = itemTarget->GemsFitSockets(); //save state of socketbonus
_player->ToggleMetaGemsActive(slot, false); //turn off all metagems (except for the target item)
//if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met
//remove ALL enchants
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
_player->ApplyEnchantment(itemTarget,EnchantmentSlot(enchant_slot),false);
for(int i = 0; i < 3; ++i)
{
if(GemEnchants[i])
{
itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i), GemEnchants[i],0,0);
if(Item* guidItem = _player->GetItemByGuid(guids[i + 1]))
_player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true );
}
}
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
_player->ApplyEnchantment(itemTarget,EnchantmentSlot(enchant_slot),true);
SocketBonusToBeActivated = itemTarget->GemsFitSockets();//current socketbonus state
if(SocketBonusActivated ^ SocketBonusToBeActivated) //if there was a change...
{
_player->ApplyEnchantment(itemTarget,BONUS_ENCHANTMENT_SLOT,false);
itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetProto()->socketBonus : 0), 0, 0);
_player->ApplyEnchantment(itemTarget,BONUS_ENCHANTMENT_SLOT,true);
//it is not displayed, client has an inbuilt system to determine if the bonus is activated
}
_player->ToggleMetaGemsActive(slot, true); //turn on all metagems (except for target item)
}
void WorldSession::HandleCancelTempItemEnchantmentOpcode(WorldPacket& recv_data)
{
sLog.outDebug("WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT");
CHECK_PACKET_SIZE(recv_data,4);
uint32 eslot;
recv_data >> eslot;
// apply only to equipped item
if(!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0,eslot))
return;
Item* item = GetPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, eslot);
if(!item)
return;
if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return;
GetPlayer()->ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}