/* * Copyright (C) 2008 Trinity * * Thanks to the original authors: MaNGOS * * 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); }