/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 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 "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) { //sLog.outDebug("WORLD: CMSG_SPLIT_ITEM"); uint8 srcbag, srcslot, dstbag, dstslot; uint32 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 if (!_player->IsValidPos(srcbag,srcslot)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(dstbag,dstslot)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); return; } _player->SplitItem(src, dst, count); } void WorldSession::HandleSwapInvItemOpcode(WorldPacket & recv_data) { //sLog.outDebug("WORLD: CMSG_SWAP_INV_ITEM"); uint8 srcslot, dstslot; recv_data >> dstslot >> srcslot; //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; if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0,srcslot)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0,dstslot)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); 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) { 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) { //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; if (!_player->IsValidPos(srcbag,srcslot)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(dstbag,dstslot)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); return; } _player->SwapItem(src, dst); } void WorldSession::HandleAutoEquipItemOpcode(WorldPacket & recv_data) { //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 = 0; 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) { //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) { //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() > size_t(loc_idx) && !il->Name[loc_idx].empty()) Name = il->Name[loc_idx]; if (il->Description.size() > size_t(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 << int32(pProto->Unk0); // 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->Faction; // 3.2 faction? 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 << int32(pProto->MaxCount); data << int32(pProto->Stackable); data << pProto->ContainerSlots; data << pProto->StatsCount; // item stats count for (uint32 i = 0; i < pProto->StatsCount; ++i) { data << pProto->ItemStat[i].ItemStatType; data << pProto->ItemStat[i].ItemStatValue; } data << pProto->ScalingStatDistribution; // scaling stats distribution data << pProto->ScalingStatValue; // some kind of flags used to determine stat values column for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) { data << pProto->Damage[i].DamageMin; data << pProto->Damage[i].DamageMax; data << pProto->Damage[i].DamageType; } // resistances (7) 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->AmmoType; data << pProto->RangedModRange; for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++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 << int32(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 < MAX_ITEM_PROTO_SOCKETS; ++s) { data << pProto->Socket[s].Color; data << pProto->Socket[s].Content; } data << pProto->socketBonus; data << pProto->GemProperties; data << pProto->RequiredDisenchantSkill; data << pProto->ArmorDamageModifier; data << abs(pProto->Duration); // added in 2.4.2.8209, duration (seconds) data << pProto->ItemLimitCategory; // WotLK, ItemLimitCategory data << pProto->HolidayId; // Holiday.dbc? 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) { //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) { 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) { 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'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()->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; } // 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) { 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) { sLog.outDebug("WORLD: Received CMSG_BUYBACK_ITEM"); uint64 vendorguid; uint32 slot; recv_data >> vendorguid >> slot; Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(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) { sLog.outDebug("WORLD: Received CMSG_BUY_ITEM_IN_SLOT"); uint64 vendorguid, bagguid; uint32 item, slot, count; uint8 bagslot; recv_data >> vendorguid >> item >> slot >> bagguid >> bagslot >> count; // client expects count starting at 1, and we send vendorslot+1 to client already if (slot > 0) --slot; else return; // cheating uint8 bag = NULL_BAG; // init for case invalid bagGUID // find bag slot by bag guid if (bagguid == _player->GetGUID()) bag = INVENTORY_SLOT_BAG_0; else { for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag *pBag = (Bag*)_player->GetItemByPos(INVENTORY_SLOT_BAG_0,i)) { if (bagguid == pBag->GetGUID()) { bag = i; break; } } } } // bag not found, cheating? if (bag == NULL_BAG) return; GetPlayer()->BuyItemFromVendorSlot(vendorguid,slot,item,count,bag,bagslot); } void WorldSession::HandleBuyItemOpcode(WorldPacket & recv_data) { sLog.outDebug("WORLD: Received CMSG_BUY_ITEM"); uint64 vendorguid; uint32 item, slot, count; uint8 unk1; recv_data >> vendorguid >> item >> slot >> count >> unk1; // client expects count starting at 1, and we send vendorslot+1 to client already if (slot > 0) --slot; else return; // cheating GetPlayer()->BuyItemFromVendorSlot(vendorguid,slot,item,count,NULL_BAG,NULL_SLOT); } void WorldSession::HandleListInventoryOpcode(WorldPacket & recv_data) { 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 = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(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); size_t count_pos = data.wpos(); data << uint8(count); float discountMod = _player->GetReputationPriceDiscount(pCreature); for (uint8 vendorslot = 0; vendorslot < numitems; ++vendorslot ) { if (VendorItem const* crItem = vItems->GetItem(vendorslot)) { if (ItemPrototype const *pProto = objmgr.GetItemPrototype(crItem->item)) { if ((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP && !_player->isGameMaster()) continue; // Only display items in vendor lists for the team the // player is on. If GM on, display all items. // `item_template`.`Faction` is actually `Team`. // 1 == Horde / 2 == Alliance. Field will be renamed in later // patch. if (pProto->Faction == 1 && _player->GetTeam() == ALLIANCE || pProto->Faction == 2 && _player->GetTeam() == HORDE && !_player->isGameMaster()) continue; ++count; // reputation discount int32 price = uint32(floor(pProto->BuyPrice * discountMod)); data << uint32(vendorslot+1); // client expects counting to start at 1 data << uint32(crItem->item); data << uint32(pProto->DisplayInfoID); data << int32(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(count_pos, count); SendPacket(&data); } void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket & recv_data) { //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; if (!_player->IsValidPos(dstbag,NULL_SLOT)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); 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"); uint64 guid; recvPacket >> guid; // cheating protection /* not critical if "cheated", and check skip allow by slots in bank windows open by .bank command. Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BANKER); if (!pCreature) { sLog.outDebug("WORLD: HandleBuyBankSlotOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid))); return; } */ uint32 slot = _player->GetBankBagSlotCount(); // next slot ++slot; sLog.outDetail("PLAYER: Buy bank bag slot, slot number = %u", slot); BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot); WorldPacket data(SMSG_BUY_BANK_SLOT_RESULT, 4); if (!slotEntry) { data << uint32(ERR_BANKSLOT_FAILED_TOO_MANY); SendPacket(&data); return; } uint32 price = slotEntry->price; if (_player->GetMoney() < price) { data << uint32(ERR_BANKSLOT_INSUFFICIENT_FUNDS); SendPacket(&data); return; } _player->SetBankBagSlotCount(slot); _player->ModifyMoney(-int32(price)); data << uint32(ERR_BANKSLOT_OK); SendPacket(&data); _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT); } void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket) { 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) { 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) { 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 << uint64(Target); data << uint64(Caster); data << uint32(ItemID); data << uint32(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) { uint32 itemid; recv_data >> itemid; recv_data.read_skip(); // guid 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() > size_t(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; } // This is a BS check, there are lots of items listed in Item.dbc that do not even exist on official -- so we can NEVER get the data for them. // If you *really* want to spam your error log -- uncomment this. /* else { // listed in dbc or not expected to exist unknown item if (sItemStore.LookupEntry(itemid)) sLog.outErrorDb("WORLD: CMSG_ITEM_NAME_QUERY for item %u failed (item listed in Item.dbc but not exist in DB)", itemid); else sLog.outError("WORLD: CMSG_ITEM_NAME_QUERY for item %u failed (unknown item, not listed in Item.dbc)", itemid); } */ } void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data) { 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->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->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"); uint64 item_guid; uint64 gem_guids[MAX_GEM_SOCKETS]; recv_data >> item_guid; if (!item_guid) return; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) recv_data >> gem_guids[i]; //cheat -> tried to socket same gem multiple times if ((gem_guids[0] && (gem_guids[0] == gem_guids[1] || gem_guids[0] == gem_guids[2])) || (gem_guids[1] && (gem_guids[1] == gem_guids[2]))) return; Item *itemTarget = _player->GetItemByGuid(item_guid); if (!itemTarget) //missing item to socket return; ItemPrototype const* itemProto = itemTarget->GetProto(); if (!itemProto) return; //this slot is excepted when applying / removing meta gem bonus uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : uint8(NULL_SLOT); Item *Gems[MAX_GEM_SOCKETS]; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) Gems[i] = gem_guids[i] ? _player->GetItemByGuid(gem_guids[i]) : NULL; GemPropertiesEntry const *GemProps[MAX_GEM_SOCKETS]; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) //get geminfo from dbc storage GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) //check for hack maybe { if (!GemProps[i]) continue; // tried to put gem in socket where no socket exists (take care about prismatic sockets) if (!itemProto->Socket[i].Color) { // no prismatic socket if (!itemTarget->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT)) return; // not first not-colored (not normaly used) socket if (i != 0 && !itemProto->Socket[i-1].Color && (i+1 >= MAX_GEM_SOCKETS || itemProto->Socket[i+1].Color)) return; // ok, this is first not colored socket for item with prismatic socket } // tried to put normal gem in meta socket if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META) return; // tried to put meta gem in normal socket if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META) return; } uint32 GemEnchants[MAX_GEM_SOCKETS]; uint32 OldEnchants[MAX_GEM_SOCKETS]; for (int i = 0; i < MAX_GEM_SOCKETS; ++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 < MAX_GEM_SOCKETS; ++i) { if (!Gems[i]) continue; // continue check for case when attempt add 2 similar unique equipped gems in one item. ItemPrototype const* iGemProto = Gems[i]->GetProto(); // unique item (for new and already placed bit removed enchantments if (iGemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED) { for (int j = 0; j < MAX_GEM_SOCKETS; ++j) { if (i == j) // skip self continue; if (Gems[j]) { if (iGemProto->ItemId == Gems[j]->GetEntry()) { _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL); return; } } else if (OldEnchants[j]) { if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j])) { if (iGemProto->ItemId == enchantEntry->GemID) { _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL); return; } } } } } // unique limit type item int32 limit_newcount = 0; if (iGemProto->ItemLimitCategory) { if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory)) { for (int j = 0; j < MAX_GEM_SOCKETS; ++j) { if (Gems[j]) { // destroyed gem if (OldEnchants[j]) { if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j])) if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID)) if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory) --limit_newcount; } // new gem if (iGemProto->ItemLimitCategory == Gems[j]->GetProto()->ItemLimitCategory) ++limit_newcount; } // existed gem else if (OldEnchants[j]) { if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j])) if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID)) if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory) ++limit_newcount; } } if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->maxCount) { _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL); return; } } } // for equipped item check all equipment for duplicate equipped gems if (itemTarget->IsEquipped()) { if (uint8 res = _player->CanEquipUniqueItem(Gems[i],slot,limit_newcount >= 0 ? limit_newcount : 0)) { _player->SendEquipError(res, itemTarget, NULL); return; } } } bool 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+MAX_GEM_SOCKETS; ++enchant_slot) _player->ApplyEnchantment(itemTarget,EnchantmentSlot(enchant_slot),false); for (int i = 0; i < MAX_GEM_SOCKETS; ++i) { if (GemEnchants[i]) { itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i), GemEnchants[i],0,0); if (Item* guidItem = _player->GetItemByGuid(gem_guids[i])) _player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true); } } for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) _player->ApplyEnchantment(itemTarget,EnchantmentSlot(enchant_slot),true); bool 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::HandleCancelTempEnchantmentOpcode(WorldPacket& recv_data) { sLog.outDebug("WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT"); 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); } void WorldSession::HandleItemRefundInfoRequest(WorldPacket& recv_data) { sLog.outDebug("WORLD: CMSG_ITEM_REFUND_INFO"); uint64 guid; recv_data >> guid; // item guid Item *item = _player->GetItemByGuid(guid); if (!item) { sLog.outDebug("Item refund: item not found!"); return; } GetPlayer()->SendRefundInfo(item); } void WorldSession::HandleItemRefund(WorldPacket &recv_data) { sLog.outDebug("WORLD: CMSG_ITEM_REFUND"); uint64 guid; recv_data >> guid; // item guid Item *item = _player->GetItemByGuid(guid); if (!item) { sLog.outDebug("Item refund: item not found!"); return; } GetPlayer()->RefundItem(item); } /** * Handles the packet sent by the client when requesting information about item text. * * This function is called when player clicks on item which has some flag set */ void WorldSession::HandleItemTextQuery(WorldPacket & recv_data ) { uint64 itemGuid; recv_data >> itemGuid; sLog.outDebug("CMSG_ITEM_TEXT_QUERY item guid: %u", GUID_LOPART(itemGuid)); WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, (4+10)); // guess size if (Item *item = _player->GetItemByGuid(itemGuid)) { data << uint8(0); // has text data << uint64(itemGuid); // item guid data << item->GetText(); } else { data << uint8(1); // no text } SendPacket(&data); }