/* * Copyright (C) 2008-2014 TrinityCore * Copyright (C) 2005-2009 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, see . */ #include "AccountMgr.h" #include "ArenaTeam.h" #include "ArenaTeamMgr.h" #include "Battleground.h" #include "CalendarMgr.h" #include "Chat.h" #include "Common.h" #include "DatabaseEnv.h" #include "Group.h" #include "Guild.h" #include "GuildFinderMgr.h" #include "GuildMgr.h" #include "Language.h" #include "LFGMgr.h" #include "Log.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Pet.h" #include "PlayerDump.h" #include "Player.h" #include "ReputationMgr.h" #include "ScriptMgr.h" #include "SharedDefines.h" #include "SocialMgr.h" #include "SystemConfig.h" #include "UpdateMask.h" #include "Util.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "BattlenetServerManager.h" class LoginQueryHolder : public SQLQueryHolder { private: uint32 m_accountId; ObjectGuid m_guid; public: LoginQueryHolder(uint32 accountId, ObjectGuid guid) : m_accountId(accountId), m_guid(guid) { } ObjectGuid GetGuid() const { return m_guid; } uint32 GetAccountId() const { return m_accountId; } bool Initialize(); }; bool LoginQueryHolder::Initialize() { SetSize(MAX_PLAYER_LOGIN_QUERY); bool res = true; uint64 lowGuid = m_guid.GetCounter(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_FROM, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GROUP, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INSTANCE); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AURAS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_AURAS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELL); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELLS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_DAILY); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_WEEKLY); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_MONTHLY); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_SEASONAL); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_REPUTATION); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_REPUTATION, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INVENTORY); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INVENTORY, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_VOID_STORAGE); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_VOID_STORAGE, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACTIONS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILCOUNT); stmt->setUInt32(0, lowGuid); stmt->setUInt64(1, uint64(time(NULL))); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILDATE); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SOCIALLIST); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_HOMEBIND); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELLCOOLDOWNS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS, stmt); if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DECLINEDNAMES); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES, stmt); } stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GUILD, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ARENAINFO); stmt->setUInt64(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACHIEVEMENTS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_CRITERIAPROGRESS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_EQUIPMENTSETS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CUF_PROFILES); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CUF_PROFILES, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BGDATA); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BG_DATA, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GLYPHS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GLYPHS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_TALENTS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_TALENTS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ACCOUNT_DATA); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SKILLS); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SKILLS, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_RANDOMBG); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BANNED); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BANNED, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUSREW); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_INSTANCELOCKTIMES); stmt->setUInt32(0, m_accountId); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES, stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_CURRENCY); stmt->setUInt32(0, lowGuid); res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CURRENCY, stmt); return res; } void WorldSession::HandleCharEnum(PreparedQueryResult result) { uint32 charCount = 0; WorldPacket data(SMSG_CHAR_ENUM); data.WriteBit(1); // Success data.WriteBit(0); // IsDeleted (used for character undelete list) if (result) { _legitCharacters.clear(); charCount = uint32(result->GetRowCount()); data << uint32(charCount); data << uint32(0); // FactionChangeRestrictions data.reserve(charCount * 450); // Guessed do { ObjectGuid guid(HIGHGUID_PLAYER, (*result)[0].GetUInt32()); TC_LOG_INFO("network", "Loading char guid %s from account %u.", guid.ToString().c_str(), GetAccountId()); Player::BuildEnumData(result, &data); // Do not allow banned characters to log in if (!(*result)[20].GetUInt32()) _legitCharacters.insert(guid); if (!sWorld->HasCharacterNameData(guid)) // This can happen if characters are inserted into the database manually. Core hasn't loaded name data yet. sWorld->AddCharacterNameData(guid, (*result)[1].GetString(), (*result)[4].GetUInt8(), (*result)[2].GetUInt8(), (*result)[3].GetUInt8(), (*result)[7].GetUInt8()); } while (result->NextRow()); } else { data << uint32(0); // CharCount data << uint32(0); // FactionChangeRestrictions } SendPacket(&data); } void WorldSession::HandleCharEnumOpcode(WorldPacket& /*recvData*/) { // remove expired bans PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_BANS); CharacterDatabase.Execute(stmt); /// get all the data necessary for loading all characters (along with their pets) on the account if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED)) stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM_DECLINED_NAME); else stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM); stmt->setUInt8(0, PET_SAVE_AS_CURRENT); stmt->setUInt32(1, GetAccountId()); _charEnumCallback = CharacterDatabase.AsyncQuery(stmt); } void WorldSession::HandleCharCreateOpcode(WorldPacket& recvData) { CharacterCreateInfo createInfo; uint32 nameLength = recvData.ReadBits(6); bool hasTempalte = recvData.ReadBit(); recvData >> createInfo.Race >> createInfo.Class >> createInfo.Gender >> createInfo.Skin >> createInfo.Face >> createInfo.HairStyle >> createInfo.HairColor >> createInfo.FacialHair >> createInfo.OutfitId; createInfo.Name = recvData.ReadString(nameLength); if (hasTempalte) recvData.read_skip(); // Template from SMSG_AUTH_RESPONSE if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_TEAMMASK)) { if (uint32 mask = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED)) { bool disabled = false; switch (Player::TeamForRace(createInfo.Race)) { case ALLIANCE: disabled = (mask & (1 << 0)) != 0; break; case HORDE: disabled = (mask & (1 << 1)) != 0; break; } if (disabled) { SendCharCreate(CHAR_CREATE_DISABLED); return; } } } ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(createInfo.Class); if (!classEntry) { TC_LOG_ERROR("network", "Class (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", createInfo.Class, GetAccountId()); SendCharCreate(CHAR_CREATE_FAILED); return; } ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(createInfo.Race); if (!raceEntry) { TC_LOG_ERROR("network", "Race (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", createInfo.Race, GetAccountId()); SendCharCreate(CHAR_CREATE_FAILED); return; } // prevent character creating Expansion race without Expansion account if (raceEntry->expansion > Expansion()) { TC_LOG_ERROR("network", "Expansion %u account:[%d] tried to Create character with expansion %u race (%u)", Expansion(), GetAccountId(), raceEntry->expansion, createInfo.Race); SendCharCreate(CHAR_CREATE_EXPANSION); return; } // prevent character creating Expansion class without Expansion account if (classEntry->expansion > Expansion()) { TC_LOG_ERROR("network", "Expansion %u account:[%d] tried to Create character with expansion %u class (%u)", Expansion(), GetAccountId(), classEntry->expansion, createInfo.Class); SendCharCreate(CHAR_CREATE_EXPANSION_CLASS); return; } if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RACEMASK)) { uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK); if ((1 << (createInfo.Race - 1)) & raceMaskDisabled) { SendCharCreate(CHAR_CREATE_DISABLED); return; } } if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_CLASSMASK)) { uint32 classMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_CLASSMASK); if ((1 << (createInfo.Class - 1)) & classMaskDisabled) { SendCharCreate(CHAR_CREATE_DISABLED); return; } } // prevent character creating with invalid name if (!normalizePlayerName(createInfo.Name)) { TC_LOG_ERROR("network", "Account:[%d] but tried to Create character with empty [name] ", GetAccountId()); SendCharCreate(CHAR_NAME_NO_NAME); return; } // check name limitations ResponseCodes res = ObjectMgr::CheckPlayerName(createInfo.Name, true); if (res != CHAR_NAME_SUCCESS) { SendCharCreate(res); return; } if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(createInfo.Name)) { SendCharCreate(CHAR_NAME_RESERVED); return; } if (createInfo.Class == CLASS_DEATH_KNIGHT && !HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER)) { // speedup check for heroic class disabled case uint32 heroic_free_slots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM); if (heroic_free_slots == 0) { SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT); return; } // speedup check for heroic class disabled case uint32 req_level_for_heroic = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER); if (req_level_for_heroic > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL)) { SendCharCreate(CHAR_CREATE_LEVEL_REQUIREMENT); return; } } PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME); stmt->setString(0, createInfo.Name); delete _charCreateCallback.GetParam(); // Delete existing if any, to make the callback chain reset to stage 0 _charCreateCallback.SetParam(new CharacterCreateInfo(std::move(createInfo))); _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt)); } void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, CharacterCreateInfo* createInfo) { /** This is a series of callbacks executed consecutively as a result from the database becomes available. This is much more efficient than synchronous requests on packet handler, and much less DoS prone. It also prevents data syncrhonisation errors. */ switch (_charCreateCallback.GetStage()) { case 0: { if (result) { SendCharCreate(CHAR_CREATE_NAME_IN_USE); delete createInfo; _charCreateCallback.Reset(); return; } ASSERT(_charCreateCallback.GetParam() == createInfo); PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_SUM_REALM_CHARACTERS); stmt->setUInt32(0, GetAccountId()); _charCreateCallback.FreeResult(); _charCreateCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt)); _charCreateCallback.NextStage(); break; } case 1: { uint16 acctCharCount = 0; if (result) { Field* fields = result->Fetch(); // SELECT SUM(x) is MYSQL_TYPE_NEWDECIMAL - needs to be read as string const char* ch = fields[0].GetCString(); if (ch) acctCharCount = atoi(ch); } if (acctCharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_ACCOUNT)) { SendCharCreate(CHAR_CREATE_ACCOUNT_LIMIT); delete createInfo; _charCreateCallback.Reset(); return; } ASSERT(_charCreateCallback.GetParam() == createInfo); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_SUM_CHARS); stmt->setUInt32(0, GetAccountId()); _charCreateCallback.FreeResult(); _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt)); _charCreateCallback.NextStage(); break; } case 2: { if (result) { Field* fields = result->Fetch(); createInfo->CharCount = uint8(fields[0].GetUInt64()); // SQL's COUNT() returns uint64 but it will always be less than uint8.Max if (createInfo->CharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM)) { SendCharCreate(CHAR_CREATE_SERVER_LIMIT); delete createInfo; _charCreateCallback.Reset(); return; } } bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || HasPermission(rbac::RBAC_PERM_TWO_SIDE_CHARACTER_CREATION); uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS); _charCreateCallback.FreeResult(); if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CREATE_INFO); stmt->setUInt32(0, GetAccountId()); stmt->setUInt32(1, (skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT) ? 10 : 1); _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt)); _charCreateCallback.NextStage(); return; } _charCreateCallback.NextStage(); HandleCharCreateCallback(PreparedQueryResult(NULL), createInfo); // Will jump to case 3 break; } case 3: { bool haveSameRace = false; uint32 heroicReqLevel = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER); bool hasHeroicReqLevel = (heroicReqLevel == 0); bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || HasPermission(rbac::RBAC_PERM_TWO_SIDE_CHARACTER_CREATION); uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS); bool checkHeroicReqs = createInfo->Class == CLASS_DEATH_KNIGHT && !HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER); if (result) { uint32 team = Player::TeamForRace(createInfo->Race); uint32 freeHeroicSlots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM); Field* field = result->Fetch(); uint8 accRace = field[1].GetUInt8(); if (checkHeroicReqs) { uint8 accClass = field[2].GetUInt8(); if (accClass == CLASS_DEATH_KNIGHT) { if (freeHeroicSlots > 0) --freeHeroicSlots; if (freeHeroicSlots == 0) { SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT); delete createInfo; _charCreateCallback.Reset(); return; } } if (!hasHeroicReqLevel) { uint8 accLevel = field[0].GetUInt8(); if (accLevel >= heroicReqLevel) hasHeroicReqLevel = true; } } // need to check team only for first character /// @todo what to if account already has characters of both races? if (!allowTwoSideAccounts) { uint32 accTeam = 0; if (accRace > 0) accTeam = Player::TeamForRace(accRace); if (accTeam != team) { SendCharCreate(CHAR_CREATE_PVP_TEAMS_VIOLATION); delete createInfo; _charCreateCallback.Reset(); return; } } // search same race for cinematic or same class if need /// @todo check if cinematic already shown? (already logged in?; cinematic field) while ((skipCinematics == 1 && !haveSameRace) || createInfo->Class == CLASS_DEATH_KNIGHT) { if (!result->NextRow()) break; field = result->Fetch(); accRace = field[1].GetUInt8(); if (!haveSameRace) haveSameRace = createInfo->Race == accRace; if (checkHeroicReqs) { uint8 acc_class = field[2].GetUInt8(); if (acc_class == CLASS_DEATH_KNIGHT) { if (freeHeroicSlots > 0) --freeHeroicSlots; if (freeHeroicSlots == 0) { SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT); delete createInfo; _charCreateCallback.Reset(); return; } } if (!hasHeroicReqLevel) { uint8 acc_level = field[0].GetUInt8(); if (acc_level >= heroicReqLevel) hasHeroicReqLevel = true; } } } } if (checkHeroicReqs && !hasHeroicReqLevel) { SendCharCreate(CHAR_CREATE_LEVEL_REQUIREMENT); delete createInfo; _charCreateCallback.Reset(); return; } Player newChar(this); newChar.GetMotionMaster()->Initialize(); if (!newChar.Create(sObjectMgr->GenerateLowGuid(HIGHGUID_PLAYER), createInfo)) { // Player not create (race/class/etc problem?) newChar.CleanupsBeforeDelete(); SendCharCreate(CHAR_CREATE_ERROR); delete createInfo; _charCreateCallback.Reset(); return; } if ((haveSameRace && skipCinematics == 1) || skipCinematics == 2) newChar.setCinematic(1); // not show intro newChar.SetAtLoginFlag(AT_LOGIN_FIRST); // First login // Player created, save it now newChar.SaveToDB(true); createInfo->CharCount += 1; SQLTransaction trans = LoginDatabase.BeginTransaction(); PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_DEL_REALM_CHARACTERS_BY_REALM); stmt->setUInt32(0, GetAccountId()); stmt->setUInt32(1, realmHandle.Index); trans->Append(stmt); stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_REALM_CHARACTERS); stmt->setUInt32(0, createInfo->CharCount); stmt->setUInt32(1, GetAccountId()); stmt->setUInt32(2, realmHandle.Index); trans->Append(stmt); LoginDatabase.CommitTransaction(trans); SendCharCreate(CHAR_CREATE_SUCCESS); TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s) Create Character:[%s] (GUID: %u)", GetAccountId(), GetRemoteAddress().c_str(), createInfo->Name.c_str(), newChar.GetGUIDLow()); sScriptMgr->OnPlayerCreate(&newChar); sWorld->AddCharacterNameData(newChar.GetGUID(), newChar.GetName(), newChar.getGender(), newChar.getRace(), newChar.getClass(), newChar.getLevel()); newChar.CleanupsBeforeDelete(); delete createInfo; _charCreateCallback.Reset(); break; } } } void WorldSession::HandleCharDeleteOpcode(WorldPacket& recvData) { ObjectGuid guid; recvData >> guid; // Initiating uint32 initAccountId = GetAccountId(); // can't delete loaded character if (ObjectAccessor::FindPlayer(guid)) { sScriptMgr->OnPlayerFailedDelete(guid, initAccountId); return; } uint32 accountId = 0; uint8 level = 0; std::string name; // is guild leader if (sGuildMgr->GetGuildByLeader(guid)) { sScriptMgr->OnPlayerFailedDelete(guid, initAccountId); SendCharDelete(CHAR_DELETE_FAILED_GUILD_LEADER); return; } // is arena team captain if (sArenaTeamMgr->GetArenaTeamByCaptain(guid)) { sScriptMgr->OnPlayerFailedDelete(guid, initAccountId); SendCharDelete(CHAR_DELETE_FAILED_ARENA_CAPTAIN); return; } PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DATA_BY_GUID); stmt->setUInt32(0, guid.GetCounter()); if (PreparedQueryResult result = CharacterDatabase.Query(stmt)) { Field* fields = result->Fetch(); accountId = fields[0].GetUInt32(); name = fields[1].GetString(); level = fields[2].GetUInt8(); } // prevent deleting other players' characters using cheating tools if (accountId != initAccountId) { sScriptMgr->OnPlayerFailedDelete(guid, initAccountId); return; } TC_LOG_INFO("entities.player.character", "Account: %u, IP: %s deleted character: %s, %s, Level: %u", accountId, GetRemoteAddress().c_str(), name.c_str(), guid.ToString().c_str(), level); // To prevent hook failure, place hook before removing reference from DB sScriptMgr->OnPlayerDelete(guid, initAccountId); // To prevent race conditioning, but as it also makes sense, we hand the accountId over for successful delete. // Shouldn't interfere with character deletion though if (sLog->ShouldLog("entities.player.dump", LOG_LEVEL_INFO)) // optimize GetPlayerDump call { std::string dump; if (PlayerDumpWriter().GetDump(guid.GetCounter(), dump)) sLog->outCharDump(dump.c_str(), accountId, guid.GetRawValue(), name.c_str()); } sGuildFinderMgr->RemoveAllMembershipRequestsFromPlayer(guid); sCalendarMgr->RemoveAllPlayerEventsAndInvites(guid); Player::DeleteFromDB(guid, accountId); SendCharDelete(CHAR_DELETE_SUCCESS); } void WorldSession::HandlePlayerLoginOpcode(WorldPacket& recvData) { if (PlayerLoading() || GetPlayer() != NULL) { TC_LOG_ERROR("network", "Player tries to login again, AccountId = %d", GetAccountId()); KickPlayer(); return; } m_playerLoading = true; ObjectGuid playerGuid; TC_LOG_DEBUG("network", "WORLD: Recvd Player Logon Message"); playerGuid[2] = recvData.ReadBit(); playerGuid[3] = recvData.ReadBit(); playerGuid[0] = recvData.ReadBit(); playerGuid[6] = recvData.ReadBit(); playerGuid[4] = recvData.ReadBit(); playerGuid[5] = recvData.ReadBit(); playerGuid[1] = recvData.ReadBit(); playerGuid[7] = recvData.ReadBit(); recvData.ReadByteSeq(playerGuid[2]); recvData.ReadByteSeq(playerGuid[7]); recvData.ReadByteSeq(playerGuid[0]); recvData.ReadByteSeq(playerGuid[3]); recvData.ReadByteSeq(playerGuid[5]); recvData.ReadByteSeq(playerGuid[6]); recvData.ReadByteSeq(playerGuid[1]); recvData.ReadByteSeq(playerGuid[4]); TC_LOG_DEBUG("network", "Character %s logging in", playerGuid.ToString().c_str()); if (!IsLegitCharacterForAccount(playerGuid)) { TC_LOG_ERROR("network", "Account (%u) can't login with that character (%s).", GetAccountId(), playerGuid.ToString().c_str()); KickPlayer(); return; } LoginQueryHolder *holder = new LoginQueryHolder(GetAccountId(), playerGuid); if (!holder->Initialize()) { delete holder; // delete all unprocessed queries m_playerLoading = false; return; } _charLoginCallback = CharacterDatabase.DelayQueryHolder(holder); } void WorldSession::HandleLoadScreenOpcode(WorldPacket& recvPacket) { TC_LOG_INFO("misc", "WORLD: Recvd CMSG_LOAD_SCREEN"); uint32 mapID; recvPacket >> mapID; recvPacket.ReadBit(); // TODO: Do something with this packet } void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder) { ObjectGuid playerGuid = holder->GetGuid(); Player* pCurrChar = new Player(this); // for send server info and strings (config) ChatHandler chH = ChatHandler(pCurrChar->GetSession()); // "GetAccountId() == db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools) if (!pCurrChar->LoadFromDB(playerGuid, holder)) { SetPlayer(NULL); KickPlayer(); // disconnect client, player no set to session and it will not deleted or saved at kick delete pCurrChar; // delete it manually delete holder; // delete all unprocessed queries m_playerLoading = false; return; } pCurrChar->GetMotionMaster()->Initialize(); pCurrChar->SendDungeonDifficulty(false); WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20); data << pCurrChar->GetMapId(); data << pCurrChar->GetPositionX(); data << pCurrChar->GetPositionY(); data << pCurrChar->GetPositionZ(); data << pCurrChar->GetOrientation(); SendPacket(&data); // load player specific part before send times LoadAccountData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA), PER_CHARACTER_CACHE_MASK); SendAccountDataTimes(PER_CHARACTER_CACHE_MASK); bool featureBit4 = true; data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 7); // checked in 4.2.2 data << uint8(2); // unknown value data << uint32(1); data << uint32(1); data << uint32(2); data << uint32(0); data.WriteBit(1); data.WriteBit(1); data.WriteBit(0); data.WriteBit(featureBit4); data.WriteBit(0); data.WriteBit(0); data.FlushBits(); if (featureBit4) { data << uint32(1); data << uint32(0); data << uint32(10); data << uint32(60); } //if (featureBit5) //{ // data << uint32(0); // data << uint32(0); // data << uint32(0); //} SendPacket(&data); // Send MOTD { data.Initialize(SMSG_MOTD, 50); // new in 2.0.1 data << (uint32)0; uint32 linecount=0; std::string str_motd = sWorld->GetMotd(); std::string::size_type pos, nextpos; pos = 0; while ((nextpos= str_motd.find('@', pos)) != std::string::npos) { if (nextpos != pos) { data << str_motd.substr(pos, nextpos-pos); ++linecount; } pos = nextpos+1; } if (posgetIntConfig(CONFIG_ENABLE_SINFO_LOGIN) == 1) chH.PSendSysMessage(_FULLVERSION); TC_LOG_DEBUG("network", "WORLD: Sent server info"); } //QueryResult* result = CharacterDatabase.PQuery("SELECT guildid, rank FROM guild_member WHERE guid = '%u'", pCurrChar->GetGUIDLow()); if (PreparedQueryResult resultGuild = holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GUILD)) { Field* fields = resultGuild->Fetch(); pCurrChar->SetInGuild(fields[0].GetUInt32()); pCurrChar->SetRank(fields[1].GetUInt8()); if (Guild* guild = sGuildMgr->GetGuildById(pCurrChar->GetGuildId())) pCurrChar->SetGuildLevel(guild->GetLevel()); } else if (pCurrChar->GetGuildId()) // clear guild related fields in case wrong data about non existed membership { pCurrChar->SetInGuild(0); pCurrChar->SetRank(0); pCurrChar->SetGuildLevel(0); } data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4+4); data << uint64(0); SendPacket(&data); data.Initialize(SMSG_HOTFIX_INFO); HotfixData const& hotfix = sObjectMgr->GetHotfixData(); data.WriteBits(hotfix.size(), 22); data.FlushBits(); for (uint32 i = 0; i < hotfix.size(); ++i) { data << uint32(hotfix[i].Type); data << uint32(hotfix[i].Timestamp); data << uint32(hotfix[i].Entry); } SendPacket(&data); pCurrChar->SendInitialPacketsBeforeAddToMap(); //Show cinematic at the first time that player login if (!pCurrChar->getCinematic()) { pCurrChar->setCinematic(1); if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass())) { if (cEntry->CinematicSequence) pCurrChar->SendCinematicStart(cEntry->CinematicSequence); else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace())) pCurrChar->SendCinematicStart(rEntry->CinematicSequence); // send new char string if not empty if (!sWorld->GetNewCharString().empty()) chH.PSendSysMessage("%s", sWorld->GetNewCharString().c_str()); } } if (!pCurrChar->GetMap()->AddPlayerToMap(pCurrChar) || !pCurrChar->CheckInstanceLoginValid()) { AreaTriggerStruct const* at = sObjectMgr->GetGoBackTrigger(pCurrChar->GetMapId()); if (at) pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation()); else pCurrChar->TeleportTo(pCurrChar->m_homebindMapId, pCurrChar->m_homebindX, pCurrChar->m_homebindY, pCurrChar->m_homebindZ, pCurrChar->GetOrientation()); } sObjectAccessor->AddObject(pCurrChar); //TC_LOG_DEBUG("Player %s added to Map.", pCurrChar->GetName().c_str()); if (pCurrChar->GetGuildId() != 0) { if (Guild* guild = sGuildMgr->GetGuildById(pCurrChar->GetGuildId())) guild->SendLoginInfo(this); else { // remove wrong guild data TC_LOG_ERROR("misc", "Player %s (GUID: %u) marked as member of not existing guild (id: %u), removing guild membership for player.", pCurrChar->GetName().c_str(), pCurrChar->GetGUIDLow(), pCurrChar->GetGuildId()); pCurrChar->SetInGuild(0); } } pCurrChar->SendInitialPacketsAfterAddToMap(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ONLINE); stmt->setUInt32(0, pCurrChar->GetGUIDLow()); CharacterDatabase.Execute(stmt); stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_ACCOUNT_ONLINE); stmt->setUInt32(0, GetAccountId()); LoginDatabase.Execute(stmt); pCurrChar->SetInGameTime(getMSTime()); // announce group about member online (must be after add to player list to receive announce to self) if (Group* group = pCurrChar->GetGroup()) { //pCurrChar->groupInfo.group->SendInit(this); // useless group->SendUpdate(); group->ResetMaxEnchantingLevel(); } // friend status sSocialMgr->SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUID(), true); // Place character in world (and load zone) before some object loading pCurrChar->LoadCorpse(); // setting Ghost+speed if dead if (pCurrChar->m_deathState != ALIVE) { // not blizz like, we must correctly save and load player instead... if (pCurrChar->getRace() == RACE_NIGHTELF && !pCurrChar->HasAura(20584)) pCurrChar->CastSpell(pCurrChar, 20584, true, 0);// auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) if (!pCurrChar->HasAura(8326)) pCurrChar->CastSpell(pCurrChar, 8326, true, 0); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) pCurrChar->SetWaterWalking(true); } pCurrChar->ContinueTaxiFlight(); // reset for all pets before pet loading if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS)) Pet::resetTalentsForAllPetsOf(pCurrChar); // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned) pCurrChar->LoadPet(); // Set FFA PvP for non GM in non-rest mode if (sWorld->IsFFAPvPRealm() && !pCurrChar->IsGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) pCurrChar->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) pCurrChar->SetContestedPvP(); // Apply at_login requests if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { pCurrChar->ResetSpells(); SendNotification(LANG_RESET_SPELLS); } if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { pCurrChar->ResetTalents(true); pCurrChar->SendTalentsInfoData(false); // original talents send already in to SendInitialPacketsBeforeAddToMap, resend reset state SendNotification(LANG_RESET_TALENTS); } bool firstLogin = pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST); if (firstLogin) { pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); PlayerInfo const* info = sObjectMgr->GetPlayerInfo(pCurrChar->getRace(), pCurrChar->getClass()); for (uint32 spellId : info->castSpells) pCurrChar->CastSpell(pCurrChar, spellId, true); } // show time before shutdown if shutdown planned. if (sWorld->IsShuttingDown()) sWorld->ShutdownMsg(true, pCurrChar); if (sWorld->getBoolConfig(CONFIG_ALL_TAXI_PATHS)) pCurrChar->SetTaxiCheater(true); if (pCurrChar->IsGameMaster()) SendNotification(LANG_GM_ON); std::string IP_str = GetRemoteAddress(); TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s) Login Character:[%s] (GUID: %u) Level: %d", GetAccountId(), IP_str.c_str(), pCurrChar->GetName().c_str(), pCurrChar->GetGUIDLow(), pCurrChar->getLevel()); if (!pCurrChar->IsStandState() && !pCurrChar->HasUnitState(UNIT_STATE_STUNNED)) pCurrChar->SetStandState(UNIT_STAND_STATE_STAND); m_playerLoading = false; // Handle Login-Achievements (should be handled after loading) _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN, 1); sScriptMgr->OnPlayerLogin(pCurrChar, firstLogin); sBattlenetServer.SendChangeToonOnlineState(GetBattlenetAccountId(), GetAccountId(), _player->GetGUID(), _player->GetName(), true); delete holder; } void WorldSession::HandleSetFactionAtWar(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_FACTION_ATWAR"); uint32 repListID; uint8 flag; recvData >> repListID; recvData >> flag; GetPlayer()->GetReputationMgr().SetAtWar(repListID, flag != 0); } //I think this function is never used :/ I dunno, but i guess this opcode not exists void WorldSession::HandleSetFactionCheat(WorldPacket& /*recvData*/) { TC_LOG_ERROR("network", "WORLD SESSION: HandleSetFactionCheat, not expected call, please report."); GetPlayer()->GetReputationMgr().SendStates(); } void WorldSession::HandleTutorialFlag(WorldPacket& recvData) { uint32 data; recvData >> data; uint8 index = uint8(data / 32); if (index >= MAX_ACCOUNT_TUTORIAL_VALUES) return; uint32 value = (data % 32); uint32 flag = GetTutorialInt(index); flag |= (1 << value); SetTutorialInt(index, flag); } void WorldSession::HandleTutorialClear(WorldPacket& /*recvData*/) { for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i) SetTutorialInt(i, 0xFFFFFFFF); } void WorldSession::HandleTutorialReset(WorldPacket& /*recvData*/) { for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i) SetTutorialInt(i, 0x00000000); } void WorldSession::HandleSetWatchedFactionOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_WATCHED_FACTION"); uint32 fact; recvData >> fact; GetPlayer()->SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fact); } void WorldSession::HandleSetFactionInactiveOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_FACTION_INACTIVE"); uint32 replistid; uint8 inactive; recvData >> replistid >> inactive; _player->GetReputationMgr().SetInactive(replistid, inactive != 0); } void WorldSession::HandleShowingHelmOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_SHOWING_HELM for %s", _player->GetName().c_str()); recvData.read_skip(); // unknown, bool? _player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM); } void WorldSession::HandleShowingCloakOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_SHOWING_CLOAK for %s", _player->GetName().c_str()); recvData.read_skip(); // unknown, bool? _player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK); } void WorldSession::HandleCharRenameOpcode(WorldPacket& recvData) { CharacterRenameInfo renameInfo; recvData >> renameInfo.Guid >> renameInfo.Name; // prevent character rename to invalid name if (!normalizePlayerName(renameInfo.Name)) { SendCharRename(CHAR_NAME_NO_NAME, renameInfo); return; } ResponseCodes res = ObjectMgr::CheckPlayerName(renameInfo.Name, true); if (res != CHAR_NAME_SUCCESS) { SendCharRename(res, renameInfo); return; } // check name limitations if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(renameInfo.Name)) { SendCharRename(CHAR_NAME_RESERVED, renameInfo); return; } // Ensure that the character belongs to the current account, that rename at login is enabled // and that there is no character with the desired new name PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_FREE_NAME); stmt->setUInt32(0, renameInfo.Guid.GetCounter()); stmt->setUInt32(1, GetAccountId()); stmt->setUInt16(2, AT_LOGIN_RENAME); stmt->setUInt16(3, AT_LOGIN_RENAME); stmt->setString(4, renameInfo.Name); delete _charRenameCallback.GetParam(); _charRenameCallback.SetParam(new CharacterRenameInfo(std::move(renameInfo))); _charRenameCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt)); } void WorldSession::HandleChangePlayerNameOpcodeCallBack(PreparedQueryResult result, CharacterRenameInfo const* renameInfo) { if (!result) { SendCharRename(CHAR_CREATE_ERROR, *renameInfo); return; } Field* fields = result->Fetch(); uint32 guidLow = fields[0].GetUInt32(); std::string oldName = fields[1].GetString(); // Update name and at_login flag in the db PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_NAME); stmt->setString(0, renameInfo->Name); stmt->setUInt16(1, AT_LOGIN_RENAME); stmt->setUInt32(2, guidLow); CharacterDatabase.Execute(stmt); // Removed declined name from db stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME); stmt->setUInt32(0, guidLow); CharacterDatabase.Execute(stmt); TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s) Character:[%s] (%s) Changed name to: %s", GetAccountId(), GetRemoteAddress().c_str(), oldName.c_str(), renameInfo->Guid.ToString().c_str(), renameInfo->Name.c_str()); SendCharRename(RESPONSE_SUCCESS, *renameInfo); sWorld->UpdateCharacterNameData(renameInfo->Guid, renameInfo->Name); } void WorldSession::HandleSetPlayerDeclinedNames(WorldPacket& recvData) { ObjectGuid guid; recvData >> guid; // not accept declined names for unsupported languages std::string name; if (!sObjectMgr->GetPlayerNameByGUID(guid, name)) { SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid); return; } std::wstring wname; if (!Utf8toWStr(name, wname)) { SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid); return; } if (!isCyrillicCharacter(wname[0])) // name already stored as only single alphabet using { SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid); return; } std::string name2; DeclinedName declinedname; recvData >> name2; if (name2 != name) // character have different name { SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid); return; } for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i) { recvData >> declinedname.name[i]; if (!normalizePlayerName(declinedname.name[i])) { SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid); return; } } if (!ObjectMgr::CheckDeclinedNames(wname, declinedname)) { SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid); return; } for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i) CharacterDatabase.EscapeString(declinedname.name[i]); SQLTransaction trans = CharacterDatabase.BeginTransaction(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME); stmt->setUInt32(0, guid.GetCounter()); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_DECLINED_NAME); stmt->setUInt32(0, guid.GetCounter()); for (uint8 i = 0; i < 5; i++) stmt->setString(i+1, declinedname.name[i]); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_SUCCESS, guid); } void WorldSession::HandleAlterAppearance(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_ALTER_APPEARANCE"); uint32 Hair, Color, FacialHair, SkinColor; recvData >> Hair >> Color >> FacialHair >> SkinColor; BarberShopStyleEntry const* bs_hair = sBarberShopStyleStore.LookupEntry(Hair); if (!bs_hair || bs_hair->type != 0 || bs_hair->race != _player->getRace() || bs_hair->gender != _player->getGender()) return; BarberShopStyleEntry const* bs_facialHair = sBarberShopStyleStore.LookupEntry(FacialHair); if (!bs_facialHair || bs_facialHair->type != 2 || bs_facialHair->race != _player->getRace() || bs_facialHair->gender != _player->getGender()) return; BarberShopStyleEntry const* bs_skinColor = sBarberShopStyleStore.LookupEntry(SkinColor); if (bs_skinColor && (bs_skinColor->type != 3 || bs_skinColor->race != _player->getRace() || bs_skinColor->gender != _player->getGender())) return; GameObject* go = _player->FindNearestGameObjectOfType(GAMEOBJECT_TYPE_BARBER_CHAIR, 5.0f); if (!go) { SendBarberShopResult(BARBER_SHOP_RESULT_NOT_ON_CHAIR); return; } if (_player->getStandState() != UNIT_STAND_STATE_SIT_LOW_CHAIR + go->GetGOInfo()->barberChair.chairheight) { SendBarberShopResult(BARBER_SHOP_RESULT_NOT_ON_CHAIR); return; } uint32 cost = _player->GetBarberShopCost(bs_hair->hair_id, Color, bs_facialHair->hair_id, bs_skinColor); // 0 - ok // 1, 3 - not enough money // 2 - you have to sit on barber chair if (!_player->HasEnoughMoney((uint64)cost)) { SendBarberShopResult(BARBER_SHOP_RESULT_NO_MONEY); return; } SendBarberShopResult(BARBER_SHOP_RESULT_SUCCESS); _player->ModifyMoney(-int64(cost)); // it isn't free _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER, cost); _player->SetByteValue(PLAYER_BYTES, 2, uint8(bs_hair->hair_id)); _player->SetByteValue(PLAYER_BYTES, 3, uint8(Color)); _player->SetByteValue(PLAYER_BYTES_2, 0, uint8(bs_facialHair->hair_id)); if (bs_skinColor) _player->SetByteValue(PLAYER_BYTES, 0, uint8(bs_skinColor->hair_id)); _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP, 1); _player->SetStandState(0); // stand up } void WorldSession::HandleRemoveGlyph(WorldPacket& recvData) { uint32 slot; recvData >> slot; if (slot >= MAX_GLYPH_SLOT_INDEX) { TC_LOG_DEBUG("network", "Client sent wrong glyph slot number in opcode CMSG_REMOVE_GLYPH %u", slot); return; } if (uint32 glyph = _player->GetGlyph(_player->GetActiveSpec(), slot)) { if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph)) { _player->RemoveAurasDueToSpell(gp->SpellId); _player->SetGlyph(slot, 0); _player->SendTalentsInfoData(false); } } } void WorldSession::HandleCharCustomize(WorldPacket& recvData) { CharacterCustomizeInfo customizeInfo; recvData >> customizeInfo.Guid; if (!IsLegitCharacterForAccount(customizeInfo.Guid)) { TC_LOG_ERROR("network", "Account %u, IP: %s tried to customise %s, but it does not belong to their account!", GetAccountId(), GetRemoteAddress().c_str(), customizeInfo.Guid.ToString().c_str()); recvData.rfinish(); KickPlayer(); return; } recvData >> customizeInfo.Name >> customizeInfo.Gender >> customizeInfo.Skin >> customizeInfo.HairColor >> customizeInfo.HairStyle >> customizeInfo.FacialHair >> customizeInfo.Face; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AT_LOGIN); stmt->setUInt32(0, customizeInfo.Guid.GetCounter()); // TODO: Make async with callback PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo); return; } Field* fields = result->Fetch(); uint32 at_loginFlags = fields[0].GetUInt16(); if (!(at_loginFlags & AT_LOGIN_CUSTOMIZE)) { SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo); return; } // prevent character rename to invalid name if (!normalizePlayerName(customizeInfo.Name)) { SendCharCustomize(CHAR_NAME_NO_NAME, customizeInfo); return; } ResponseCodes res = ObjectMgr::CheckPlayerName(customizeInfo.Name, true); if (res != CHAR_NAME_SUCCESS) { SendCharCustomize(res, customizeInfo); return; } // check name limitations if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(customizeInfo.Name)) { SendCharCustomize(CHAR_NAME_RESERVED, customizeInfo); return; } // character with this name already exist ObjectGuid newGuid = sObjectMgr->GetPlayerGUIDByName(customizeInfo.Name); if (!newGuid.IsEmpty()) { if (newGuid != customizeInfo.Guid) { SendCharCustomize(CHAR_CREATE_NAME_IN_USE, customizeInfo); return; } } stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_NAME); stmt->setUInt32(0, customizeInfo.Guid.GetCounter()); result = CharacterDatabase.Query(stmt); if (result) { std::string oldname = result->Fetch()[0].GetString(); TC_LOG_INFO("entities.player.character", "Account: %u (IP: %s), Character[%s] (%s) Customized to: %s", GetAccountId(), GetRemoteAddress().c_str(), oldname.c_str(), customizeInfo.Guid.ToString().c_str(), customizeInfo.Name.c_str()); } SQLTransaction trans = CharacterDatabase.BeginTransaction(); Player::Customize(&customizeInfo, trans); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_NAME_AT_LOGIN); stmt->setString(0, customizeInfo.Name); stmt->setUInt16(1, uint16(AT_LOGIN_CUSTOMIZE)); stmt->setUInt32(2, customizeInfo.Guid.GetCounter()); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME); stmt->setUInt32(0, customizeInfo.Guid.GetCounter()); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); sWorld->UpdateCharacterNameData(customizeInfo.Guid, customizeInfo.Name, customizeInfo.Gender); SendCharCustomize(RESPONSE_SUCCESS, customizeInfo); } void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_SAVE"); uint64 setGuid; recvData.readPackGUID(setGuid); uint32 index; recvData >> index; if (index >= MAX_EQUIPMENT_SET_INDEX) // client set slots amount return; std::string name; recvData >> name; std::string iconName; recvData >> iconName; EquipmentSet eqSet; eqSet.Guid = setGuid; eqSet.Name = name; eqSet.IconName = iconName; eqSet.state = EQUIPMENT_SET_NEW; for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { ObjectGuid itemGuid; recvData >> itemGuid.ReadAsPacked(); // equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set) if (itemGuid.GetRawValue() == 1) { // ignored slots saved as bit mask because we have no free special values for Items[i] eqSet.IgnoreMask |= 1 << i; continue; } Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (!item && !itemGuid.IsEmpty()) // cheating check 1 return; if (item && item->GetGUID() != itemGuid) // cheating check 2 return; eqSet.Items[i] = itemGuid.GetCounter(); } _player->SetEquipmentSet(index, eqSet); } void WorldSession::HandleEquipmentSetDelete(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_DELETE"); uint64 setGuid; recvData.readPackGUID(setGuid); _player->DeleteEquipmentSet(setGuid); } void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData) { TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_USE"); for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { ObjectGuid itemGuid; recvData >> itemGuid.ReadAsPacked(); uint8 srcbag, srcslot; recvData >> srcbag >> srcslot; TC_LOG_DEBUG("entities.player.items", "%s: srcbag %u, srcslot %u", itemGuid.ToString().c_str(), srcbag, srcslot); // check if item slot is set to "ignored" (raw value == 1), must not be unequipped then if (itemGuid.GetRawValue() == 1) continue; // Only equip weapons in combat if (_player->IsInCombat() && i != EQUIPMENT_SLOT_MAINHAND && i != EQUIPMENT_SLOT_OFFHAND && i != EQUIPMENT_SLOT_RANGED) continue; Item* item = _player->GetItemByGuid(itemGuid); uint16 dstpos = i | (INVENTORY_SLOT_BAG_0 << 8); if (!item) { Item* uItem = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (!uItem) continue; ItemPosCountVec sDest; InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sDest, uItem, false); if (msg == EQUIP_ERR_OK) { _player->RemoveItem(INVENTORY_SLOT_BAG_0, i, true); _player->StoreItem(sDest, uItem, true); } else _player->SendEquipError(msg, uItem, NULL); continue; } if (item->GetPos() == dstpos) continue; _player->SwapItem(item->GetPos(), dstpos); } WorldPacket data(SMSG_EQUIPMENT_SET_USE_RESULT, 1); data << uint8(0); // 4 - equipment swap failed - inventory is full SendPacket(&data); } void WorldSession::HandleCharFactionOrRaceChange(WorldPacket& recvData) { CharacterFactionChangeInfo factionChangeInfo; recvData >> factionChangeInfo.Guid; if (!IsLegitCharacterForAccount(factionChangeInfo.Guid)) { TC_LOG_ERROR("network", "Account %u, IP: %s tried to factionchange character %s, but it does not belong to their account!", GetAccountId(), GetRemoteAddress().c_str(), factionChangeInfo.Guid.ToString().c_str()); recvData.rfinish(); KickPlayer(); return; } recvData >> factionChangeInfo.Name >> factionChangeInfo.Gender >> factionChangeInfo.Skin >> factionChangeInfo.HairColor >> factionChangeInfo.HairStyle >> factionChangeInfo.FacialHair >> factionChangeInfo.Face >> factionChangeInfo.Race; uint32 lowGuid = factionChangeInfo.Guid.GetCounter(); // get the players old (at this moment current) race CharacterNameData const* nameData = sWorld->GetCharacterNameData(factionChangeInfo.Guid); if (!nameData) { SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo); return; } uint8 oldRace = nameData->m_race; uint8 playerClass = nameData->m_class; uint8 level = nameData->m_level; // TO Do: Make async PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_AT_LOGIN_TITLES); stmt->setUInt32(0, lowGuid); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo); return; } Field* fields = result->Fetch(); uint32 at_loginFlags = fields[0].GetUInt16(); std::string knownTitlesStr = fields[1].GetString(); uint32 used_loginFlag = ((recvData.GetOpcode() == CMSG_CHAR_RACE_CHANGE) ? AT_LOGIN_CHANGE_RACE : AT_LOGIN_CHANGE_FACTION); if (!sObjectMgr->GetPlayerInfo(factionChangeInfo.Race, playerClass)) { SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo); return; } if (!(at_loginFlags & used_loginFlag)) { SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo); return; } if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RACEMASK)) { uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK); if ((1 << (factionChangeInfo.Race - 1)) & raceMaskDisabled) { SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo); return; } } // prevent character rename to invalid name if (!normalizePlayerName(factionChangeInfo.Name)) { SendCharFactionChange(CHAR_NAME_NO_NAME, factionChangeInfo); return; } ResponseCodes res = ObjectMgr::CheckPlayerName(factionChangeInfo.Name, true); if (res != CHAR_NAME_SUCCESS) { SendCharFactionChange(res, factionChangeInfo); return; } // check name limitations if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(factionChangeInfo.Name)) { SendCharFactionChange(CHAR_NAME_RESERVED, factionChangeInfo); return; } // character with this name already exist ObjectGuid newGuid = sObjectMgr->GetPlayerGUIDByName(factionChangeInfo.Name); if (!newGuid.IsEmpty()) { if (newGuid != factionChangeInfo.Guid) { SendCharFactionChange(CHAR_CREATE_NAME_IN_USE, factionChangeInfo); return; } } // resurrect the character in case he's dead sObjectAccessor->ConvertCorpseForPlayer(factionChangeInfo.Guid); SQLTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabase.EscapeString(factionChangeInfo.Name); Player::Customize(&factionChangeInfo, trans); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_FACTION_OR_RACE); stmt->setString(0, factionChangeInfo.Name); stmt->setUInt8(1, factionChangeInfo.Race); stmt->setUInt16(2, used_loginFlag); stmt->setUInt32(3, lowGuid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME); stmt->setUInt32(0, lowGuid); trans->Append(stmt); sWorld->UpdateCharacterNameData(factionChangeInfo.Guid, factionChangeInfo.Name, factionChangeInfo.Gender, factionChangeInfo.Race); if (oldRace != factionChangeInfo.Race) { TeamId team = TEAM_ALLIANCE; // Search each faction is targeted switch (factionChangeInfo.Race) { case RACE_ORC: case RACE_TAUREN: case RACE_UNDEAD_PLAYER: case RACE_TROLL: case RACE_BLOODELF: case RACE_GOBLIN: team = TEAM_HORDE; break; default: break; } // Switch Languages // delete all languages first stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_LANGUAGES); stmt->setUInt32(0, lowGuid); trans->Append(stmt); // Now add them back stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE); stmt->setUInt32(0, lowGuid); // Faction specific languages if (team == TEAM_HORDE) stmt->setUInt16(1, 109); else stmt->setUInt16(1, 98); trans->Append(stmt); // Race specific languages if (factionChangeInfo.Race != RACE_ORC && factionChangeInfo.Race != RACE_HUMAN) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE); stmt->setUInt32(0, lowGuid); switch (factionChangeInfo.Race) { case RACE_DWARF: stmt->setUInt16(1, 111); break; case RACE_DRAENEI: stmt->setUInt16(1, 759); break; case RACE_GNOME: stmt->setUInt16(1, 313); break; case RACE_NIGHTELF: stmt->setUInt16(1, 113); break; case RACE_WORGEN: stmt->setUInt16(1, 791); break; case RACE_UNDEAD_PLAYER: stmt->setUInt16(1, 673); break; case RACE_TAUREN: stmt->setUInt16(1, 115); break; case RACE_TROLL: stmt->setUInt16(1, 315); break; case RACE_BLOODELF: stmt->setUInt16(1, 137); break; case RACE_GOBLIN: stmt->setUInt16(1, 792); break; } trans->Append(stmt); } if (recvData.GetOpcode() == CMSG_CHAR_FACTION_CHANGE) { // Delete all Flypaths stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXI_PATH); stmt->setUInt32(0, lowGuid); trans->Append(stmt); if (level > 7) { // Update Taxi path // this doesn't seem to be 100% blizzlike... but it can't really be helped. std::ostringstream taximaskstream; uint32 numFullTaximasks = level / 7; if (numFullTaximasks > 11) numFullTaximasks = 11; if (team == TEAM_ALLIANCE) { if (playerClass != CLASS_DEATH_KNIGHT) { for (uint8 i = 0; i < numFullTaximasks; ++i) taximaskstream << uint32(sAllianceTaxiNodesMask[i]) << ' '; } else { for (uint8 i = 0; i < numFullTaximasks; ++i) taximaskstream << uint32(sAllianceTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' '; } } else { if (playerClass != CLASS_DEATH_KNIGHT) { for (uint8 i = 0; i < numFullTaximasks; ++i) taximaskstream << uint32(sHordeTaxiNodesMask[i]) << ' '; } else { for (uint8 i = 0; i < numFullTaximasks; ++i) taximaskstream << uint32(sHordeTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' '; } } uint32 numEmptyTaximasks = 11 - numFullTaximasks; for (uint8 i = 0; i < numEmptyTaximasks; ++i) taximaskstream << "0 "; taximaskstream << '0'; std::string taximask = taximaskstream.str(); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXIMASK); stmt->setString(0, taximask); stmt->setUInt32(1, lowGuid); trans->Append(stmt); } if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD)) { // Reset guild stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER); stmt->setUInt32(0, lowGuid); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (result) if (Guild* guild = sGuildMgr->GetGuildById((result->Fetch()[0]).GetUInt32())) guild->DeleteMember(factionChangeInfo.Guid, false, false, true); Player::LeaveAllArenaTeams(factionChangeInfo.Guid); } if (!HasPermission(rbac::RBAC_PERM_TWO_SIDE_ADD_FRIEND)) { // Delete Friend List stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID); stmt->setUInt32(0, lowGuid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND); stmt->setUInt32(0, lowGuid); trans->Append(stmt); } // Reset homebind and position stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND); stmt->setUInt32(0, lowGuid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND); stmt->setUInt32(0, lowGuid); WorldLocation loc; uint16 zoneId = 0; if (team == TEAM_ALLIANCE) { loc.WorldRelocate(0, -8867.68f, 673.373f, 97.9034f, 0.0f); zoneId = 1519; } else { loc.WorldRelocate(1, 1633.33f, -4439.11f, 15.7588f, 0.0f); zoneId = 1637; } stmt->setUInt16(1, loc.GetMapId()); stmt->setUInt16(2, zoneId); stmt->setFloat(3, loc.GetPositionX()); stmt->setFloat(4, loc.GetPositionY()); stmt->setFloat(5, loc.GetPositionZ()); trans->Append(stmt); Player::SavePositionInDB(loc, zoneId, factionChangeInfo.Guid, trans); // Achievement conversion for (std::map::const_iterator it = sObjectMgr->FactionChangeAchievements.begin(); it != sObjectMgr->FactionChangeAchievements.end(); ++it) { uint32 achiev_alliance = it->first; uint32 achiev_horde = it->second; stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_BY_ACHIEVEMENT); stmt->setUInt16(0, uint16(team == TEAM_ALLIANCE ? achiev_alliance : achiev_horde)); stmt->setUInt32(1, lowGuid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACHIEVEMENT); stmt->setUInt16(0, uint16(team == TEAM_ALLIANCE ? achiev_alliance : achiev_horde)); stmt->setUInt16(1, uint16(team == TEAM_ALLIANCE ? achiev_horde : achiev_alliance)); stmt->setUInt32(2, lowGuid); trans->Append(stmt); } // Item conversion for (std::map::const_iterator it = sObjectMgr->FactionChangeItems.begin(); it != sObjectMgr->FactionChangeItems.end(); ++it) { uint32 item_alliance = it->first; uint32 item_horde = it->second; stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INVENTORY_FACTION_CHANGE); stmt->setUInt32(0, (team == TEAM_ALLIANCE ? item_alliance : item_horde)); stmt->setUInt32(1, (team == TEAM_ALLIANCE ? item_horde : item_alliance)); stmt->setUInt32(2, lowGuid); trans->Append(stmt); } // Delete all current quests stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS); stmt->setUInt32(0, lowGuid); trans->Append(stmt); // Quest conversion for (std::map::const_iterator it = sObjectMgr->FactionChangeQuests.begin(); it != sObjectMgr->FactionChangeQuests.end(); ++it) { uint32 quest_alliance = it->first; uint32 quest_horde = it->second; stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST); stmt->setUInt32(0, lowGuid); stmt->setUInt32(1, (team == TEAM_ALLIANCE ? quest_alliance : quest_horde)); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_FACTION_CHANGE); stmt->setUInt32(0, (team == TEAM_ALLIANCE ? quest_alliance : quest_horde)); stmt->setUInt32(1, (team == TEAM_ALLIANCE ? quest_horde : quest_alliance)); stmt->setUInt32(2, lowGuid); trans->Append(stmt); } // Mark all rewarded quests as "active" (will count for completed quests achievements) stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE); stmt->setUInt32(0, lowGuid); trans->Append(stmt); // Disable all old-faction specific quests { ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates(); for (ObjectMgr::QuestMap::const_iterator iter = questTemplates.begin(); iter != questTemplates.end(); ++iter) { Quest const* quest = iter->second; uint32 newRaceMask = (team == TEAM_ALLIANCE) ? RACEMASK_ALLIANCE : RACEMASK_HORDE; if (!(quest->GetRequiredRaces() & newRaceMask)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE_BY_QUEST); stmt->setUInt32(0, lowGuid); stmt->setUInt32(1, quest->GetQuestId()); trans->Append(stmt); } } } // Spell conversion for (std::map::const_iterator it = sObjectMgr->FactionChangeSpells.begin(); it != sObjectMgr->FactionChangeSpells.end(); ++it) { uint32 spell_alliance = it->first; uint32 spell_horde = it->second; stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL); stmt->setUInt32(0, (team == TEAM_ALLIANCE ? spell_alliance : spell_horde)); stmt->setUInt32(1, lowGuid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_SPELL_FACTION_CHANGE); stmt->setUInt32(0, (team == TEAM_ALLIANCE ? spell_alliance : spell_horde)); stmt->setUInt32(1, (team == TEAM_ALLIANCE ? spell_horde : spell_alliance)); stmt->setUInt32(2, lowGuid); trans->Append(stmt); } // Reputation conversion for (std::map::const_iterator it = sObjectMgr->FactionChangeReputation.begin(); it != sObjectMgr->FactionChangeReputation.end(); ++it) { uint32 reputation_alliance = it->first; uint32 reputation_horde = it->second; uint32 newReputation = (team == TEAM_ALLIANCE) ? reputation_alliance : reputation_horde; uint32 oldReputation = (team == TEAM_ALLIANCE) ? reputation_horde : reputation_alliance; // select old standing set in db stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_REP_BY_FACTION); stmt->setUInt32(0, oldReputation); stmt->setUInt32(1, lowGuid); if (PreparedQueryResult result = CharacterDatabase.Query(stmt)) { Field* fields = result->Fetch(); int32 oldDBRep = fields[0].GetInt32(); FactionEntry const* factionEntry = sFactionStore.LookupEntry(oldReputation); // old base reputation int32 oldBaseRep = sObjectMgr->GetBaseReputationOf(factionEntry, oldRace, playerClass); // new base reputation int32 newBaseRep = sObjectMgr->GetBaseReputationOf(sFactionStore.LookupEntry(newReputation), factionChangeInfo.Race, playerClass); // final reputation shouldnt change int32 FinalRep = oldDBRep + oldBaseRep; int32 newDBRep = FinalRep - newBaseRep; stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REP_BY_FACTION); stmt->setUInt32(0, newReputation); stmt->setUInt32(1, lowGuid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REP_FACTION_CHANGE); stmt->setUInt16(0, uint16(newReputation)); stmt->setInt32(1, newDBRep); stmt->setUInt16(2, uint16(oldReputation)); stmt->setUInt32(3, lowGuid); trans->Append(stmt); } } // Title conversion if (!knownTitlesStr.empty()) { const uint32 ktcount = KNOWN_TITLES_SIZE * 2; uint32 knownTitles[ktcount]; Tokenizer tokens(knownTitlesStr, ' ', ktcount); if (tokens.size() != ktcount) { SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo); return; } for (uint32 index = 0; index < ktcount; ++index) knownTitles[index] = atol(tokens[index]); for (std::map::const_iterator it = sObjectMgr->FactionChangeTitles.begin(); it != sObjectMgr->FactionChangeTitles.end(); ++it) { uint32 title_alliance = it->first; uint32 title_horde = it->second; CharTitlesEntry const* atitleInfo = sCharTitlesStore.LookupEntry(title_alliance); CharTitlesEntry const* htitleInfo = sCharTitlesStore.LookupEntry(title_horde); // new team if (team == TEAM_ALLIANCE) { uint32 bitIndex = htitleInfo->bit_index; uint32 index = bitIndex / 32; uint32 old_flag = 1 << (bitIndex % 32); uint32 new_flag = 1 << (atitleInfo->bit_index % 32); if (knownTitles[index] & old_flag) { knownTitles[index] &= ~old_flag; // use index of the new title knownTitles[atitleInfo->bit_index / 32] |= new_flag; } } else { uint32 bitIndex = atitleInfo->bit_index; uint32 index = bitIndex / 32; uint32 old_flag = 1 << (bitIndex % 32); uint32 new_flag = 1 << (htitleInfo->bit_index % 32); if (knownTitles[index] & old_flag) { knownTitles[index] &= ~old_flag; // use index of the new title knownTitles[htitleInfo->bit_index / 32] |= new_flag; } } std::ostringstream ss; for (uint32 index = 0; index < ktcount; ++index) ss << knownTitles[index] << ' '; stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TITLES_FACTION_CHANGE); stmt->setString(0, ss.str().c_str()); stmt->setUInt32(1, lowGuid); trans->Append(stmt); // unset any currently chosen title stmt = CharacterDatabase.GetPreparedStatement(CHAR_RES_CHAR_TITLES_FACTION_CHANGE); stmt->setUInt32(0, lowGuid); trans->Append(stmt); } } } } CharacterDatabase.CommitTransaction(trans); TC_LOG_DEBUG("entities.player", "%s (IP: %s) changed race from %u to %u", GetPlayerInfo().c_str(), GetRemoteAddress().c_str(), oldRace, factionChangeInfo.Race); SendCharFactionChange(RESPONSE_SUCCESS, factionChangeInfo); } void WorldSession::HandleRandomizeCharNameOpcode(WorldPacket& recvData) { uint8 gender, race; recvData >> race; recvData >> gender; if (!Player::IsValidRace(race)) { TC_LOG_ERROR("misc", "Invalid race (%u) sent by accountId: %u", race, GetAccountId()); return; } if (!Player::IsValidGender(gender)) { TC_LOG_ERROR("misc", "Invalid gender (%u) sent by accountId: %u", gender, GetAccountId()); return; } std::string const* name = GetRandomCharacterName(race, gender); WorldPacket data(SMSG_RANDOMIZE_CHAR_NAME, 10); data.WriteBit(0); // unk data.WriteBits(name->size(), 7); data.WriteString(*name); SendPacket(&data); } void WorldSession::HandleReorderCharacters(WorldPacket& recvData) { uint32 charactersCount = std::min(recvData.ReadBits(10), sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM)); std::vector guids(charactersCount); uint8 position; for (uint8 i = 0; i < charactersCount; ++i) { guids[i][1] = recvData.ReadBit(); guids[i][4] = recvData.ReadBit(); guids[i][5] = recvData.ReadBit(); guids[i][3] = recvData.ReadBit(); guids[i][0] = recvData.ReadBit(); guids[i][7] = recvData.ReadBit(); guids[i][6] = recvData.ReadBit(); guids[i][2] = recvData.ReadBit(); } SQLTransaction trans = CharacterDatabase.BeginTransaction(); for (uint8 i = 0; i < charactersCount; ++i) { recvData.ReadByteSeq(guids[i][6]); recvData.ReadByteSeq(guids[i][5]); recvData.ReadByteSeq(guids[i][1]); recvData.ReadByteSeq(guids[i][4]); recvData.ReadByteSeq(guids[i][0]); recvData.ReadByteSeq(guids[i][3]); recvData >> position; recvData.ReadByteSeq(guids[i][2]); recvData.ReadByteSeq(guids[i][7]); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_LIST_SLOT); stmt->setUInt8(0, position); stmt->setUInt32(1, guids[i].GetCounter()); trans->Append(stmt); } CharacterDatabase.CommitTransaction(trans); } void WorldSession::HandleOpeningCinematic(WorldPacket& /*recvData*/) { // Only players that has not yet gained any experience can use this if (_player->GetUInt32Value(PLAYER_XP)) return; if (ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(_player->getClass())) { if (classEntry->CinematicSequence) _player->SendCinematicStart(classEntry->CinematicSequence); else if (ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(_player->getRace())) _player->SendCinematicStart(raceEntry->CinematicSequence); } } void WorldSession::SendCharCreate(ResponseCodes result) { WorldPacket data(SMSG_CHAR_CREATE, 1); data << uint8(result); SendPacket(&data); } void WorldSession::SendCharDelete(ResponseCodes result) { WorldPacket data(SMSG_CHAR_DELETE, 1); data << uint8(result); SendPacket(&data); } void WorldSession::SendCharRename(ResponseCodes result, CharacterRenameInfo const& renameInfo) { WorldPacket data(SMSG_CHAR_RENAME, 1 + 8 + renameInfo.Name.size() + 1); data << uint8(result); if (result == RESPONSE_SUCCESS) { data << renameInfo.Guid; data << renameInfo.Name; } SendPacket(&data); } void WorldSession::SendCharCustomize(ResponseCodes result, CharacterCustomizeInfo const& customizeInfo) { WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1 + 8 + customizeInfo.Name.size() + 1 + 6); data << uint8(result); if (result == RESPONSE_SUCCESS) { data << customizeInfo.Guid; data << customizeInfo.Name; data << uint8(customizeInfo.Gender); data << uint8(customizeInfo.Skin); data << uint8(customizeInfo.Face); data << uint8(customizeInfo.HairStyle); data << uint8(customizeInfo.HairColor); data << uint8(customizeInfo.FacialHair); } SendPacket(&data); } void WorldSession::SendCharFactionChange(ResponseCodes result, CharacterFactionChangeInfo const& factionChangeInfo) { WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1 + 8 + factionChangeInfo.Name.size() + 1 + 7); data << uint8(result); if (result == RESPONSE_SUCCESS) { data << factionChangeInfo.Guid; data << factionChangeInfo.Name; data << uint8(factionChangeInfo.Gender); data << uint8(factionChangeInfo.Skin); data << uint8(factionChangeInfo.Face); data << uint8(factionChangeInfo.HairStyle); data << uint8(factionChangeInfo.HairColor); data << uint8(factionChangeInfo.FacialHair); data << uint8(factionChangeInfo.Race); } SendPacket(&data); } void WorldSession::SendSetPlayerDeclinedNamesResult(DeclinedNameResult result, ObjectGuid guid) { WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8); data << uint32(result); if (result == DECLINED_NAMES_RESULT_SUCCESS) data << guid; SendPacket(&data); } void WorldSession::SendBarberShopResult(BarberShopResult result) { WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4); data << uint32(result); SendPacket(&data); }