/*
 * 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 "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"
#include "SpellInfo.h"
void WorldSession::HandleSplitItemOpcode(WorldPacket& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_SPLIT_ITEM");
    uint8 srcbag, srcslot, dstbag, dstslot;
    uint32 count;
    recvData >> srcbag >> srcslot >> dstbag >> dstslot >> count;
    //TC_LOG_DEBUG("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, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    if (!_player->IsValidPos(dstbag, dstslot, false))       // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }
    _player->SplitItem(src, dst, count);
}
void WorldSession::HandleSwapInvItemOpcode(WorldPacket& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_SWAP_INV_ITEM");
    uint8 srcslot, dstslot;
    recvData >> dstslot >> srcslot;
    //TC_LOG_DEBUG("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, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }
    if (_player->IsBankPos(INVENTORY_SLOT_BAG_0, srcslot) && !CanUseBank())
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSwapInvItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
        return;
    }
    if (_player->IsBankPos(INVENTORY_SLOT_BAG_0, dstslot) && !CanUseBank())
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSwapInvItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
        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& recvData)
{
    uint64 itemguid;
    uint8 dstslot;
    recvData >> 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& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_SWAP_ITEM");
    uint8 dstbag, dstslot, srcbag, srcslot;
    recvData >> dstbag >> dstslot >> srcbag >> srcslot;
    //TC_LOG_DEBUG("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, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    if (!_player->IsValidPos(dstbag, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }
    if (_player->IsBankPos(srcbag, srcslot) && !CanUseBank())
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSwapItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
        return;
    }
    if (_player->IsBankPos(dstbag, dstslot) && !CanUseBank())
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSwapItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
        return;
    }
    _player->SwapItem(src, dst);
}
void WorldSession::HandleAutoEquipItemOpcode(WorldPacket& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOEQUIP_ITEM");
    uint8 srcbag, srcslot;
    recvData >> srcbag >> srcslot;
    //TC_LOG_DEBUG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
    Item* pSrcItem  = _player->GetItemByPos(srcbag, srcslot);
    if (!pSrcItem)
        return;                                             // only at cheat
    uint16 dest;
    InventoryResult 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& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_DESTROYITEM");
    uint8 bag, slot, count, data1, data2, data3;
    recvData >> bag >> slot >> count >> data1 >> data2 >> data3;
    //TC_LOG_DEBUG("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))
    {
        InventoryResult 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 (pItem->GetTemplate()->Flags & ITEM_PROTO_FLAG_INDESTRUCTIBLE)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, 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& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_QUERY_SINGLE");
    uint32 item;
    recvData >> item;
    TC_LOG_INFO("network", "STORAGE: Item Query = %u", item);
    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
    if (pProto)
    {
        std::string Name        = pProto->Name1;
        std::string Description = pProto->Description;
        int loc_idx = GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
        {
            if (ItemLocale const* il = sObjectMgr->GetItemLocale(pProto->ItemId))
            {
                ObjectMgr::GetLocaleString(il->Name, loc_idx, Name);
                ObjectMgr::GetLocaleString(il->Description, loc_idx, Description);
            }
        }
                                                            // guess size
        WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
        data << pProto->ItemId;
        data << pProto->Class;
        data << pProto->SubClass;
        data << pProto->SoundOverrideSubclass;
        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->Flags2;
        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
            SpellInfo const* spell = sSpellMgr->GetSpellInfo(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->GetCategory());
                    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 << pProto->Duration;                           // added in 2.4.2.8209, duration (seconds)
        data << pProto->ItemLimitCategory;                  // WotLK, ItemLimitCategory
        data << pProto->HolidayId;                          // Holiday.dbc?
        SendPacket(&data);
    }
    else
    {
        TC_LOG_DEBUG("network", "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& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_READ_ITEM");
    uint8 bag, slot;
    recvData >> bag >> slot;
    //TC_LOG_INFO("network", "STORAGE: Read bag = %u, slot = %u", bag, slot);
    Item* pItem = _player->GetItemByPos(bag, slot);
    if (pItem && pItem->GetTemplate()->PageText)
    {
        WorldPacket data;
        InventoryResult msg = _player->CanUseItem(pItem);
        if (msg == EQUIP_ERR_OK)
        {
            data.Initialize (SMSG_READ_ITEM_OK, 8);
            TC_LOG_INFO("network", "STORAGE: Item page sent");
        }
        else
        {
            data.Initialize(SMSG_READ_ITEM_FAILED, 8);
            TC_LOG_INFO("network", "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::HandleSellItemOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_SELL_ITEM");
    uint64 vendorguid, itemguid;
    uint32 count;
    recvData >> vendorguid >> itemguid >> count;
    if (!itemguid)
        return;
    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can not 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_STATE_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, creature, itemguid, 0);
            return;
        }
        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsNotEmptyBag())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }
        // prevent sell currently looted item
        if (_player->GetLootGUID() == pItem->GetGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }
        // prevent selling item for sellprice when the item is still refundable
        // this probably happens when right clicking a refundable item, the client sends both
        // CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified)
        if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
            return; // Therefore, no feedback to client
        // 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, creature, itemguid, 0);
                return;
            }
        }
        ItemTemplate const* pProto = pItem->GetTemplate();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())               // need split items
                {
                    Item* pNewItem = pItem->CloneItem(count, _player);
                    if (!pNewItem)
                    {
                        TC_LOG_ERROR("network", "WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, 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);
                }
                uint32 money = pProto->SellPrice * count;
                _player->ModifyMoney(money);
                _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
            }
            else
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
            return;
        }
    }
    _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, creature, itemguid, 0);
    return;
}
void WorldSession::HandleBuybackItem(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUYBACK_ITEM");
    uint64 vendorguid;
    uint32 slot;
    recvData >> vendorguid >> slot;
    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleBuybackItem - Unit (GUID: %u) not found or you can not 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_STATE_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->HasEnoughMoney(price))
        {
            _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, pItem->GetEntry(), 0);
            return;
        }
        ItemPosCountVec dest;
        InventoryResult 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->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
            _player->StoreItem(dest, pItem, true);
        }
        else
            _player->SendEquipError(msg, pItem, NULL);
        return;
    }
    else
        _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, 0, 0);
}
void WorldSession::HandleBuyItemInSlotOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUY_ITEM_IN_SLOT");
    uint64 vendorguid, bagguid;
    uint32 item, slot, count;
    uint8 bagslot;
    recvData >> 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 = _player->GetBagByPos(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& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUY_ITEM");
    uint64 vendorguid;
    uint32 item, slot, count;
    uint8 unk1;
    recvData >> 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& recvData)
{
    uint64 guid;
    recvData >> guid;
    if (!GetPlayer()->IsAlive())
        return;
    TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_LIST_INVENTORY");
    SendListInventory(guid);
}
void WorldSession::SendListInventory(uint64 vendorGuid)
{
    TC_LOG_DEBUG("network", "WORLD: Sent SMSG_LIST_INVENTORY");
    Creature* vendor = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
    if (!vendor)
    {
        TC_LOG_DEBUG("network", "WORLD: SendListInventory - Unit (GUID: %u) not found or you can not 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_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
    // Stop the npc if moving
    if (vendor->HasUnitState(UNIT_STATE_MOVING))
        vendor->StopMoving();
    VendorItemData const* items = vendor->GetVendorItems();
    if (!items)
    {
        WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + 1);
        data << uint64(vendorGuid);
        data << uint8(0);                                   // count == 0, next will be error code
        data << uint8(0);                                   // "Vendor has no inventory"
        SendPacket(&data);
        return;
    }
    uint8 itemCount = items->GetItemCount();
    uint8 count = 0;
    WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + itemCount * 8 * 4);
    data << uint64(vendorGuid);
    size_t countPos = data.wpos();
    data << uint8(count);
    float discountMod = _player->GetReputationPriceDiscount(vendor);
    for (uint8 slot = 0; slot < itemCount; ++slot)
    {
        if (VendorItem const* item = items->GetItem(slot))
        {
            if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(item->item))
            {
                if (!(itemTemplate->AllowableClass & _player->getClassMask()) && itemTemplate->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.
                if (!_player->IsGameMaster() && ((itemTemplate->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && _player->GetTeam() == ALLIANCE) || (itemTemplate->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && _player->GetTeam() == HORDE)))
                    continue;
                // Items sold out are not displayed in list
                uint32 leftInStock = !item->maxcount ? 0xFFFFFFFF : vendor->GetVendorItemCurrentCount(item);
                if (!_player->IsGameMaster() && !leftInStock)
                    continue;
                ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(vendor->GetEntry(), item->item);
                if (!sConditionMgr->IsObjectMeetToConditions(_player, vendor, conditions))
                {
                    TC_LOG_DEBUG("condition", "SendListInventory: conditions not met for creature entry %u item %u", vendor->GetEntry(), item->item);
                    continue;
                }
                // reputation discount
                int32 price = item->IsGoldRequired(itemTemplate) ? uint32(floor(itemTemplate->BuyPrice * discountMod)) : 0;
                data << uint32(slot + 1);       // client expects counting to start at 1
                data << uint32(item->item);
                data << uint32(itemTemplate->DisplayInfoID);
                data << int32(leftInStock);
                data << uint32(price);
                data << uint32(itemTemplate->MaxDurability);
                data << uint32(itemTemplate->BuyCount);
                data << uint32(item->ExtendedCost);
                if (++count >= MAX_VENDOR_ITEMS)
                    break;
            }
        }
    }
    if (count == 0)
    {
        data << uint8(0);
        SendPacket(&data);
        return;
    }
    data.put(countPos, count);
    SendPacket(&data);
}
void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket& recvData)
{
    //TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_BAG_ITEM");
    uint8 srcbag, srcslot, dstbag;
    recvData >> srcbag >> srcslot >> dstbag;
    //TC_LOG_DEBUG("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, false))      // can be autostore pos
    {
        _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))
    {
        InventoryResult msg = _player->CanUnequipItem(src, !_player->IsBagPos (src));
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }
    }
    ItemPosCountVec dest;
    InventoryResult 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)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_BUY_BANK_SLOT");
    uint64 guid;
    recvPacket >> guid;
    if (!CanUseBank(guid))
    {
        TC_LOG_DEBUG("network", "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;
    TC_LOG_INFO("network", "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->HasEnoughMoney(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->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT);
}
void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOBANK_ITEM");
    uint8 srcbag, srcslot;
    recvPacket >> srcbag >> srcslot;
    TC_LOG_DEBUG("network", "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
    if (!CanUseBank())
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAutoBankItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
        return;
    }
    Item* pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;
    ItemPosCountVec dest;
    InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }
    if (dest.size() == 1 && dest[0].pos == pItem->GetPos())
    {
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }
    _player->RemoveItem(srcbag, srcslot, true);
    _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
    _player->BankItem(dest, pItem, true);
}
void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_BANK_ITEM");
    uint8 srcbag, srcslot;
    recvPacket >> srcbag >> srcslot;
    TC_LOG_DEBUG("network", "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
    if (!CanUseBank())
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAutoStoreBankItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
        return;
    }
    Item* pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;
    if (_player->IsBankPos(srcbag, srcslot))                 // moving from bank to inventory
    {
        ItemPosCountVec dest;
        InventoryResult 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);
        if (Item const* storedItem = _player->StoreItem(dest, pItem, true))
            _player->ItemAddedQuestCheck(storedItem->GetEntry(), storedItem->GetCount());
    }
    else                                                    // moving from inventory to bank
    {
        ItemPosCountVec dest;
        InventoryResult 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& recvData)
{
    if (!_player->IsAlive())
    {
        _player->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL);
        return;
    }
    TC_LOG_DEBUG("network", "WORLD: CMSG_SET_AMMO");
    uint32 item;
    recvData >> item;
    if (item)
    {
        if (!_player->GetItemCount(item))
        {
            _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
            return;
        }
        _player->SetAmmo(item);
    }
    else
        _player->RemoveAmmo();
}
void WorldSession::SendEnchantmentLog(uint64 target, uint64 caster, uint32 itemId, uint32 enchantId)
{
    WorldPacket data(SMSG_ENCHANTMENTLOG, (8+8+4+4));     // last check 2.0.10
    data.appendPackGUID(target);
    data.appendPackGUID(caster);
    data << uint32(itemId);
    data << uint32(enchantId);
    GetPlayer()->SendMessageToSet(&data, true);
}
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& recvData)
{
    uint32 itemid;
    recvData >> itemid;
    recvData.read_skip();                          // guid
    TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_NAME_QUERY %u", itemid);
    ItemSetNameEntry const* pName = sObjectMgr->GetItemSetNameEntry(itemid);
    if (pName)
    {
        std::string Name = pName->name;
        int loc_idx = GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
            if (ItemSetNameLocale const* isnl = sObjectMgr->GetItemSetNameLocale(itemid))
                ObjectMgr::GetLocaleString(isnl->Name, loc_idx, Name);
        WorldPacket data(SMSG_ITEM_NAME_QUERY_RESPONSE, (4+Name.size()+1+4));
        data << uint32(itemid);
        data << Name;
        data << uint32(pName->InventoryType);
        SendPacket(&data);
    }
}
void WorldSession::HandleWrapItemOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "Received opcode CMSG_WRAP_ITEM");
    uint8 gift_bag, gift_slot, item_bag, item_slot;
    recvData >> gift_bag >> gift_slot;                     // paper
    recvData >> item_bag >> item_slot;                     // item
    TC_LOG_DEBUG("network", "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->GetTemplate()->Flags & ITEM_PROTO_FLAG_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->GetTemplate()->MaxCount>0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL);
        return;
    }
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT);
    stmt->setUInt32(0, GUID_LOPART(item->GetOwnerGUID()));
    stmt->setUInt32(1, item->GetGUIDLow());
    stmt->setUInt32(2, item->GetEntry());
    stmt->setUInt32(3, item->GetUInt32Value(ITEM_FIELD_FLAGS));
    trans->Append(stmt);
    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_FLAG_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(trans);                                   // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction(trans);
    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}
void WorldSession::HandleSocketOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_SOCKET_GEMS");
    uint64 item_guid;
    uint64 gem_guids[MAX_GEM_SOCKETS];
    recvData >> item_guid;
    if (!item_guid)
        return;
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        recvData >> 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;
    ItemTemplate const* itemProto = itemTarget->GetTemplate();
    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]->GetTemplate()->GemProperties) : NULL;
    // Find first prismatic socket
    int32 firstPrismatic = 0;
    while (firstPrismatic < MAX_GEM_SOCKETS && itemProto->Socket[firstPrismatic].Color)
        ++firstPrismatic;
    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;
            if (i != firstPrismatic)
                return;
        }
        // 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.
        ItemTemplate const* iGemProto = Gems[i]->GetTemplate();
        // unique item (for new and already placed bit removed enchantments
        if (iGemProto->Flags & ITEM_PROTO_FLAG_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))
            {
                // NOTE: limitEntry->mode is not checked because if item has limit then it is applied in equip case
                for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
                {
                    if (Gems[j])
                    {
                        // new gem
                        if (iGemProto->ItemLimitCategory == Gems[j]->GetTemplate()->ItemLimitCategory)
                            ++limit_newcount;
                    }
                    else if (OldEnchants[j])
                    {
                        // existing gem
                        if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                            if (ItemTemplate const* jProto = sObjectMgr->GetItemTemplate(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 (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot, std::max(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, _player->GetGUID());
            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->GetTemplate()->socketBonus : 0), 0, 0, _player->GetGUID());
        _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)
    _player->RemoveTradeableItem(itemTarget);
    itemTarget->ClearSoulboundTradeable(_player);           // clear tradeable flag
    itemTarget->SendUpdateSockets();
}
void WorldSession::HandleCancelTempEnchantmentOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT");
    uint32 eslot;
    recvData >> 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& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_REFUND_INFO");
    uint64 guid;
    recvData >> guid;                                      // item guid
    Item* item = _player->GetItemByGuid(guid);
    if (!item)
    {
        TC_LOG_DEBUG("network", "Item refund: item not found!");
        return;
    }
    GetPlayer()->SendRefundInfo(item);
}
void WorldSession::HandleItemRefund(WorldPacket &recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_REFUND");
    uint64 guid;
    recvData >> guid;                                      // item guid
    Item* item = _player->GetItemByGuid(guid);
    if (!item)
    {
        TC_LOG_DEBUG("network", "Item refund: item not found!");
        return;
    }
    // Don't try to refund item currently being disenchanted
    if (_player->GetLootGUID() == guid)
        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& recvData )
{
    uint64 itemGuid;
    recvData >> itemGuid;
    TC_LOG_DEBUG("network", "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);
}
bool WorldSession::CanUseBank(uint64 bankerGUID) const
{
    // bankerGUID parameter is optional, set to 0 by default.
    if (!bankerGUID)
        bankerGUID = m_currentBankerGUID;
    bool isUsingBankCommand = (bankerGUID == GetPlayer()->GetGUID() && bankerGUID == m_currentBankerGUID);
    if (!isUsingBankCommand)
    {
        Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(bankerGUID, UNIT_NPC_FLAG_BANKER);
        if (!creature)
            return false;
    }
    return true;
}