/* * Copyright (C) 2008-2013 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" #include void WorldSession::HandleSplitItemOpcode(WorldPacket& recvData) { //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_SPLIT_ITEM"); uint8 srcbag, srcslot, dstbag, dstslot; uint32 count; recvData >> srcbag >> srcslot >> dstbag >> dstslot >> count; //sLog->outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", srcbag, srcslot, dstbag, dstslot, count); uint16 src = ((srcbag << 8) | srcslot); uint16 dst = ((dstbag << 8) | dstslot); if (src == dst) return; if (count == 0) return; //check count - if zero it's fake packet if (!_player->IsValidPos(srcbag, srcslot, 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_WRONG_SLOT, NULL, NULL); return; } _player->SplitItem(src, dst, count); } void WorldSession::HandleSwapInvItemOpcode(WorldPacket& recvData) { //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_SWAP_INV_ITEM"); uint8 srcslot, dstslot; recvData >> dstslot >> srcslot; //sLog->outDebug("STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot); // prevent attempt swap same item to current position generated by client at special checting sequence if (srcslot == dstslot) return; if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, srcslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true)) { _player->SendEquipError(EQUIP_ERR_WRONG_SLOT, NULL, NULL); return; } uint16 src = ((INVENTORY_SLOT_BAG_0 << 8) | srcslot); uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | dstslot); _player->SwapItem(src, dst); } void WorldSession::HandleAutoEquipItemSlotOpcode(WorldPacket& 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) { //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_SWAP_ITEM"); uint8 dstbag, dstslot, srcbag, srcslot; recvData >> dstbag >> dstslot >> srcbag >> srcslot; //sLog->outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot); uint16 src = ((srcbag << 8) | srcslot); uint16 dst = ((dstbag << 8) | dstslot); // prevent attempt swap same item to current position generated by client at special checting sequence if (src == dst) return; if (!_player->IsValidPos(srcbag, srcslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(dstbag, dstslot, true)) { _player->SendEquipError(EQUIP_ERR_WRONG_SLOT, NULL, NULL); return; } _player->SwapItem(src, dst); } void WorldSession::HandleAutoEquipItemOpcode(WorldPacket& recvData) { //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_AUTOEQUIP_ITEM"); uint8 srcbag, srcslot; recvData >> srcbag >> srcslot; //sLog->outDebug("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) { //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_DESTROY_ITEM"); uint8 bag, slot, count, data1, data2, data3; recvData >> bag >> slot >> count >> data1 >> data2 >> data3; //sLog->outDebug("STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count); uint16 pos = (bag << 8) | slot; // prevent drop unequipable items (in combat, for example) and non-empty bags if (_player->IsEquipmentPos(pos) || _player->IsBagPos(pos)) { 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_DROP_BOUND_ITEM, NULL, NULL); return; } if (count) { uint32 i_count = count; _player->DestroyItemCount(pItem, i_count, true); } else _player->DestroyItem(bag, slot, true); } void WorldSession::SendItemDb2Reply(uint32 entry) { WorldPacket data(SMSG_DB_REPLY, 44); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(entry); if (!proto) { data << uint32(-1); // entry data << uint32(DB2_REPLY_ITEM); data << uint32(time(NULL)); // hotfix date data << uint32(0); // size of next block return; } data << uint32(entry); data << uint32(DB2_REPLY_ITEM); data << uint32(sObjectMgr->GetHotfixDate(entry, DB2_REPLY_ITEM)); ByteBuffer buff; buff << uint32(entry); buff << uint32(proto->Class); buff << uint32(proto->SubClass); buff << int32(proto->SoundOverrideSubclass); buff << uint32(proto->Material); buff << uint32(proto->DisplayInfoID); buff << uint32(proto->InventoryType); buff << uint32(proto->Sheath); data << uint32(buff.size()); data.append(buff); SendPacket(&data); } void WorldSession::SendItemSparseDb2Reply(uint32 entry) { WorldPacket data(SMSG_DB_REPLY, 526); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(entry); if (!proto) { data << uint32(-1); // entry data << uint32(DB2_REPLY_SPARSE); data << uint32(time(NULL)); // hotfix date data << uint32(0); // size of next block return; } data << uint32(entry); data << uint32(DB2_REPLY_SPARSE); data << uint32(sObjectMgr->GetHotfixDate(entry, DB2_REPLY_SPARSE)); ByteBuffer buff; buff << uint32(entry); buff << uint32(proto->Quality); buff << uint32(proto->Flags); buff << uint32(proto->Flags2); buff << float(proto->Unk430_1); buff << float(proto->Unk430_2); buff << uint32(proto->BuyCount); buff << int32(proto->BuyPrice); buff << uint32(proto->SellPrice); buff << uint32(proto->InventoryType); buff << int32(proto->AllowableClass); buff << int32(proto->AllowableRace); buff << uint32(proto->ItemLevel); buff << uint32(proto->RequiredLevel); buff << uint32(proto->RequiredSkill); buff << uint32(proto->RequiredSkillRank); buff << uint32(proto->RequiredSpell); buff << uint32(proto->RequiredHonorRank); buff << uint32(proto->RequiredCityRank); buff << uint32(proto->RequiredReputationFaction); buff << uint32(proto->RequiredReputationRank); buff << int32(proto->MaxCount); buff << int32(proto->Stackable); buff << uint32(proto->ContainerSlots); for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x) buff << uint32(proto->ItemStat[x].ItemStatType); for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x) buff << int32(proto->ItemStat[x].ItemStatValue); for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x) buff << int32(proto->ItemStat[x].ItemStatUnk1); for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x) buff << int32(proto->ItemStat[x].ItemStatUnk2); buff << uint32(proto->ScalingStatDistribution); buff << uint32(proto->DamageType); buff << uint32(proto->Delay); buff << float(proto->RangedModRange); for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) buff << int32(proto->Spells[x].SpellId); for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) buff << uint32(proto->Spells[x].SpellTrigger); for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) buff << int32(proto->Spells[x].SpellCharges); for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) buff << int32(proto->Spells[x].SpellCooldown); for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) buff << uint32(proto->Spells[x].SpellCategory); for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) buff << int32(proto->Spells[x].SpellCategoryCooldown); buff << uint32(proto->Bonding); // item name std::string name = proto->Name1; buff << uint16(name.length()); if (name.length()) buff << name; for (uint32 i = 0; i < 3; ++i) // other 3 names buff << uint16(0); std::string desc = proto->Description; buff << uint16(desc.length()); if (desc.length()) buff << desc; buff << uint32(proto->PageText); buff << uint32(proto->LanguageID); buff << uint32(proto->PageMaterial); buff << uint32(proto->StartQuest); buff << uint32(proto->LockID); buff << int32(proto->Material); buff << uint32(proto->Sheath); buff << int32(proto->RandomProperty); buff << int32(proto->RandomSuffix); buff << uint32(proto->ItemSet); buff << uint32(proto->Area); buff << uint32(proto->Map); buff << uint32(proto->BagFamily); buff << uint32(proto->TotemCategory); for (uint32 x = 0; x < MAX_ITEM_PROTO_SOCKETS; ++x) buff << uint32(proto->Socket[x].Color); for (uint32 x = 0; x < MAX_ITEM_PROTO_SOCKETS; ++x) buff << uint32(proto->Socket[x].Content); buff << uint32(proto->socketBonus); buff << uint32(proto->GemProperties); buff << float(proto->ArmorDamageModifier); buff << int32(proto->Duration); buff << uint32(proto->ItemLimitCategory); buff << uint32(proto->HolidayId); buff << float(proto->StatScalingFactor); // StatScalingFactor buff << uint32(proto->CurrencySubstitutionId); buff << uint32(proto->CurrencySubstitutionCount); data << uint32(buff.size()); data.append(buff); SendPacket(&data); } void WorldSession::HandleReadItem(WorldPacket& recvData) { uint8 bag, slot; recvData >> 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); sLog->outInfo(LOG_FILTER_NETWORKIO, "STORAGE: Item page sent"); } else { data.Initialize(SMSG_READ_ITEM_FAILED, 8); sLog->outInfo(LOG_FILTER_NETWORKIO, "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) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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); 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); 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); return; } // prevent sell currently looted item if (_player->GetLootGUID() == pItem->GetGUID()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid); 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); 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) { sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count); _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid); 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); return; } } _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, creature, itemguid); return; } void WorldSession::HandleBuybackItem(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_BUYBACK_ITEM"); uint64 vendorguid; uint32 slot; recvData >> vendorguid >> slot; Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR); if (!creature) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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); 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(uint64(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) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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 Item* bagItem = NULL; // find bag slot by bag guid if (bagguid == _player->GetGUID()) bag = INVENTORY_SLOT_BAG_0; else bagItem = _player->GetItemByGuid(bagguid); if (bagItem && bagItem->IsBag()) bag = bagItem->GetSlot(); // bag not found, cheating? if (bag == NULL_BAG) return; GetPlayer()->BuyItemFromVendorSlot(vendorguid, slot, item, count, bag, bagslot); } void WorldSession::HandleBuyItemOpcode(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_BUY_ITEM"); uint64 vendorguid, bagGuid; uint32 item, slot, count; uint8 itemType; // 1 = item, 2 = currency uint8 bagSlot; recvData >> vendorguid >> itemType >> item >> slot >> count >> bagGuid >> bagSlot; // client expects count starting at 1, and we send vendorslot+1 to client already if (slot > 0) --slot; else return; // cheating if (itemType == ITEM_VENDOR_TYPE_ITEM) { Item* bagItem = _player->GetItemByGuid(bagGuid); uint8 bag = NULL_BAG; if (bagItem && bagItem->IsBag()) bag = bagItem->GetSlot(); else if (bagGuid == GetPlayer()->GetGUID()) // The client sends the player guid when trying to store an item in the default backpack bag = INVENTORY_SLOT_BAG_0; GetPlayer()->BuyItemFromVendorSlot(vendorguid, slot, item, count, bag, bagSlot); } else if (itemType == ITEM_VENDOR_TYPE_CURRENCY) GetPlayer()->BuyCurrencyFromVendorSlot(vendorguid, slot, item, count); else sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: received wrong itemType (%u) in HandleBuyItemOpcode", itemType); } void WorldSession::HandleListInventoryOpcode(WorldPacket& recvData) { uint64 guid; recvData >> guid; if (!GetPlayer()->isAlive()) return; sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_LIST_INVENTORY"); SendListInventory(guid); } void WorldSession::SendListInventory(uint64 vendorGuid) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_LIST_INVENTORY"); Creature* vendor = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!vendor) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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); 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* vendorItems = vendor->GetVendorItems(); uint8 rawItemCount = vendorItems ? vendorItems->GetItemCount() : 0; //if (rawItemCount > 300), // rawItemCount = 300; // client cap but uint8 max value is 255 ByteBuffer itemsData(32 * rawItemCount); std::vector enablers; enablers.reserve(2 * rawItemCount); const float discountMod = _player->GetReputationPriceDiscount(vendor); uint8 count = 0; for (uint8 slot = 0; slot < rawItemCount; ++slot) { VendorItem const* vendorItem = vendorItems->GetItem(slot); if (!vendorItem) continue; if (vendorItem->Type == ITEM_VENDOR_TYPE_ITEM) { ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(vendorItem->item); if (!itemTemplate) continue; uint32 leftInStock = !vendorItem->maxcount ? 0xFFFFFFFF : vendor->GetVendorItemCurrentCount(vendorItem); if (!_player->isGameMaster()) // ignore conditions if GM on { // Respect allowed class if (!(itemTemplate->AllowableClass & _player->getClassMask()) && itemTemplate->Bonding == BIND_WHEN_PICKED_UP) continue; // Only display items in vendor lists for the team the player is on if ((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 if (leftInStock == 0) continue; } ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(vendor->GetEntry(), vendorItem->item); if (!sConditionMgr->IsObjectMeetToConditions(_player, vendor, conditions)) { sLog->outDebug(LOG_FILTER_CONDITIONSYS, "SendListInventory: conditions not met for creature entry %u item %u", vendor->GetEntry(), vendorItem->item); continue; } int32 price = vendorItem->IsGoldRequired(itemTemplate) ? uint32(floor(itemTemplate->BuyPrice * discountMod)) : 0; if (int32 priceMod = _player->GetTotalAuraModifier(SPELL_AURA_MOD_VENDOR_ITEMS_PRICES)) price -= CalculatePct(price, priceMod); ++count; itemsData << uint32(slot + 1); // client expects counting to start at 1 itemsData << uint32(itemTemplate->MaxDurability); if (vendorItem->ExtendedCost != 0) { enablers.push_back(0); itemsData << uint32(vendorItem->ExtendedCost); } else enablers.push_back(1); enablers.push_back(1); // unk bit itemsData << uint32(vendorItem->item); itemsData << uint32(vendorItem->Type); // 1 is items, 2 is currency itemsData << uint32(price); itemsData << uint32(itemTemplate->DisplayInfoID); // if (!unk "enabler") data << uint32(something); itemsData << int32(leftInStock); itemsData << uint32(itemTemplate->BuyCount); } else if (vendorItem->Type == ITEM_VENDOR_TYPE_CURRENCY) { CurrencyTypesEntry const* currencyTemplate = sCurrencyTypesStore.LookupEntry(vendorItem->item); if (!currencyTemplate) continue; if (vendorItem->ExtendedCost == 0) continue; // there's no price defined for currencies, only extendedcost is used uint32 precision = (currencyTemplate->Flags & CURRENCY_FLAG_HIGH_PRECISION) ? CURRENCY_PRECISION : 1; ++count; itemsData << uint32(slot + 1); // client expects counting to start at 1 itemsData << uint32(0); // max durability if (vendorItem->ExtendedCost != 0) { enablers.push_back(0); itemsData << uint32(vendorItem->ExtendedCost); } else enablers.push_back(1); enablers.push_back(1); // unk bit itemsData << uint32(vendorItem->item); itemsData << uint32(vendorItem->Type); // 1 is items, 2 is currency itemsData << uint32(0); // price, only seen currency types that have Extended cost itemsData << uint32(0); // displayId // if (!unk "enabler") data << uint32(something); itemsData << int32(-1); itemsData << uint32(vendorItem->maxcount * precision); } // else error } ObjectGuid guid = vendorGuid; WorldPacket data(SMSG_LIST_INVENTORY, 12 + itemsData.size()); data.WriteBit(guid[1]); data.WriteBit(guid[0]); data.WriteBits(count, 21); // item count data.WriteBit(guid[3]); data.WriteBit(guid[6]); data.WriteBit(guid[5]); data.WriteBit(guid[2]); data.WriteBit(guid[7]); for (std::vector::const_iterator itr = enablers.begin(); itr != enablers.end(); ++itr) data.WriteBit(*itr); data.WriteBit(guid[4]); data.FlushBits(); data.append(itemsData); data.WriteByteSeq(guid[5]); data.WriteByteSeq(guid[4]); data.WriteByteSeq(guid[1]); data.WriteByteSeq(guid[0]); data.WriteByteSeq(guid[6]); data << uint8(count == 0); // unk byte, item count 0: 1, item count != 0: 0 or some "random" value below 300 data.WriteByteSeq(guid[2]); data.WriteByteSeq(guid[3]); data.WriteByteSeq(guid[7]); SendPacket(&data); } void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket& recvData) { //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_AUTOSTORE_BAG_ITEM"); uint8 srcbag, srcslot, dstbag; recvData >> srcbag >> srcslot >> dstbag; //sLog->outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", srcbag, srcslot, dstbag); Item* pItem = _player->GetItemByPos(srcbag, srcslot); if (!pItem) return; if (!_player->IsValidPos(dstbag, NULL_SLOT, false)) // can be autostore pos { _player->SendEquipError(EQUIP_ERR_WRONG_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_INTERNAL_BAG_ERROR, pItem, NULL); return; } _player->RemoveItem(srcbag, srcslot, true); _player->StoreItem(dest, pItem, true); } void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& recvPacket) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BUY_BANK_SLOT"); uint64 guid; recvPacket >> guid; // cheating protection /* not critical if "cheated", and check skip allow by slots in bank windows open by .bank command. Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BANKER); if (!creature) { sLog->outDebug("WORLD: HandleBuyBankSlotOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid))); return; } */ uint32 slot = _player->GetBankBagSlotCount(); // next slot ++slot; sLog->outInfo(LOG_FILTER_NETWORKIO, "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(uint64(price))) { data << uint32(ERR_BANKSLOT_INSUFFICIENT_FUNDS); SendPacket(&data); return; } _player->SetBankBagSlotCount(slot); _player->ModifyMoney(-int64(price)); data << uint32(ERR_BANKSLOT_OK); SendPacket(&data); _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT); } void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOBANK_ITEM"); uint8 srcbag, srcslot; recvPacket >> srcbag >> srcslot; sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot); 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_CANT_SWAP, pItem, NULL); return; } _player->RemoveItem(srcbag, srcslot, true); _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount()); _player->BankItem(dest, pItem, true); } void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_BANK_ITEM"); uint8 srcbag, srcslot; recvPacket >> srcbag >> srcslot; sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot); Item* pItem = _player->GetItemByPos(srcbag, srcslot); if (!pItem) return; if (_player->IsBankPos(srcbag, srcslot)) // moving from bank to inventory { ItemPosCountVec dest; 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); _player->StoreItem(dest, pItem, true); _player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->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::SendEnchantmentLog(uint64 Target, uint64 Caster, uint32 ItemID, uint32 SpellID) { WorldPacket data(SMSG_ENCHANTMENTLOG, (8+8+4+4+1)); // last check 4.3.4 data.appendPackGUID(Target); data.appendPackGUID(Caster); data << uint32(ItemID); data << uint32(SpellID); SendPacket(&data); } void WorldSession::SendItemEnchantTimeUpdate(uint64 Playerguid, uint64 Itemguid, uint32 slot, uint32 Duration) { // last check 2.0.10 WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8+4+4+8)); data << uint64(Itemguid); data << uint32(slot); data << uint32(Duration); data << uint64(Playerguid); SendPacket(&data); } void WorldSession::HandleWrapItemOpcode(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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 sLog->outDebug(LOG_FILTER_NETWORKIO, "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_CANT_WRAP_WRAPPED, item, NULL); return; } if (item->IsEquipped()) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_EQUIPPED, item, NULL); return; } if (item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR)) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED); { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL); return; } if (item->IsBag()) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BAGS, item, NULL); return; } if (item->IsSoulBound()) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BOUND, item, NULL); return; } if (item->GetMaxStackCount() != 1) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_STACKABLE, item, NULL); return; } // maybe not correct check (it is better than nothing) if (item->GetTemplate()->MaxCount > 0) { _player->SendEquipError(EQUIP_ERR_CANT_WRAP_UNIQUE, 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) { sLog->outDebug(LOG_FILTER_NETWORKIO, "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; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) //check for hack maybe { if (!GemProps[i]) continue; // tried to put gem in socket where no socket exists (take care about prismatic sockets) if (!itemProto->Socket[i].Color) { // no prismatic socket if (!itemTarget->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT)) return; // not first not-colored (not normaly used) socket if (i != 0 && !itemProto->Socket[i-1].Color && (i+1 >= MAX_GEM_SOCKETS || itemProto->Socket[i+1].Color)) return; // ok, this is first not colored socket for item with prismatic socket } // tried to put normal gem in meta socket if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META) return; // tried to put meta gem in normal socket if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META) return; // tried to put normal gem in cogwheel socket if (itemProto->Socket[i].Color == SOCKET_COLOR_COGWHEEL && GemProps[i]->color != SOCKET_COLOR_COGWHEEL) return; // tried to put cogwheel gem in normal socket if (itemProto->Socket[i].Color != SOCKET_COLOR_COGWHEEL && GemProps[i]->color == SOCKET_COLOR_COGWHEEL) 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]) { uint32 gemCount = 1; itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i), GemEnchants[i], 0, 0); if (Item* guidItem = _player->GetItemByGuid(gem_guids[i])) _player->DestroyItemCount(guidItem, gemCount, 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->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 } void WorldSession::HandleCancelTempEnchantmentOpcode(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT"); uint32 slot; recvData >> slot; // apply only to equipped item if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot)) return; Item* item = GetPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, slot); 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) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_ITEM_REFUND_INFO"); uint64 guid; recvData >> guid; // item guid Item* item = _player->GetItemByGuid(guid); if (!item) { sLog->outDebug(LOG_FILTER_NETWORKIO, "Item refund: item not found!"); return; } GetPlayer()->SendRefundInfo(item); } void WorldSession::HandleItemRefund(WorldPacket &recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_ITEM_REFUND"); uint64 guid; recvData >> guid; // item guid Item* item = _player->GetItemByGuid(guid); if (!item) { sLog->outDebug(LOG_FILTER_NETWORKIO, "Item refund: item not found!"); return; } GetPlayer()->RefundItem(item); } /** * Handles the packet sent by the client when requesting information about item text. * * This function is called when player clicks on item which has some flag set */ void WorldSession::HandleItemTextQuery(WorldPacket& recvData ) { uint64 itemGuid; recvData >> itemGuid; sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_ITEM_TEXT_QUERY item guid: %u", GUID_LOPART(itemGuid)); WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, 14); // 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); } void WorldSession::HandleTransmogrifyItems(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_TRANSMOGRIFY_ITEMS"); Player* player = GetPlayer(); // Read data uint32 count = recvData.ReadBits(22); if (count >= EQUIPMENT_SLOT_END) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) sent a wrong count (%u) when transmogrifying items.", player->GetGUIDLow(), player->GetName().c_str(), count); recvData.rfinish(); return; } std::vector itemGuids(count, ObjectGuid(0)); std::vector newEntries(count, 0); std::vector slots(count, 0); for (uint8 i = 0; i < count; ++i) { itemGuids[i][0] = recvData.ReadBit(); itemGuids[i][5] = recvData.ReadBit(); itemGuids[i][6] = recvData.ReadBit(); itemGuids[i][2] = recvData.ReadBit(); itemGuids[i][3] = recvData.ReadBit(); itemGuids[i][7] = recvData.ReadBit(); itemGuids[i][4] = recvData.ReadBit(); itemGuids[i][1] = recvData.ReadBit(); } ObjectGuid npcGuid; npcGuid[7] = recvData.ReadBit(); npcGuid[3] = recvData.ReadBit(); npcGuid[5] = recvData.ReadBit(); npcGuid[6] = recvData.ReadBit(); npcGuid[1] = recvData.ReadBit(); npcGuid[4] = recvData.ReadBit(); npcGuid[0] = recvData.ReadBit(); npcGuid[2] = recvData.ReadBit(); recvData.FlushBits(); for (uint32 i = 0; i < count; ++i) { recvData >> newEntries[i]; recvData.ReadByteSeq(itemGuids[i][1]); recvData.ReadByteSeq(itemGuids[i][5]); recvData.ReadByteSeq(itemGuids[i][0]); recvData.ReadByteSeq(itemGuids[i][4]); recvData.ReadByteSeq(itemGuids[i][6]); recvData.ReadByteSeq(itemGuids[i][7]); recvData.ReadByteSeq(itemGuids[i][3]); recvData.ReadByteSeq(itemGuids[i][2]); recvData >> slots[i]; } recvData.ReadByteSeq(npcGuid[7]); recvData.ReadByteSeq(npcGuid[2]); recvData.ReadByteSeq(npcGuid[5]); recvData.ReadByteSeq(npcGuid[4]); recvData.ReadByteSeq(npcGuid[3]); recvData.ReadByteSeq(npcGuid[1]); recvData.ReadByteSeq(npcGuid[6]); recvData.ReadByteSeq(npcGuid[0]); // Validate if (!player->GetNPCIfCanInteractWith(npcGuid, UNIT_NPC_FLAG_TRANSMOGRIFIER)) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Unit (GUID: %u) not found or player can't interact with it.", GUID_LOPART(npcGuid)); return; } int32 cost = 0; for (uint8 i = 0; i < count; ++i) { // slot of the transmogrified item if (slots[i] >= EQUIPMENT_SLOT_END) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify an item (lowguid: %u) with a wrong slot (%u) when transmogrifying items.", player->GetGUIDLow(), player->GetName().c_str(), GUID_LOPART(itemGuids[i]), slots[i]); return; } // entry of the transmogrifier item, if it's not 0 if (newEntries[i]) { ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newEntries[i]); if (!proto) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify to an invalid item (entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), newEntries[i]); return; } } Item* itemTransmogrifier = NULL; // guid of the transmogrifier item, if it's not 0 if (itemGuids[i]) { itemTransmogrifier = player->GetItemByGuid(itemGuids[i]); if (!itemTransmogrifier) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify with an invalid item (lowguid: %u).", player->GetGUIDLow(), player->GetName().c_str(), GUID_LOPART(itemGuids[i])); return; } } // transmogrified item Item* itemTransmogrified = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]); if (!itemTransmogrified) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify an invalid item in a valid slot (slot: %u).", player->GetGUIDLow(), player->GetName().c_str(), slots[i]); return; } // uint16 tempDest; //// has to be able to equip item transmogrified item //if (!player->CanEquipItem(slots[i], tempDest, itemTransmogrified, true, true)) //{ // sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) can't equip the item to be transmogrified (slot: %u, entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), slots[i], itemTransmogrified->GetEntry()); // return; //} // //// has to be able to equip item transmogrifier item //if (!player->CanEquipItem(slots[i], tempDest, itemTransmogrifier, true, true)) //{ // sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) can't equip the transmogrifier item (slot: %u, entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), slots[i], itemTransmogrifier->GetEntry()); // return; //} if (!newEntries[i]) // reset look { itemTransmogrified->ClearEnchantment(TRANSMOGRIFY_ENCHANTMENT_SLOT); player->SetVisibleItemSlot(slots[i], itemTransmogrified); } else { if (!Item::CanTransmogrifyItemWithItem(itemTransmogrified, itemTransmogrifier)) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) failed CanTransmogrifyItemWithItem (%u with %u).", player->GetGUIDLow(), player->GetName().c_str(), itemTransmogrified->GetEntry(), itemTransmogrifier->GetEntry()); return; } // All okay, proceed itemTransmogrified->SetEnchantment(TRANSMOGRIFY_ENCHANTMENT_SLOT, newEntries[i], 0, 0); player->SetVisibleItemSlot(slots[i], itemTransmogrified); itemTransmogrified->UpdatePlayedTime(player); itemTransmogrified->SetOwnerGUID(player->GetGUID()); itemTransmogrified->SetNotRefundable(player); itemTransmogrified->ClearSoulboundTradeable(player); if (itemTransmogrifier->GetTemplate()->Bonding == BIND_WHEN_EQUIPED || itemTransmogrifier->GetTemplate()->Bonding == BIND_WHEN_USE) itemTransmogrifier->SetBinding(true); itemTransmogrifier->SetOwnerGUID(player->GetGUID()); itemTransmogrifier->SetNotRefundable(player); itemTransmogrifier->ClearSoulboundTradeable(player); cost += itemTransmogrified->GetSpecialPrice(); } } // trusting the client, if it got here it has to have enough money // ... unless client was modified if (cost) // 0 cost if reverting look player->ModifyMoney(-cost); } void WorldSession::SendReforgeResult(bool success) { WorldPacket data(SMSG_REFORGE_RESULT, 1); data.WriteBit(success); data.FlushBits(); SendPacket(&data); } void WorldSession::HandleReforgeItemOpcode(WorldPacket& recvData) { uint32 slot, reforgeEntry; ObjectGuid guid; uint32 bag; Player* player = GetPlayer(); recvData >> reforgeEntry >> slot >> bag; guid[2] = recvData.ReadBit(); guid[6] = recvData.ReadBit(); guid[3] = recvData.ReadBit(); guid[4] = recvData.ReadBit(); guid[1] = recvData.ReadBit(); guid[0] = recvData.ReadBit(); guid[7] = recvData.ReadBit(); guid[5] = recvData.ReadBit(); recvData.ReadByteSeq(guid[2]); recvData.ReadByteSeq(guid[3]); recvData.ReadByteSeq(guid[6]); recvData.ReadByteSeq(guid[4]); recvData.ReadByteSeq(guid[1]); recvData.ReadByteSeq(guid[0]); recvData.ReadByteSeq(guid[7]); recvData.ReadByteSeq(guid[5]); if (!player->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_REFORGER)) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleReforgeItemOpcode - Unit (GUID: %u) not found or player can't interact with it.", GUID_LOPART(guid)); SendReforgeResult(false); return; } Item* item = player->GetItemByPos(bag, slot); if (!item) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleReforgeItemOpcode - Player (Guid: %u Name: %s) tried to reforge an invalid/non-existant item.", player->GetGUIDLow(), player->GetName().c_str()); SendReforgeResult(false); return; } if (!reforgeEntry) { // Reset the item if (item->IsEquipped()) player->ApplyReforgeEnchantment(item, false); item->ClearEnchantment(REFORGE_ENCHANTMENT_SLOT); SendReforgeResult(true); return; } ItemReforgeEntry const* stats = sItemReforgeStore.LookupEntry(reforgeEntry); if (!stats) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleReforgeItemOpcode - Player (Guid: %u Name: %s) tried to reforge an item with invalid reforge entry (%u).", player->GetGUIDLow(), player->GetName().c_str(), reforgeEntry); SendReforgeResult(false); return; } if (!item->GetReforgableStat(ItemModType(stats->SourceStat)) || item->GetReforgableStat(ItemModType(stats->FinalStat))) // Cheating, you cant reforge to a stat that the item already has, nor reforge from a stat that the item does not have { SendReforgeResult(false); return; } if (!player->HasEnoughMoney(uint64(item->GetSpecialPrice()))) // cheating { SendReforgeResult(false); return; } player->ModifyMoney(-int64(item->GetSpecialPrice())); item->SetEnchantment(REFORGE_ENCHANTMENT_SLOT, reforgeEntry, 0, 0); SendReforgeResult(true); if (item->IsEquipped()) player->ApplyReforgeEnchantment(item, true); }