/*
* 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);
}