/*
* Copyright (C) 2008-2014 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Item.h"
#include "UpdateData.h"
#include "ObjectAccessor.h"
#include "SpellInfo.h"
void WorldSession::HandleSplitItemOpcode(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_SPLIT_ITEM");
uint8 srcbag, srcslot, dstbag, dstslot;
uint32 count;
recvData >> srcbag >> srcslot >> dstbag >> dstslot >> count;
//TC_LOG_DEBUG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", srcbag, srcslot, dstbag, dstslot, count);
uint16 src = ((srcbag << 8) | srcslot);
uint16 dst = ((dstbag << 8) | dstslot);
if (src == dst)
return;
if (count == 0)
return; //check count - if zero it's fake packet
if (!_player->IsValidPos(srcbag, srcslot, true))
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
return;
}
if (!_player->IsValidPos(dstbag, dstslot, false)) // can be autostore pos
{
_player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return;
}
_player->SplitItem(src, dst, count);
}
void WorldSession::HandleSwapInvItemOpcode(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_SWAP_INV_ITEM");
uint8 srcslot, dstslot;
recvData >> dstslot >> srcslot;
//TC_LOG_DEBUG("STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot);
// prevent attempt swap same item to current position generated by client at special checting sequence
if (srcslot == dstslot)
return;
if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, srcslot, true))
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
return;
}
if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true))
{
_player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return;
}
if (_player->IsBankPos(INVENTORY_SLOT_BAG_0, srcslot) && !CanUseBank())
{
TC_LOG_DEBUG("network", "WORLD: HandleSwapInvItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
return;
}
if (_player->IsBankPos(INVENTORY_SLOT_BAG_0, dstslot) && !CanUseBank())
{
TC_LOG_DEBUG("network", "WORLD: HandleSwapInvItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
return;
}
uint16 src = ((INVENTORY_SLOT_BAG_0 << 8) | srcslot);
uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | dstslot);
_player->SwapItem(src, dst);
}
void WorldSession::HandleAutoEquipItemSlotOpcode(WorldPacket& recvData)
{
uint64 itemguid;
uint8 dstslot;
recvData >> itemguid >> dstslot;
// cheating attempt, client should never send opcode in that case
if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, dstslot))
return;
Item* item = _player->GetItemByGuid(itemguid);
uint16 dstpos = dstslot | (INVENTORY_SLOT_BAG_0 << 8);
if (!item || item->GetPos() == dstpos)
return;
_player->SwapItem(item->GetPos(), dstpos);
}
void WorldSession::HandleSwapItem(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_SWAP_ITEM");
uint8 dstbag, dstslot, srcbag, srcslot;
recvData >> dstbag >> dstslot >> srcbag >> srcslot;
//TC_LOG_DEBUG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot);
uint16 src = ((srcbag << 8) | srcslot);
uint16 dst = ((dstbag << 8) | dstslot);
// prevent attempt swap same item to current position generated by client at special checting sequence
if (src == dst)
return;
if (!_player->IsValidPos(srcbag, srcslot, true))
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
return;
}
if (!_player->IsValidPos(dstbag, dstslot, true))
{
_player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return;
}
if (_player->IsBankPos(srcbag, srcslot) && !CanUseBank())
{
TC_LOG_DEBUG("network", "WORLD: HandleSwapItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
return;
}
if (_player->IsBankPos(dstbag, dstslot) && !CanUseBank())
{
TC_LOG_DEBUG("network", "WORLD: HandleSwapItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
return;
}
_player->SwapItem(src, dst);
}
void WorldSession::HandleAutoEquipItemOpcode(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOEQUIP_ITEM");
uint8 srcbag, srcslot;
recvData >> srcbag >> srcslot;
//TC_LOG_DEBUG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
Item* pSrcItem = _player->GetItemByPos(srcbag, srcslot);
if (!pSrcItem)
return; // only at cheat
uint16 dest;
InventoryResult msg = _player->CanEquipItem(NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag());
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pSrcItem, NULL);
return;
}
uint16 src = pSrcItem->GetPos();
if (dest == src) // prevent equip in same slot, only at cheat
return;
Item* pDstItem = _player->GetItemByPos(dest);
if (!pDstItem) // empty slot, simple case
{
_player->RemoveItem(srcbag, srcslot, true);
_player->EquipItem(dest, pSrcItem, true);
_player->AutoUnequipOffhandIfNeed();
}
else // have currently equipped item, not simple case
{
uint8 dstbag = pDstItem->GetBagSlot();
uint8 dstslot = pDstItem->GetSlot();
msg = _player->CanUnequipItem(dest, !pSrcItem->IsBag());
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pDstItem, NULL);
return;
}
// check dest->src move possibility
ItemPosCountVec sSrc;
uint16 eSrc = 0;
if (_player->IsInventoryPos(src))
{
msg = _player->CanStoreItem(srcbag, srcslot, sSrc, pDstItem, true);
if (msg != EQUIP_ERR_OK)
msg = _player->CanStoreItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
if (msg != EQUIP_ERR_OK)
msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
}
else if (_player->IsBankPos(src))
{
msg = _player->CanBankItem(srcbag, srcslot, sSrc, pDstItem, true);
if (msg != EQUIP_ERR_OK)
msg = _player->CanBankItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
if (msg != EQUIP_ERR_OK)
msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
}
else if (_player->IsEquipmentPos(src))
{
msg = _player->CanEquipItem(srcslot, eSrc, pDstItem, true);
if (msg == EQUIP_ERR_OK)
msg = _player->CanUnequipItem(eSrc, true);
}
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pDstItem, pSrcItem);
return;
}
// now do moves, remove...
_player->RemoveItem(dstbag, dstslot, false);
_player->RemoveItem(srcbag, srcslot, false);
// add to dest
_player->EquipItem(dest, pSrcItem, true);
// add to src
if (_player->IsInventoryPos(src))
_player->StoreItem(sSrc, pDstItem, true);
else if (_player->IsBankPos(src))
_player->BankItem(sSrc, pDstItem, true);
else if (_player->IsEquipmentPos(src))
_player->EquipItem(eSrc, pDstItem, true);
_player->AutoUnequipOffhandIfNeed();
}
}
void WorldSession::HandleDestroyItemOpcode(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_DESTROYITEM");
uint8 bag, slot, count, data1, data2, data3;
recvData >> bag >> slot >> count >> data1 >> data2 >> data3;
//TC_LOG_DEBUG("STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count);
uint16 pos = (bag << 8) | slot;
// prevent drop unequipable items (in combat, for example) and non-empty bags
if (_player->IsEquipmentPos(pos) || _player->IsBagPos(pos))
{
InventoryResult msg = _player->CanUnequipItem(pos, false);
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, _player->GetItemByPos(pos), NULL);
return;
}
}
Item* pItem = _player->GetItemByPos(bag, slot);
if (!pItem)
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
return;
}
if (pItem->GetTemplate()->Flags & ITEM_PROTO_FLAG_INDESTRUCTIBLE)
{
_player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, NULL, NULL);
return;
}
if (count)
{
uint32 i_count = count;
_player->DestroyItemCount(pItem, i_count, true);
}
else
_player->DestroyItem(bag, slot, true);
}
// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_QUERY_SINGLE");
uint32 item;
recvData >> item;
TC_LOG_INFO("network", "STORAGE: Item Query = %u", item);
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
if (pProto)
{
std::string Name = pProto->Name1;
std::string Description = pProto->Description;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (ItemLocale const* il = sObjectMgr->GetItemLocale(pProto->ItemId))
{
ObjectMgr::GetLocaleString(il->Name, loc_idx, Name);
ObjectMgr::GetLocaleString(il->Description, loc_idx, Description);
}
}
// guess size
WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
data << pProto->ItemId;
data << pProto->Class;
data << pProto->SubClass;
data << pProto->SoundOverrideSubclass;
data << Name;
data << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
data << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00);
data << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00);
data << pProto->DisplayInfoID;
data << pProto->Quality;
data << pProto->Flags;
data << pProto->Flags2;
data << pProto->BuyPrice;
data << pProto->SellPrice;
data << pProto->InventoryType;
data << pProto->AllowableClass;
data << pProto->AllowableRace;
data << pProto->ItemLevel;
data << pProto->RequiredLevel;
data << pProto->RequiredSkill;
data << pProto->RequiredSkillRank;
data << pProto->RequiredSpell;
data << pProto->RequiredHonorRank;
data << pProto->RequiredCityRank;
data << pProto->RequiredReputationFaction;
data << pProto->RequiredReputationRank;
data << int32(pProto->MaxCount);
data << int32(pProto->Stackable);
data << pProto->ContainerSlots;
data << pProto->StatsCount; // item stats count
for (uint32 i = 0; i < pProto->StatsCount; ++i)
{
data << pProto->ItemStat[i].ItemStatType;
data << pProto->ItemStat[i].ItemStatValue;
}
data << pProto->ScalingStatDistribution; // scaling stats distribution
data << pProto->ScalingStatValue; // some kind of flags used to determine stat values column
for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
data << pProto->Damage[i].DamageMin;
data << pProto->Damage[i].DamageMax;
data << pProto->Damage[i].DamageType;
}
// resistances (7)
data << pProto->Armor;
data << pProto->HolyRes;
data << pProto->FireRes;
data << pProto->NatureRes;
data << pProto->FrostRes;
data << pProto->ShadowRes;
data << pProto->ArcaneRes;
data << pProto->Delay;
data << pProto->AmmoType;
data << pProto->RangedModRange;
for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
SpellInfo const* spell = sSpellMgr->GetSpellInfo(pProto->Spells[s].SpellId);
if (spell)
{
bool db_data = pProto->Spells[s].SpellCooldown >= 0 || pProto->Spells[s].SpellCategoryCooldown >= 0;
data << pProto->Spells[s].SpellId;
data << pProto->Spells[s].SpellTrigger;
data << uint32(-abs(pProto->Spells[s].SpellCharges));
if (db_data)
{
data << uint32(pProto->Spells[s].SpellCooldown);
data << uint32(pProto->Spells[s].SpellCategory);
data << uint32(pProto->Spells[s].SpellCategoryCooldown);
}
else
{
data << uint32(spell->RecoveryTime);
data << uint32(spell->GetCategory());
data << uint32(spell->CategoryRecoveryTime);
}
}
else
{
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(-1);
data << uint32(0);
data << uint32(-1);
}
}
data << pProto->Bonding;
data << Description;
data << pProto->PageText;
data << pProto->LanguageID;
data << pProto->PageMaterial;
data << pProto->StartQuest;
data << pProto->LockID;
data << int32(pProto->Material);
data << pProto->Sheath;
data << pProto->RandomProperty;
data << pProto->RandomSuffix;
data << pProto->Block;
data << pProto->ItemSet;
data << pProto->MaxDurability;
data << pProto->Area;
data << pProto->Map; // Added in 1.12.x & 2.0.1 client branch
data << pProto->BagFamily;
data << pProto->TotemCategory;
for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s)
{
data << pProto->Socket[s].Color;
data << pProto->Socket[s].Content;
}
data << pProto->socketBonus;
data << pProto->GemProperties;
data << pProto->RequiredDisenchantSkill;
data << pProto->ArmorDamageModifier;
data << pProto->Duration; // added in 2.4.2.8209, duration (seconds)
data << pProto->ItemLimitCategory; // WotLK, ItemLimitCategory
data << pProto->HolidayId; // Holiday.dbc?
SendPacket(&data);
}
else
{
TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_QUERY_SINGLE - NO item INFO! (ENTRY: %u)", item);
WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 4);
data << uint32(item | 0x80000000);
SendPacket(&data);
}
}
void WorldSession::HandleReadItem(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_READ_ITEM");
uint8 bag, slot;
recvData >> bag >> slot;
//TC_LOG_INFO("network", "STORAGE: Read bag = %u, slot = %u", bag, slot);
Item* pItem = _player->GetItemByPos(bag, slot);
if (pItem && pItem->GetTemplate()->PageText)
{
WorldPacket data;
InventoryResult msg = _player->CanUseItem(pItem);
if (msg == EQUIP_ERR_OK)
{
data.Initialize (SMSG_READ_ITEM_OK, 8);
TC_LOG_INFO("network", "STORAGE: Item page sent");
}
else
{
data.Initialize(SMSG_READ_ITEM_FAILED, 8);
TC_LOG_INFO("network", "STORAGE: Unable to read item");
_player->SendEquipError(msg, pItem, NULL);
}
data << pItem->GetGUID();
SendPacket(&data);
}
else
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
}
void WorldSession::HandleSellItemOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_SELL_ITEM");
uint64 vendorguid, itemguid;
uint32 count;
recvData >> vendorguid >> itemguid >> count;
if (!itemguid)
return;
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
_player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0);
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
Item* pItem = _player->GetItemByGuid(itemguid);
if (pItem)
{
// prevent sell not owner item
if (_player->GetGUID() != pItem->GetOwnerGUID())
{
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
return;
}
// prevent sell non empty bag by drag-and-drop at vendor's item list
if (pItem->IsNotEmptyBag())
{
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
return;
}
// prevent sell currently looted item
if (_player->GetLootGUID() == pItem->GetGUID())
{
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
return;
}
// prevent selling item for sellprice when the item is still refundable
// this probably happens when right clicking a refundable item, the client sends both
// CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified)
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
return; // Therefore, no feedback to client
// special case at auto sell (sell all)
if (count == 0)
count = pItem->GetCount();
else
{
// prevent sell more items that exist in stack (possible only not from client)
if (count > pItem->GetCount())
{
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
return;
}
}
ItemTemplate const* pProto = pItem->GetTemplate();
if (pProto)
{
if (pProto->SellPrice > 0)
{
if (count < pItem->GetCount()) // need split items
{
Item* pNewItem = pItem->CloneItem(count, _player);
if (!pNewItem)
{
TC_LOG_ERROR("network", "WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
return;
}
pItem->SetCount(pItem->GetCount() - count);
_player->ItemRemovedQuestCheck(pItem->GetEntry(), count);
if (_player->IsInWorld())
pItem->SendUpdateToPlayer(_player);
pItem->SetState(ITEM_CHANGED, _player);
_player->AddItemToBuyBackSlot(pNewItem);
if (_player->IsInWorld())
pNewItem->SendUpdateToPlayer(_player);
}
else
{
_player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
_player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
pItem->RemoveFromUpdateQueueOf(_player);
_player->AddItemToBuyBackSlot(pItem);
}
uint32 money = pProto->SellPrice * count;
_player->ModifyMoney(money);
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
}
else
_player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0);
return;
}
}
_player->SendSellError(SELL_ERR_CANT_FIND_ITEM, creature, itemguid, 0);
return;
}
void WorldSession::HandleBuybackItem(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUYBACK_ITEM");
uint64 vendorguid;
uint32 slot;
recvData >> vendorguid >> slot;
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleBuybackItem - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
_player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
Item* pItem = _player->GetItemFromBuyBackSlot(slot);
if (pItem)
{
uint32 price = _player->GetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START);
if (!_player->HasEnoughMoney(price))
{
_player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, pItem->GetEntry(), 0);
return;
}
ItemPosCountVec dest;
InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
_player->ModifyMoney(-(int32)price);
_player->RemoveItemFromBuyBackSlot(slot, false);
_player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
_player->StoreItem(dest, pItem, true);
}
else
_player->SendEquipError(msg, pItem, NULL);
return;
}
else
_player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, 0, 0);
}
void WorldSession::HandleBuyItemInSlotOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUY_ITEM_IN_SLOT");
uint64 vendorguid, bagguid;
uint32 item, slot, count;
uint8 bagslot;
recvData >> vendorguid >> item >> slot >> bagguid >> bagslot >> count;
// client expects count starting at 1, and we send vendorslot+1 to client already
if (slot > 0)
--slot;
else
return; // cheating
uint8 bag = NULL_BAG; // init for case invalid bagGUID
// find bag slot by bag guid
if (bagguid == _player->GetGUID())
bag = INVENTORY_SLOT_BAG_0;
else
{
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = _player->GetBagByPos(i))
{
if (bagguid == pBag->GetGUID())
{
bag = i;
break;
}
}
}
}
// bag not found, cheating?
if (bag == NULL_BAG)
return;
GetPlayer()->BuyItemFromVendorSlot(vendorguid, slot, item, count, bag, bagslot);
}
void WorldSession::HandleBuyItemOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_BUY_ITEM");
uint64 vendorguid;
uint32 item, slot, count;
uint8 unk1;
recvData >> vendorguid >> item >> slot >> count >> unk1;
// client expects count starting at 1, and we send vendorslot+1 to client already
if (slot > 0)
--slot;
else
return; // cheating
GetPlayer()->BuyItemFromVendorSlot(vendorguid, slot, item, count, NULL_BAG, NULL_SLOT);
}
void WorldSession::HandleListInventoryOpcode(WorldPacket& recvData)
{
uint64 guid;
recvData >> guid;
if (!GetPlayer()->IsAlive())
return;
TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_LIST_INVENTORY");
SendListInventory(guid);
}
void WorldSession::SendListInventory(uint64 vendorGuid)
{
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_LIST_INVENTORY");
Creature* vendor = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
if (!vendor)
{
TC_LOG_DEBUG("network", "WORLD: SendListInventory - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorGuid)));
_player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
// Stop the npc if moving
if (vendor->HasUnitState(UNIT_STATE_MOVING))
vendor->StopMoving();
VendorItemData const* items = vendor->GetVendorItems();
if (!items)
{
WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + 1);
data << uint64(vendorGuid);
data << uint8(0); // count == 0, next will be error code
data << uint8(0); // "Vendor has no inventory"
SendPacket(&data);
return;
}
uint8 itemCount = items->GetItemCount();
uint8 count = 0;
WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + itemCount * 8 * 4);
data << uint64(vendorGuid);
size_t countPos = data.wpos();
data << uint8(count);
float discountMod = _player->GetReputationPriceDiscount(vendor);
for (uint8 slot = 0; slot < itemCount; ++slot)
{
if (VendorItem const* item = items->GetItem(slot))
{
if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(item->item))
{
if (!(itemTemplate->AllowableClass & _player->getClassMask()) && itemTemplate->Bonding == BIND_WHEN_PICKED_UP && !_player->IsGameMaster())
continue;
// Only display items in vendor lists for the team the
// player is on. If GM on, display all items.
if (!_player->IsGameMaster() && ((itemTemplate->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && _player->GetTeam() == ALLIANCE) || (itemTemplate->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && _player->GetTeam() == HORDE)))
continue;
// Items sold out are not displayed in list
uint32 leftInStock = !item->maxcount ? 0xFFFFFFFF : vendor->GetVendorItemCurrentCount(item);
if (!_player->IsGameMaster() && !leftInStock)
continue;
ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(vendor->GetEntry(), item->item);
if (!sConditionMgr->IsObjectMeetToConditions(_player, vendor, conditions))
{
TC_LOG_DEBUG("condition", "SendListInventory: conditions not met for creature entry %u item %u", vendor->GetEntry(), item->item);
continue;
}
// reputation discount
int32 price = item->IsGoldRequired(itemTemplate) ? uint32(floor(itemTemplate->BuyPrice * discountMod)) : 0;
data << uint32(slot + 1); // client expects counting to start at 1
data << uint32(item->item);
data << uint32(itemTemplate->DisplayInfoID);
data << int32(leftInStock);
data << uint32(price);
data << uint32(itemTemplate->MaxDurability);
data << uint32(itemTemplate->BuyCount);
data << uint32(item->ExtendedCost);
if (++count >= MAX_VENDOR_ITEMS)
break;
}
}
}
if (count == 0)
{
data << uint8(0);
SendPacket(&data);
return;
}
data.put(countPos, count);
SendPacket(&data);
}
void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket& recvData)
{
//TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_BAG_ITEM");
uint8 srcbag, srcslot, dstbag;
recvData >> srcbag >> srcslot >> dstbag;
//TC_LOG_DEBUG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", srcbag, srcslot, dstbag);
Item* pItem = _player->GetItemByPos(srcbag, srcslot);
if (!pItem)
return;
if (!_player->IsValidPos(dstbag, NULL_SLOT, false)) // can be autostore pos
{
_player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return;
}
uint16 src = pItem->GetPos();
// check unequip potability for equipped items and bank bags
if (_player->IsEquipmentPos (src) || _player->IsBagPos (src))
{
InventoryResult msg = _player->CanUnequipItem(src, !_player->IsBagPos (src));
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pItem, NULL);
return;
}
}
ItemPosCountVec dest;
InventoryResult msg = _player->CanStoreItem(dstbag, NULL_SLOT, dest, pItem, false);
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pItem, NULL);
return;
}
// no-op: placed in same slot
if (dest.size() == 1 && dest[0].pos == src)
{
// just remove grey item state
_player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
return;
}
_player->RemoveItem(srcbag, srcslot, true);
_player->StoreItem(dest, pItem, true);
}
void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& recvPacket)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_BUY_BANK_SLOT");
uint64 guid;
recvPacket >> guid;
if (!CanUseBank(guid))
{
TC_LOG_DEBUG("network", "WORLD: HandleBuyBankSlotOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
return;
}
uint32 slot = _player->GetBankBagSlotCount();
// next slot
++slot;
TC_LOG_INFO("network", "PLAYER: Buy bank bag slot, slot number = %u", slot);
BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot);
WorldPacket data(SMSG_BUY_BANK_SLOT_RESULT, 4);
if (!slotEntry)
{
data << uint32(ERR_BANKSLOT_FAILED_TOO_MANY);
SendPacket(&data);
return;
}
uint32 price = slotEntry->price;
if (!_player->HasEnoughMoney(price))
{
data << uint32(ERR_BANKSLOT_INSUFFICIENT_FUNDS);
SendPacket(&data);
return;
}
_player->SetBankBagSlotCount(slot);
_player->ModifyMoney(-int32(price));
data << uint32(ERR_BANKSLOT_OK);
SendPacket(&data);
_player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT);
}
void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOBANK_ITEM");
uint8 srcbag, srcslot;
recvPacket >> srcbag >> srcslot;
TC_LOG_DEBUG("network", "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
if (!CanUseBank())
{
TC_LOG_DEBUG("network", "WORLD: HandleAutoBankItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
return;
}
Item* pItem = _player->GetItemByPos(srcbag, srcslot);
if (!pItem)
return;
ItemPosCountVec dest;
InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pItem, NULL);
return;
}
if (dest.size() == 1 && dest[0].pos == pItem->GetPos())
{
_player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
return;
}
_player->RemoveItem(srcbag, srcslot, true);
_player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
_player->BankItem(dest, pItem, true);
}
void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_BANK_ITEM");
uint8 srcbag, srcslot;
recvPacket >> srcbag >> srcslot;
TC_LOG_DEBUG("network", "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);
if (!CanUseBank())
{
TC_LOG_DEBUG("network", "WORLD: HandleAutoStoreBankItemOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(m_currentBankerGUID)));
return;
}
Item* pItem = _player->GetItemByPos(srcbag, srcslot);
if (!pItem)
return;
if (_player->IsBankPos(srcbag, srcslot)) // moving from bank to inventory
{
ItemPosCountVec dest;
InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pItem, NULL);
return;
}
_player->RemoveItem(srcbag, srcslot, true);
if (Item const* storedItem = _player->StoreItem(dest, pItem, true))
_player->ItemAddedQuestCheck(storedItem->GetEntry(), storedItem->GetCount());
}
else // moving from inventory to bank
{
ItemPosCountVec dest;
InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
if (msg != EQUIP_ERR_OK)
{
_player->SendEquipError(msg, pItem, NULL);
return;
}
_player->RemoveItem(srcbag, srcslot, true);
_player->BankItem(dest, pItem, true);
}
}
void WorldSession::HandleSetAmmoOpcode(WorldPacket& recvData)
{
if (!_player->IsAlive())
{
_player->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL);
return;
}
TC_LOG_DEBUG("network", "WORLD: CMSG_SET_AMMO");
uint32 item;
recvData >> item;
if (item)
{
if (!_player->GetItemCount(item))
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
return;
}
_player->SetAmmo(item);
}
else
_player->RemoveAmmo();
}
void WorldSession::SendEnchantmentLog(uint64 target, uint64 caster, uint32 itemId, uint32 enchantId)
{
WorldPacket data(SMSG_ENCHANTMENTLOG, (8+8+4+4)); // last check 2.0.10
data.appendPackGUID(target);
data.appendPackGUID(caster);
data << uint32(itemId);
data << uint32(enchantId);
GetPlayer()->SendMessageToSet(&data, true);
}
void WorldSession::SendItemEnchantTimeUpdate(uint64 Playerguid, uint64 Itemguid, uint32 slot, uint32 Duration)
{
// last check 2.0.10
WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8+4+4+8));
data << uint64(Itemguid);
data << uint32(slot);
data << uint32(Duration);
data << uint64(Playerguid);
SendPacket(&data);
}
void WorldSession::HandleItemNameQueryOpcode(WorldPacket& recvData)
{
uint32 itemid;
recvData >> itemid;
recvData.read_skip(); // guid
TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_NAME_QUERY %u", itemid);
ItemSetNameEntry const* pName = sObjectMgr->GetItemSetNameEntry(itemid);
if (pName)
{
std::string Name = pName->name;
int loc_idx = GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (ItemSetNameLocale const* isnl = sObjectMgr->GetItemSetNameLocale(itemid))
ObjectMgr::GetLocaleString(isnl->Name, loc_idx, Name);
WorldPacket data(SMSG_ITEM_NAME_QUERY_RESPONSE, (4+Name.size()+1+4));
data << uint32(itemid);
data << Name;
data << uint32(pName->InventoryType);
SendPacket(&data);
}
}
void WorldSession::HandleWrapItemOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "Received opcode CMSG_WRAP_ITEM");
uint8 gift_bag, gift_slot, item_bag, item_slot;
recvData >> gift_bag >> gift_slot; // paper
recvData >> item_bag >> item_slot; // item
TC_LOG_DEBUG("network", "WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);
Item* gift = _player->GetItemByPos(gift_bag, gift_slot);
if (!gift)
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
return;
}
if (!(gift->GetTemplate()->Flags & ITEM_PROTO_FLAG_WRAPPER)) // cheating: non-wrapper wrapper
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
return;
}
Item* item = _player->GetItemByPos(item_bag, item_slot);
if (!item)
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
return;
}
if (item == gift) // not possable with pacjket from real client
{
_player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
return;
}
if (item->IsEquipped())
{
_player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL);
return;
}
if (item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR)) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
{
_player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
return;
}
if (item->IsBag())
{
_player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL);
return;
}
if (item->IsSoulBound())
{
_player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL);
return;
}
if (item->GetMaxStackCount() != 1)
{
_player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL);
return;
}
// maybe not correct check (it is better than nothing)
if (item->GetTemplate()->MaxCount>0)
{
_player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL);
return;
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT);
stmt->setUInt32(0, GUID_LOPART(item->GetOwnerGUID()));
stmt->setUInt32(1, item->GetGUIDLow());
stmt->setUInt32(2, item->GetEntry());
stmt->setUInt32(3, item->GetUInt32Value(ITEM_FIELD_FLAGS));
trans->Append(stmt);
item->SetEntry(gift->GetEntry());
switch (item->GetEntry())
{
case 5042: item->SetEntry(5043); break;
case 5048: item->SetEntry(5044); break;
case 17303: item->SetEntry(17302); break;
case 17304: item->SetEntry(17305); break;
case 17307: item->SetEntry(17308); break;
case 21830: item->SetEntry(21831); break;
}
item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED);
item->SetState(ITEM_CHANGED, _player);
if (item->GetState() == ITEM_NEW) // save new item, to have alway for `character_gifts` record in `item_instance`
{
// after save it will be impossible to remove the item from the queue
item->RemoveFromUpdateQueueOf(_player);
item->SaveToDB(trans); // item gave inventory record unchanged and can be save standalone
}
CharacterDatabase.CommitTransaction(trans);
uint32 count = 1;
_player->DestroyItemCount(gift, count, true);
}
void WorldSession::HandleSocketOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_SOCKET_GEMS");
uint64 item_guid;
uint64 gem_guids[MAX_GEM_SOCKETS];
recvData >> item_guid;
if (!item_guid)
return;
for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
recvData >> gem_guids[i];
//cheat -> tried to socket same gem multiple times
if ((gem_guids[0] && (gem_guids[0] == gem_guids[1] || gem_guids[0] == gem_guids[2])) ||
(gem_guids[1] && (gem_guids[1] == gem_guids[2])))
return;
Item* itemTarget = _player->GetItemByGuid(item_guid);
if (!itemTarget) //missing item to socket
return;
ItemTemplate const* itemProto = itemTarget->GetTemplate();
if (!itemProto)
return;
//this slot is excepted when applying / removing meta gem bonus
uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : uint8(NULL_SLOT);
Item* Gems[MAX_GEM_SOCKETS];
for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
Gems[i] = gem_guids[i] ? _player->GetItemByGuid(gem_guids[i]) : NULL;
GemPropertiesEntry const* GemProps[MAX_GEM_SOCKETS];
for (int i = 0; i < MAX_GEM_SOCKETS; ++i) //get geminfo from dbc storage
GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetTemplate()->GemProperties) : NULL;
// Find first prismatic socket
int32 firstPrismatic = 0;
while (firstPrismatic < MAX_GEM_SOCKETS && itemProto->Socket[firstPrismatic].Color)
++firstPrismatic;
for (int i = 0; i < MAX_GEM_SOCKETS; ++i) //check for hack maybe
{
if (!GemProps[i])
continue;
// tried to put gem in socket where no socket exists (take care about prismatic sockets)
if (!itemProto->Socket[i].Color)
{
// no prismatic socket
if (!itemTarget->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
return;
if (i != firstPrismatic)
return;
}
// tried to put normal gem in meta socket
if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META)
return;
// tried to put meta gem in normal socket
if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META)
return;
}
uint32 GemEnchants[MAX_GEM_SOCKETS];
uint32 OldEnchants[MAX_GEM_SOCKETS];
for (int i = 0; i < MAX_GEM_SOCKETS; ++i) //get new and old enchantments
{
GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i));
}
// check unique-equipped conditions
for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
{
if (!Gems[i])
continue;
// continue check for case when attempt add 2 similar unique equipped gems in one item.
ItemTemplate const* iGemProto = Gems[i]->GetTemplate();
// unique item (for new and already placed bit removed enchantments
if (iGemProto->Flags & ITEM_PROTO_FLAG_UNIQUE_EQUIPPED)
{
for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
{
if (i == j) // skip self
continue;
if (Gems[j])
{
if (iGemProto->ItemId == Gems[j]->GetEntry())
{
_player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
return;
}
}
else if (OldEnchants[j])
{
if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
{
if (iGemProto->ItemId == enchantEntry->GemID)
{
_player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
return;
}
}
}
}
}
// unique limit type item
int32 limit_newcount = 0;
if (iGemProto->ItemLimitCategory)
{
if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory))
{
// NOTE: limitEntry->mode is not checked because if item has limit then it is applied in equip case
for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
{
if (Gems[j])
{
// new gem
if (iGemProto->ItemLimitCategory == Gems[j]->GetTemplate()->ItemLimitCategory)
++limit_newcount;
}
else if (OldEnchants[j])
{
// existing gem
if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
if (ItemTemplate const* jProto = sObjectMgr->GetItemTemplate(enchantEntry->GemID))
if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory)
++limit_newcount;
}
}
if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->maxCount)
{
_player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
return;
}
}
}
// for equipped item check all equipment for duplicate equipped gems
if (itemTarget->IsEquipped())
{
if (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot, std::max(limit_newcount, 0)))
{
_player->SendEquipError(res, itemTarget, NULL);
return;
}
}
}
bool SocketBonusActivated = itemTarget->GemsFitSockets(); //save state of socketbonus
_player->ToggleMetaGemsActive(slot, false); //turn off all metagems (except for the target item)
//if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met
//remove ALL enchants
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
_player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), false);
for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
{
if (GemEnchants[i])
{
itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i), GemEnchants[i], 0, 0, _player->GetGUID());
if (Item* guidItem = _player->GetItemByGuid(gem_guids[i]))
_player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true);
}
}
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
_player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), true);
bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();//current socketbonus state
if (SocketBonusActivated ^ SocketBonusToBeActivated) //if there was a change...
{
_player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false);
itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetTemplate()->socketBonus : 0), 0, 0, _player->GetGUID());
_player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true);
//it is not displayed, client has an inbuilt system to determine if the bonus is activated
}
_player->ToggleMetaGemsActive(slot, true); //turn on all metagems (except for target item)
_player->RemoveTradeableItem(itemTarget);
itemTarget->ClearSoulboundTradeable(_player); // clear tradeable flag
itemTarget->SendUpdateSockets();
}
void WorldSession::HandleCancelTempEnchantmentOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT");
uint32 eslot;
recvData >> eslot;
// apply only to equipped item
if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, eslot))
return;
Item* item = GetPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, eslot);
if (!item)
return;
if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return;
GetPlayer()->ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false);
item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}
void WorldSession::HandleItemRefundInfoRequest(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_REFUND_INFO");
uint64 guid;
recvData >> guid; // item guid
Item* item = _player->GetItemByGuid(guid);
if (!item)
{
TC_LOG_DEBUG("network", "Item refund: item not found!");
return;
}
GetPlayer()->SendRefundInfo(item);
}
void WorldSession::HandleItemRefund(WorldPacket &recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_ITEM_REFUND");
uint64 guid;
recvData >> guid; // item guid
Item* item = _player->GetItemByGuid(guid);
if (!item)
{
TC_LOG_DEBUG("network", "Item refund: item not found!");
return;
}
// Don't try to refund item currently being disenchanted
if (_player->GetLootGUID() == guid)
return;
GetPlayer()->RefundItem(item);
}
/**
* Handles the packet sent by the client when requesting information about item text.
*
* This function is called when player clicks on item which has some flag set
*/
void WorldSession::HandleItemTextQuery(WorldPacket& recvData )
{
uint64 itemGuid;
recvData >> itemGuid;
TC_LOG_DEBUG("network", "CMSG_ITEM_TEXT_QUERY item guid: %u", GUID_LOPART(itemGuid));
WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, (4+10)); // guess size
if (Item* item = _player->GetItemByGuid(itemGuid))
{
data << uint8(0); // has text
data << uint64(itemGuid); // item guid
data << item->GetText();
}
else
{
data << uint8(1); // no text
}
SendPacket(&data);
}
bool WorldSession::CanUseBank(uint64 bankerGUID) const
{
// bankerGUID parameter is optional, set to 0 by default.
if (!bankerGUID)
bankerGUID = m_currentBankerGUID;
bool isUsingBankCommand = (bankerGUID == GetPlayer()->GetGUID() && bankerGUID == m_currentBankerGUID);
if (!isUsingBankCommand)
{
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(bankerGUID, UNIT_NPC_FLAG_BANKER);
if (!creature)
return false;
}
return true;
}