/* * 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 "World.h" #include "ObjectAccessor.h" #include "Log.h" #include "Opcodes.h" #include "Player.h" #include "Item.h" #include "Spell.h" #include "SocialMgr.h" #include "Language.h" #include "AccountMgr.h" void WorldSession::SendTradeStatus(TradeStatusInfo const& info) { Player* trader = GetPlayer()->GetTrader(); WorldPacket data(SMSG_TRADE_STATUS, 13); data.WriteBit(trader ? (trader->GetSession()->GetBattlenetAccountId() == GetBattlenetAccountId()) : 0); // IsSameBnetAccount, used for trading heirlooms and other battle.net bound items with your other accounts data.WriteBits(info.Status, 5); switch (info.Status) { case TRADE_STATUS_BEGIN_TRADE: data.WriteBit(info.TraderGuid[2]); data.WriteBit(info.TraderGuid[4]); data.WriteBit(info.TraderGuid[6]); data.WriteBit(info.TraderGuid[0]); data.WriteBit(info.TraderGuid[1]); data.WriteBit(info.TraderGuid[3]); data.WriteBit(info.TraderGuid[7]); data.WriteBit(info.TraderGuid[5]); data.WriteByteSeq(info.TraderGuid[4]); data.WriteByteSeq(info.TraderGuid[1]); data.WriteByteSeq(info.TraderGuid[2]); data.WriteByteSeq(info.TraderGuid[3]); data.WriteByteSeq(info.TraderGuid[0]); data.WriteByteSeq(info.TraderGuid[7]); data.WriteByteSeq(info.TraderGuid[6]); data.WriteByteSeq(info.TraderGuid[5]); break; case TRADE_STATUS_OPEN_WINDOW: data << uint32(0); // CGTradeInfo::m_tradeID break; case TRADE_STATUS_CLOSE_WINDOW: data.WriteBit(info.IsTargetResult); // bool isTargetError; used for: EQUIP_ERR_BAG_FULL, EQUIP_ERR_CANT_CARRY_MORE_OF_THIS, EQUIP_ERR_MISSING_REAGENT, EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED data << uint32(info.Result); // InventoryResult data << uint32(info.ItemLimitCategoryId); // ItemLimitCategory.dbc entry break; case TRADE_STATUS_WRONG_REALM: case TRADE_STATUS_NOT_ON_TAPLIST: data << uint8(info.Slot); // Trade slot; -1 here clears CGTradeInfo::m_tradeMoney break; case TRADE_STATUS_CURRENCY: // Not implemented case TRADE_STATUS_CURRENCY_NOT_TRADABLE: // Not implemented // Blizzard never implemented these, you can only trade currency with the field9 & 1 in CurrencyTypes.DBC, and only two test currencies have that flag data << uint32(0); // Trading Currency Id data << uint32(0); // Trading Currency Amount default: data.FlushBits(); break; } SendPacket(&data); } void WorldSession::HandleIgnoreTradeOpcode(WorldPacket& /*recvPacket*/) { TC_LOG_DEBUG("network", "WORLD: Ignore Trade %u", _player->GetGUIDLow()); } void WorldSession::HandleBusyTradeOpcode(WorldPacket& /*recvPacket*/) { TC_LOG_DEBUG("network", "WORLD: Busy Trade %u", _player->GetGUIDLow()); } void WorldSession::SendUpdateTrade(bool trader_data /*= true*/) { TradeData* view_trade = trader_data ? _player->GetTradeData()->GetTraderData() : _player->GetTradeData(); ByteBuffer itemData(7*2 + 7*4 + 3*4 + 3*4 + 1); uint8 count = 0; for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i) if (view_trade->GetItem(TradeSlots(i))) ++count; WorldPacket data(SMSG_TRADE_STATUS_EXTENDED, 4*6 + 8 + 1 + 3 + count * 70); data << uint32(0); // CGTradeInfo::m_tradeID data << uint32(0); // unk 2 data << uint64(view_trade->GetMoney()); // trader gold data << uint32(view_trade->GetSpell()); // spell casted on lowest slot item data << uint32(TRADE_SLOT_COUNT); // trade slots count/number?, = next field in most cases data << uint32(0); // unk 5 data << uint8(trader_data); // 1 means traders data, 0 means own data << uint32(TRADE_SLOT_COUNT); // trade slots count/number?, = prev field in most cases data.WriteBits(count, 22); for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i) { Item* item = view_trade->GetItem(TradeSlots(i)); if (!item) continue; ObjectGuid giftCreatorGuid = item->GetGuidValue(ITEM_FIELD_GIFTCREATOR); ObjectGuid creatorGuid = item->GetGuidValue(ITEM_FIELD_CREATOR); data.WriteBit(giftCreatorGuid[7]); data.WriteBit(giftCreatorGuid[1]); bool notWrapped = data.WriteBit(!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)); data.WriteBit(giftCreatorGuid[3]); if (notWrapped) { data.WriteBit(creatorGuid[7]); data.WriteBit(creatorGuid[1]); data.WriteBit(creatorGuid[4]); data.WriteBit(creatorGuid[6]); data.WriteBit(creatorGuid[2]); data.WriteBit(creatorGuid[3]); data.WriteBit(creatorGuid[5]); data.WriteBit(item->GetTemplate()->LockID != 0); data.WriteBit(creatorGuid[0]); itemData.WriteByteSeq(creatorGuid[1]); itemData << uint32(item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS /*3*/; ++enchant_slot) itemData << uint32(item->GetEnchantmentId(EnchantmentSlot(enchant_slot))); itemData << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY)); itemData.WriteByteSeq(creatorGuid[6]); itemData.WriteByteSeq(creatorGuid[2]); itemData.WriteByteSeq(creatorGuid[7]); itemData.WriteByteSeq(creatorGuid[4]); itemData << uint32(item->GetEnchantmentId(REFORGE_ENCHANTMENT_SLOT)); itemData << uint32(item->GetUInt32Value(ITEM_FIELD_DURABILITY)); itemData << uint32(item->GetItemRandomPropertyId()); itemData.WriteByteSeq(creatorGuid[3]); itemData << uint32(0); // unk7 itemData.WriteByteSeq(creatorGuid[0]); itemData << uint32(item->GetSpellCharges()); itemData << uint32(item->GetItemSuffixFactor()); itemData.WriteByteSeq(creatorGuid[5]); } data.WriteBit(giftCreatorGuid[6]); data.WriteBit(giftCreatorGuid[4]); data.WriteBit(giftCreatorGuid[2]); data.WriteBit(giftCreatorGuid[0]); data.WriteBit(giftCreatorGuid[5]); itemData.WriteByteSeq(giftCreatorGuid[6]); itemData.WriteByteSeq(giftCreatorGuid[1]); itemData.WriteByteSeq(giftCreatorGuid[7]); itemData.WriteByteSeq(giftCreatorGuid[4]); itemData << uint32(item->GetTemplate()->ItemId); itemData.WriteByteSeq(giftCreatorGuid[0]); itemData << uint32(item->GetCount()); itemData.WriteByteSeq(giftCreatorGuid[5]); itemData << uint8(i); itemData.WriteByteSeq(giftCreatorGuid[2]); itemData.WriteByteSeq(giftCreatorGuid[3]); } data.FlushBits(); data.append(itemData); SendPacket(&data); } //============================================================== // transfer the items to the players void WorldSession::moveItems(Item* myItems[], Item* hisItems[]) { Player* trader = _player->GetTrader(); if (!trader) return; for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { ItemPosCountVec traderDst; ItemPosCountVec playerDst; bool traderCanTrade = (myItems[i] == NULL || trader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, myItems[i], false) == EQUIP_ERR_OK); bool playerCanTrade = (hisItems[i] == NULL || _player->CanStoreItem(NULL_BAG, NULL_SLOT, playerDst, hisItems[i], false) == EQUIP_ERR_OK); if (traderCanTrade && playerCanTrade) { // Ok, if trade item exists and can be stored // If we trade in both directions we had to check, if the trade will work before we actually do it // A roll back is not possible after we stored it if (myItems[i]) { // logging TC_LOG_DEBUG("network", "partner storing: %u", myItems[i]->GetGUIDLow()); if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) trade: %s (Entry: %d Count: %u) to player: %s (Account: %u)", _player->GetName().c_str(), _player->GetSession()->GetAccountId(), myItems[i]->GetTemplate()->Name1.c_str(), myItems[i]->GetEntry(), myItems[i]->GetCount(), trader->GetName().c_str(), trader->GetSession()->GetAccountId()); } // adjust time (depends on /played) if (myItems[i]->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE)) myItems[i]->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, trader->GetTotalPlayedTime()-(_player->GetTotalPlayedTime()-myItems[i]->GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME))); // store trader->MoveItemToInventory(traderDst, myItems[i], true, true); } if (hisItems[i]) { // logging TC_LOG_DEBUG("network", "player storing: %u", hisItems[i]->GetGUIDLow()); if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { sLog->outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) trade: %s (Entry: %d Count: %u) to player: %s (Account: %u)", trader->GetName().c_str(), trader->GetSession()->GetAccountId(), hisItems[i]->GetTemplate()->Name1.c_str(), hisItems[i]->GetEntry(), hisItems[i]->GetCount(), _player->GetName().c_str(), _player->GetSession()->GetAccountId()); } // adjust time (depends on /played) if (hisItems[i]->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE)) hisItems[i]->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, _player->GetTotalPlayedTime()-(trader->GetTotalPlayedTime()-hisItems[i]->GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME))); // store _player->MoveItemToInventory(playerDst, hisItems[i], true, true); } } else { // in case of fatal error log error message // return the already removed items to the original owner if (myItems[i]) { if (!traderCanTrade) TC_LOG_ERROR("network", "trader can't store item: %u", myItems[i]->GetGUIDLow()); if (_player->CanStoreItem(NULL_BAG, NULL_SLOT, playerDst, myItems[i], false) == EQUIP_ERR_OK) _player->MoveItemToInventory(playerDst, myItems[i], true, true); else TC_LOG_ERROR("network", "player can't take item back: %u", myItems[i]->GetGUIDLow()); } // return the already removed items to the original owner if (hisItems[i]) { if (!playerCanTrade) TC_LOG_ERROR("network", "player can't store item: %u", hisItems[i]->GetGUIDLow()); if (trader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, hisItems[i], false) == EQUIP_ERR_OK) trader->MoveItemToInventory(traderDst, hisItems[i], true, true); else TC_LOG_ERROR("network", "trader can't take item back: %u", hisItems[i]->GetGUIDLow()); } } } } //============================================================== static void setAcceptTradeMode(TradeData* myTrade, TradeData* hisTrade, Item* *myItems, Item* *hisItems) { myTrade->SetInAcceptProcess(true); hisTrade->SetInAcceptProcess(true); // store items in local list and set 'in-trade' flag for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (Item* item = myTrade->GetItem(TradeSlots(i))) { TC_LOG_DEBUG("network", "player trade item %u bag: %u slot: %u", item->GetGUIDLow(), item->GetBagSlot(), item->GetSlot()); //Can return NULL myItems[i] = item; myItems[i]->SetInTrade(); } if (Item* item = hisTrade->GetItem(TradeSlots(i))) { TC_LOG_DEBUG("network", "partner trade item %u bag: %u slot: %u", item->GetGUIDLow(), item->GetBagSlot(), item->GetSlot()); hisItems[i] = item; hisItems[i]->SetInTrade(); } } } static void clearAcceptTradeMode(TradeData* myTrade, TradeData* hisTrade) { myTrade->SetInAcceptProcess(false); hisTrade->SetInAcceptProcess(false); } static void clearAcceptTradeMode(Item* *myItems, Item* *hisItems) { // clear 'in-trade' flag for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (myItems[i]) myItems[i]->SetInTrade(false); if (hisItems[i]) hisItems[i]->SetInTrade(false); } } void WorldSession::HandleAcceptTradeOpcode(WorldPacket& /*recvPacket*/) { TradeData* my_trade = _player->m_trade; if (!my_trade) return; Player* trader = my_trade->GetTrader(); TradeData* his_trade = trader->m_trade; if (!his_trade) return; Item* myItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL }; Item* hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL }; // set before checks for propertly undo at problems (it already set in to client) my_trade->SetAccepted(true); TradeStatusInfo info; if (!_player->IsWithinDistInMap(trader, TRADE_DISTANCE, false)) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); my_trade->SetAccepted(false); return; } // not accept case incorrect money amount if (!_player->HasEnoughMoney(my_trade->GetMoney())) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY; SendTradeStatus(info); my_trade->SetAccepted(false, true); return; } // not accept case incorrect money amount if (!trader->HasEnoughMoney(his_trade->GetMoney())) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY; trader->GetSession()->SendTradeStatus(info); his_trade->SetAccepted(false, true); return; } if (_player->GetMoney() >= uint64(MAX_MONEY_AMOUNT) - his_trade->GetMoney()) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_TOO_MUCH_GOLD; SendTradeStatus(info); my_trade->SetAccepted(false, true); return; } if (trader->GetMoney() >= uint64(MAX_MONEY_AMOUNT) - my_trade->GetMoney()) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_TOO_MUCH_GOLD; trader->GetSession()->SendTradeStatus(info); his_trade->SetAccepted(false, true); return; } // not accept if some items now can't be trade (cheating) for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (Item* item = my_trade->GetItem(TradeSlots(i))) { if (!item->CanBeTraded(false, true)) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } if (item->IsBindedNotWith(trader)) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_TRADE_BOUND_ITEM; SendTradeStatus(info); return; } } if (Item* item = his_trade->GetItem(TradeSlots(i))) { if (!item->CanBeTraded(false, true)) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } //if (item->IsBindedNotWith(_player)) // dont mark as invalid when his item isnt good (not exploitable because if item is invalid trade will fail anyway later on the same check) //{ // SendTradeStatus(TRADE_STATUS_NOT_ELIGIBLE); // his_trade->SetAccepted(false, true); // return; //} } } if (his_trade->IsAccepted()) { setAcceptTradeMode(my_trade, his_trade, myItems, hisItems); Spell* my_spell = NULL; SpellCastTargets my_targets; Spell* his_spell = NULL; SpellCastTargets his_targets; // not accept if spell can't be cast now (cheating) if (uint32 my_spell_id = my_trade->GetSpell()) { SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(my_spell_id); Item* castItem = my_trade->GetSpellCastItem(); if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) || (my_trade->HasSpellCastItem() && !castItem)) { clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); my_trade->SetSpell(0); return; } my_spell = new Spell(_player, spellEntry, TRIGGERED_FULL_MASK); my_spell->m_CastItem = castItem; my_targets.SetTradeItemTarget(_player); my_spell->m_targets = my_targets; SpellCastResult res = my_spell->CheckCast(true); if (res != SPELL_CAST_OK) { my_spell->SendCastResult(res); clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); delete my_spell; my_trade->SetSpell(0); return; } } // not accept if spell can't be cast now (cheating) if (uint32 his_spell_id = his_trade->GetSpell()) { SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(his_spell_id); Item* castItem = his_trade->GetSpellCastItem(); if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) || (his_trade->HasSpellCastItem() && !castItem)) { delete my_spell; his_trade->SetSpell(0); clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); return; } his_spell = new Spell(trader, spellEntry, TRIGGERED_FULL_MASK); his_spell->m_CastItem = castItem; his_targets.SetTradeItemTarget(trader); his_spell->m_targets = his_targets; SpellCastResult res = his_spell->CheckCast(true); if (res != SPELL_CAST_OK) { his_spell->SendCastResult(res); clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); delete my_spell; delete his_spell; his_trade->SetSpell(0); return; } } // inform partner client info.Status = TRADE_STATUS_TRADE_ACCEPT; trader->GetSession()->SendTradeStatus(info); // test if item will fit in each inventory TradeStatusInfo myCanCompleteInfo, hisCanCompleteInfo; hisCanCompleteInfo.Result = trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT, &hisCanCompleteInfo.ItemLimitCategoryId); myCanCompleteInfo.Result = _player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT, &myCanCompleteInfo.ItemLimitCategoryId); clearAcceptTradeMode(myItems, hisItems); // in case of missing space report error if (myCanCompleteInfo.Result != EQUIP_ERR_OK) { clearAcceptTradeMode(my_trade, his_trade); myCanCompleteInfo.Status = TRADE_STATUS_CLOSE_WINDOW; trader->GetSession()->SendTradeStatus(myCanCompleteInfo); myCanCompleteInfo.IsTargetResult = true; SendTradeStatus(myCanCompleteInfo); my_trade->SetAccepted(false); his_trade->SetAccepted(false); return; } else if (hisCanCompleteInfo.Result != EQUIP_ERR_OK) { clearAcceptTradeMode(my_trade, his_trade); hisCanCompleteInfo.Status = TRADE_STATUS_CLOSE_WINDOW; SendTradeStatus(hisCanCompleteInfo); hisCanCompleteInfo.IsTargetResult = true; trader->GetSession()->SendTradeStatus(hisCanCompleteInfo); my_trade->SetAccepted(false); his_trade->SetAccepted(false); return; } // execute trade: 1. remove for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (myItems[i]) { myItems[i]->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetGUID()); _player->MoveItemFromInventory(myItems[i]->GetBagSlot(), myItems[i]->GetSlot(), true); } if (hisItems[i]) { hisItems[i]->SetGuidValue(ITEM_FIELD_GIFTCREATOR, trader->GetGUID()); trader->MoveItemFromInventory(hisItems[i]->GetBagSlot(), hisItems[i]->GetSlot(), true); } } // execute trade: 2. store moveItems(myItems, hisItems); // logging money if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE)) { if (my_trade->GetMoney() > 0) { sLog->outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: " UI64FMTD ") to player: %s (Account: %u)", _player->GetName().c_str(), _player->GetSession()->GetAccountId(), my_trade->GetMoney(), trader->GetName().c_str(), trader->GetSession()->GetAccountId()); } if (his_trade->GetMoney() > 0) { sLog->outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: " UI64FMTD ") to player: %s (Account: %u)", trader->GetName().c_str(), trader->GetSession()->GetAccountId(), his_trade->GetMoney(), _player->GetName().c_str(), _player->GetSession()->GetAccountId()); } } // update money _player->ModifyMoney(-int64(my_trade->GetMoney())); _player->ModifyMoney(his_trade->GetMoney()); trader->ModifyMoney(-int64(his_trade->GetMoney())); trader->ModifyMoney(my_trade->GetMoney()); if (my_spell) my_spell->prepare(&my_targets); if (his_spell) his_spell->prepare(&his_targets); // cleanup clearAcceptTradeMode(my_trade, his_trade); delete _player->m_trade; _player->m_trade = NULL; delete trader->m_trade; trader->m_trade = NULL; // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards) SQLTransaction trans = CharacterDatabase.BeginTransaction(); _player->SaveInventoryAndGoldToDB(trans); trader->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); info.Status = TRADE_STATUS_TRADE_COMPLETE; trader->GetSession()->SendTradeStatus(info); SendTradeStatus(info); } else { info.Status = TRADE_STATUS_TRADE_ACCEPT; trader->GetSession()->SendTradeStatus(info); } } void WorldSession::HandleUnacceptTradeOpcode(WorldPacket& /*recvPacket*/) { TradeData* my_trade = _player->GetTradeData(); if (!my_trade) return; my_trade->SetAccepted(false, true); } void WorldSession::HandleBeginTradeOpcode(WorldPacket& /*recvPacket*/) { TradeData* my_trade = _player->m_trade; if (!my_trade) return; TradeStatusInfo info; info.Status = TRADE_STATUS_OPEN_WINDOW; my_trade->GetTrader()->GetSession()->SendTradeStatus(info); SendTradeStatus(info); } void WorldSession::SendCancelTrade() { if (PlayerRecentlyLoggedOut() || PlayerLogout()) return; TradeStatusInfo info; info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); } void WorldSession::HandleCancelTradeOpcode(WorldPacket& /*recvPacket*/) { // sent also after LOGOUT COMPLETE if (_player) // needed because STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT _player->TradeCancel(true); } void WorldSession::HandleInitiateTradeOpcode(WorldPacket& recvPacket) { ObjectGuid guid; guid[0] = recvPacket.ReadBit(); guid[3] = recvPacket.ReadBit(); guid[5] = recvPacket.ReadBit(); guid[1] = recvPacket.ReadBit(); guid[4] = recvPacket.ReadBit(); guid[6] = recvPacket.ReadBit(); guid[7] = recvPacket.ReadBit(); guid[2] = recvPacket.ReadBit(); recvPacket.ReadByteSeq(guid[7]); recvPacket.ReadByteSeq(guid[4]); recvPacket.ReadByteSeq(guid[3]); recvPacket.ReadByteSeq(guid[5]); recvPacket.ReadByteSeq(guid[1]); recvPacket.ReadByteSeq(guid[2]); recvPacket.ReadByteSeq(guid[6]); recvPacket.ReadByteSeq(guid[0]); if (GetPlayer()->m_trade) return; TradeStatusInfo info; if (!GetPlayer()->IsAlive()) { info.Status = TRADE_STATUS_YOU_DEAD; SendTradeStatus(info); return; } if (GetPlayer()->HasUnitState(UNIT_STATE_STUNNED)) { info.Status = TRADE_STATUS_YOU_STUNNED; SendTradeStatus(info); return; } if (isLogingOut()) { info.Status = TRADE_STATUS_YOU_LOGOUT; SendTradeStatus(info); return; } if (GetPlayer()->IsInFlight()) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); return; } if (GetPlayer()->getLevel() < sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)) { SendNotification(GetTrinityString(LANG_TRADE_REQ), sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)); return; } Player* pOther = ObjectAccessor::FindPlayer(guid); if (!pOther) { info.Status = TRADE_STATUS_NO_TARGET; SendTradeStatus(info); return; } if (pOther == GetPlayer() || pOther->m_trade) { info.Status = TRADE_STATUS_BUSY; SendTradeStatus(info); return; } if (!pOther->IsAlive()) { info.Status = TRADE_STATUS_TARGET_DEAD; SendTradeStatus(info); return; } if (pOther->IsInFlight()) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); return; } if (pOther->HasUnitState(UNIT_STATE_STUNNED)) { info.Status = TRADE_STATUS_TARGET_STUNNED; SendTradeStatus(info); return; } if (pOther->GetSession()->isLogingOut()) { info.Status = TRADE_STATUS_TARGET_LOGOUT; SendTradeStatus(info); return; } if (pOther->GetSocial()->HasIgnore(GetPlayer()->GetGUID())) { info.Status = TRADE_STATUS_IGNORE_YOU; SendTradeStatus(info); return; } if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_TRADE) && pOther->GetTeam() !=_player->GetTeam()) { info.Status = TRADE_STATUS_WRONG_FACTION; SendTradeStatus(info); return; } if (!pOther->IsWithinDistInMap(_player, TRADE_DISTANCE, false)) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); return; } if (pOther->getLevel() < sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)) { SendNotification(GetTrinityString(LANG_TRADE_OTHER_REQ), sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)); return; } // OK start trade _player->m_trade = new TradeData(_player, pOther); pOther->m_trade = new TradeData(pOther, _player); info.Status = TRADE_STATUS_BEGIN_TRADE; info.TraderGuid = _player->GetGUID(); pOther->GetSession()->SendTradeStatus(info); } void WorldSession::HandleSetTradeGoldOpcode(WorldPacket& recvPacket) { uint64 gold; recvPacket >> gold; TradeData* my_trade = _player->GetTradeData(); if (!my_trade) return; my_trade->SetMoney(gold); } void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket) { // send update uint8 tradeSlot; uint8 bag; uint8 slot; recvPacket >> slot; recvPacket >> tradeSlot; recvPacket >> bag; TradeData* my_trade = _player->GetTradeData(); if (!my_trade) return; TradeStatusInfo info; // invalid slot number if (tradeSlot >= TRADE_SLOT_COUNT) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } // check cheating, can't fail with correct client operations Item* item = _player->GetItemByPos(bag, slot); if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded(false, true))) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } ObjectGuid iGUID = item->GetGUID(); // prevent place single item into many trade slots using cheating and client bugs if (my_trade->HasItem(iGUID)) { // cheating attempt info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } if (tradeSlot != TRADE_SLOT_NONTRADED && item->IsBindedNotWith(my_trade->GetTrader())) { info.Status = TRADE_STATUS_NOT_ON_TAPLIST; info.Slot = tradeSlot; SendTradeStatus(info); return; } my_trade->SetItem(TradeSlots(tradeSlot), item); } void WorldSession::HandleClearTradeItemOpcode(WorldPacket& recvPacket) { uint8 tradeSlot; recvPacket >> tradeSlot; TradeData* my_trade = _player->m_trade; if (!my_trade) return; // invalid slot number if (tradeSlot >= TRADE_SLOT_COUNT) return; my_trade->SetItem(TradeSlots(tradeSlot), NULL); }