/*
* 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)
{
WorldPacket data(SMSG_TRADE_STATUS, 13);
data << uint32(info.Status);
switch (info.Status)
{
case TRADE_STATUS_BEGIN_TRADE:
data << uint64(info.TraderGuid); // CGTradeInfo::m_tradingPlayer
break;
case TRADE_STATUS_OPEN_WINDOW:
data << uint32(0); // CGTradeInfo::m_tradeID
break;
case TRADE_STATUS_CLOSE_WINDOW:
data << uint32(info.Result); // InventoryResult
data << uint8(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.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;
default:
break;
}
SendPacket(&data);
}
void WorldSession::HandleIgnoreTradeOpcode(WorldPacket& /*recvPacket*/)
{
TC_LOG_DEBUG("network", "WORLD: Ignore Trade %u", _player->GetGUIDLow());
// recvPacket.print_storage();
}
void WorldSession::HandleBusyTradeOpcode(WorldPacket& /*recvPacket*/)
{
TC_LOG_DEBUG("network", "WORLD: Busy Trade %u", _player->GetGUIDLow());
// recvPacket.print_storage();
}
void WorldSession::SendUpdateTrade(bool trader_data /*= true*/)
{
TradeData* view_trade = trader_data ? _player->GetTradeData()->GetTraderData() : _player->GetTradeData();
WorldPacket data(SMSG_TRADE_STATUS_EXTENDED, 1+4+4+4+4+4+7*(1+4+4+4+4+8+4+4+4+4+8+4+4+4+4+4+4));
data << uint8(trader_data); // 1 means traders data, 0 means own
data << uint32(0); // CGTradeInfo::m_tradeID
data << uint32(TRADE_SLOT_COUNT); // trade slots count/number?, = next field in most cases
data << uint32(TRADE_SLOT_COUNT); // trade slots count/number?, = prev field in most cases
data << uint32(view_trade->GetMoney()); // trader gold
data << uint32(view_trade->GetSpell()); // spell cast on lowest slot item
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
{
data << uint8(i); // trade slot number, if not specified, then end of packet
if (Item* item = view_trade->GetItem(TradeSlots(i)))
{
data << uint32(item->GetTemplate()->ItemId); // entry
data << uint32(item->GetTemplate()->DisplayInfoID);// display id
data << uint32(item->GetCount()); // stack count
// wrapped: hide stats but show giftcreator name
data << uint32(item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED) ? 1 : 0);
data << uint64(item->GetGuidValue(ITEM_FIELD_GIFTCREATOR));
// perm. enchantment and gems
data << uint32(item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
data << uint32(item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
// creator
data << uint64(item->GetGuidValue(ITEM_FIELD_CREATOR));
data << uint32(item->GetSpellCharges()); // charges
data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
data << uint32(item->GetItemRandomPropertyId());// random properties id
data << uint32(item->GetTemplate()->LockID); // lock id
// max durability
data << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY));
// durability
data << uint32(item->GetUInt32Value(ITEM_FIELD_DURABILITY));
}
else
{
for (uint8 j = 0; j < 18; ++j)
data << uint32(0);
}
}
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() >= 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() >= 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_CANNOT_TRADE_THAT;
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: %u) 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: %u) 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(-int32(my_trade->GetMoney()));
_player->ModifyMoney(his_trade->GetMoney());
trader->ModifyMoney(-int32(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*/)
{
// sended also after LOGOUT COMPLETE
if (_player) // needed because STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT
_player->TradeCancel(true);
}
void WorldSession::HandleInitiateTradeOpcode(WorldPacket& recvPacket)
{
ObjectGuid ID;
recvPacket >> ID;
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(ID);
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()->GetGUIDLow()))
{
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)
{
uint32 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 >> tradeSlot;
recvPacket >> bag;
recvPacket >> slot;
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 (slot != 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);
}