/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 "Chat.h" #include "Item.h" #include "Language.h" #include "Log.h" #include "ObjectAccessor.h" #include "Opcodes.h" #include "Player.h" #include "ScriptMgr.h" #include "SocialMgr.h" #include "Spell.h" #include "SpellMgr.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" void WorldSession::SendTradeStatus(TradeStatus status) { WorldPacket data; switch (status) { case TRADE_STATUS_BEGIN_TRADE: data.Initialize(SMSG_TRADE_STATUS, 4 + 8); data << uint32(status); data << uint64(0); break; case TRADE_STATUS_OPEN_WINDOW: data.Initialize(SMSG_TRADE_STATUS, 4 + 4); data << uint32(status); data << uint32(0); // added in 2.4.0 break; case TRADE_STATUS_CLOSE_WINDOW: data.Initialize(SMSG_TRADE_STATUS, 4 + 4 + 1 + 4); data << uint32(status); data << uint32(0); data << uint8(0); data << uint32(0); break; case TRADE_STATUS_ONLY_CONJURED: case TRADE_STATUS_NOT_ELIGIBLE: data.Initialize(SMSG_TRADE_STATUS, 4 + 1); data << uint32(status); data << uint8(0); break; default: data.Initialize(SMSG_TRADE_STATUS, 4); data << uint32(status); break; } SendPacket(&data); } void WorldSession::HandleIgnoreTradeOpcode(WorldPacket& /*recvPacket*/) { _player->TradeCancel(true, TRADE_STATUS_IGNORE_YOU); } void WorldSession::HandleBusyTradeOpcode(WorldPacket& /*recvPacket*/) { _player->TradeCancel(true, TRADE_STATUS_BUSY); } 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); // added in 2.4.0, this value must be equal to value from TRADE_STATUS_OPEN_WINDOW status packet (different value for different players to block multiple trades?) 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 casted 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->IsWrapped() ? 1 : 0); data << 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 << item->GetGuidValue(ITEM_FIELD_CREATOR); data << uint32(item->GetSpellCharges()); // charges data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << int32(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] || trader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, myItems[i], false) == EQUIP_ERR_OK); bool playerCanTrade = (!hisItems[i] || _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 LOG_DEBUG("network", "partner storing: {}", myItems[i]->GetGUID().ToString()); // adjust time (depends on /played) if (myItems[i]->IsBOPTradable()) 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 LOG_DEBUG("network", "player storing: {}", hisItems[i]->GetGUID().ToString()); // adjust time (depends on /played) if (hisItems[i]->IsBOPTradable()) 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) LOG_ERROR("network.opcode", "trader can't store item: {}", myItems[i]->GetGUID().ToString()); if (_player->CanStoreItem(NULL_BAG, NULL_SLOT, playerDst, myItems[i], false) == EQUIP_ERR_OK) _player->MoveItemToInventory(playerDst, myItems[i], true, true); else LOG_ERROR("network.opcode", "player can't take item back: {}", myItems[i]->GetGUID().ToString()); } // return the already removed items to the original owner if (hisItems[i]) { if (!playerCanTrade) LOG_ERROR("network.opcode", "player can't store item: {}", hisItems[i]->GetGUID().ToString()); if (trader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, hisItems[i], false) == EQUIP_ERR_OK) trader->MoveItemToInventory(traderDst, hisItems[i], true, true); else LOG_ERROR("network.opcode", "trader can't take item back: {}", hisItems[i]->GetGUID().ToString()); } } } } //============================================================== 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))) { LOG_DEBUG("network.opcode", "player trade item {} bag: {} slot: {}", item->GetGUID().ToString(), item->GetBagSlot(), item->GetSlot()); //Can return nullptr myItems[i] = item; myItems[i]->SetInTrade(); } if (Item* item = hisTrade->GetItem(TradeSlots(i))) { LOG_DEBUG("network.opcode", "partner trade item {} bag: {} slot: {}", item->GetGUID().ToString(), 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] = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }; Item* hisItems[TRADE_SLOT_TRADED_COUNT] = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }; bool myCanCompleteTrade = true, hisCanCompleteTrade = true; // set before checks for propertly undo at problems (it already set in to client) my_trade->SetAccepted(true); // not accept case incorrect money amount if (!_player->HasEnoughMoney(my_trade->GetMoney())) { ChatHandler(this).SendNotification(LANG_NOT_ENOUGH_GOLD); my_trade->SetAccepted(false, true); return; } // not accept case incorrect money amount if (!trader->HasEnoughMoney(his_trade->GetMoney())) { ChatHandler(trader->GetSession()).SendNotification(LANG_NOT_ENOUGH_GOLD); his_trade->SetAccepted(false, true); return; } if (_player->GetMoney() >= uint32(MAX_MONEY_AMOUNT) - his_trade->GetMoney()) { _player->SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, nullptr, nullptr); my_trade->SetAccepted(false, true); return; } if (trader->GetMoney() >= uint32(MAX_MONEY_AMOUNT) - my_trade->GetMoney()) { trader->SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, nullptr, nullptr); 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)) { SendTradeStatus(TRADE_STATUS_TRADE_CANCELED); return; } if (item->IsBindedNotWith(trader)) { SendTradeStatus(TRADE_STATUS_NOT_ELIGIBLE); SendTradeStatus(TRADE_STATUS_CLOSE_WINDOW/*TRADE_STATUS_TRADE_CANCELED*/); return; } } if (Item* item = his_trade->GetItem(TradeSlots(i))) { if (!item->CanBeTraded(false, true)) { SendTradeStatus(TRADE_STATUS_TRADE_CANCELED); 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 = nullptr; SpellCastTargets my_targets; Spell* his_spell = nullptr; SpellCastTargets his_targets; // not accept if spell can't be casted now (cheating) if (uint32 my_spell_id = my_trade->GetSpell()) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(my_spell_id); Item* castItem = my_trade->GetSpellCastItem(); if (!spellInfo || !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, spellInfo, 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 casted now (cheating) if (uint32 his_spell_id = his_trade->GetSpell()) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(his_spell_id); Item* castItem = his_trade->GetSpellCastItem(); if (!spellInfo || !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, spellInfo, 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 trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT); // test if item will fit in each inventory hisCanCompleteTrade = (trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK); myCanCompleteTrade = (_player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK); clearAcceptTradeMode(myItems, hisItems); // in case of missing space report error if (!myCanCompleteTrade) { clearAcceptTradeMode(my_trade, his_trade); ChatHandler(this).SendNotification(LANG_NOT_FREE_TRADE_SLOTS); ChatHandler(trader->GetSession()).SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS); my_trade->SetAccepted(false); his_trade->SetAccepted(false); delete my_spell; delete his_spell; return; } else if (!hisCanCompleteTrade) { clearAcceptTradeMode(my_trade, his_trade); ChatHandler(this).SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS); ChatHandler(trader->GetSession()).SendNotification(LANG_NOT_FREE_TRADE_SLOTS); my_trade->SetAccepted(false); his_trade->SetAccepted(false); delete my_spell; delete his_spell; 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); if (my_trade->GetMoney() >= 10 * GOLD ) { CharacterDatabase.Execute("INSERT INTO log_money VALUES({}, {}, \"{}\", \"{}\", {}, \"{}\", {}, \"goods\", NOW(), {})", GetAccountId(), _player->GetGUID().GetCounter(), _player->GetName(), GetRemoteAddress(), trader->GetSession()->GetAccountId(), trader->GetName(), my_trade->GetMoney(), 6); } if (his_trade->GetMoney() >= 10 * GOLD ) { CharacterDatabase.Execute("INSERT INTO log_money VALUES({}, {}, \"{}\", \"{}\", {}, \"{}\", {}, \"goods\", NOW(), {})", trader->GetSession()->GetAccountId(), trader->GetGUID().GetCounter(), trader->GetName(), trader->GetSession()->GetRemoteAddress(), GetAccountId(), _player->GetName(), his_trade->GetMoney(), 6); } // 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 = nullptr; delete trader->m_trade; trader->m_trade = nullptr; // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards) CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); _player->SaveInventoryAndGoldToDB(trans); trader->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE); SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE); } else { trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT); } } 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; my_trade->GetTrader()->GetSession()->SendTradeStatus(TRADE_STATUS_OPEN_WINDOW); SendTradeStatus(TRADE_STATUS_OPEN_WINDOW); } void WorldSession::SendCancelTrade(TradeStatus status) { if (PlayerRecentlyLoggedOut() || PlayerLogout()) return; SendTradeStatus(status); } 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; if (!GetPlayer()->IsAlive()) { SendTradeStatus(TRADE_STATUS_YOU_DEAD); return; } if (GetPlayer()->HasUnitState(UNIT_STATE_STUNNED)) { SendTradeStatus(TRADE_STATUS_YOU_STUNNED); return; } if (isLogingOut()) { SendTradeStatus(TRADE_STATUS_YOU_LOGOUT); return; } if (GetPlayer()->IsInFlight()) { SendTradeStatus(TRADE_STATUS_TARGET_TO_FAR); return; } if (GetPlayer()->GetLevel() < sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)) { ChatHandler(this).SendNotification(LANG_TRADE_REQ, sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)); return; } if (GetPlayer()->IsSpectator()) return; Player* pOther = ObjectAccessor::FindPlayer(ID); if (!pOther) { SendTradeStatus(TRADE_STATUS_NO_TARGET); return; } if (pOther == GetPlayer() || pOther->m_trade) { SendTradeStatus(TRADE_STATUS_BUSY); return; } if (!pOther->IsAlive()) { SendTradeStatus(TRADE_STATUS_TARGET_DEAD); return; } if (pOther->IsInFlight()) { SendTradeStatus(TRADE_STATUS_TARGET_TO_FAR); return; } if (pOther->HasUnitState(UNIT_STATE_STUNNED)) { SendTradeStatus(TRADE_STATUS_TARGET_STUNNED); return; } if (pOther->GetSession()->isLogingOut()) { SendTradeStatus(TRADE_STATUS_TARGET_LOGOUT); return; } if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_TRADE) && pOther->GetTeamId() != _player->GetTeamId()) { SendTradeStatus(TRADE_STATUS_WRONG_FACTION); return; } if (!pOther->IsWithinDistInMap(_player, 10.0f, false)) { SendTradeStatus(TRADE_STATUS_TARGET_TO_FAR); return; } if (pOther->GetLevel() < sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)) { ChatHandler(this).SendNotification(LANG_TRADE_OTHER_REQ, sWorld->getIntConfig(CONFIG_TRADE_LEVEL_REQ)); return; } if (!sScriptMgr->OnPlayerCanInitTrade(_player, pOther)) return; // OK start trade _player->m_trade = new TradeData(_player, pOther); pOther->m_trade = new TradeData(pOther, _player); WorldPacket data(SMSG_TRADE_STATUS, 12); data << uint32(TRADE_STATUS_BEGIN_TRADE); data << _player->GetGUID(); pOther->SendDirectMessage(&data); } 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; // invalid slot number if (tradeSlot >= TRADE_SLOT_COUNT) { SendTradeStatus(TRADE_STATUS_TRADE_CANCELED); 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))) { SendTradeStatus(TRADE_STATUS_TRADE_CANCELED); 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 SendTradeStatus(TRADE_STATUS_TRADE_CANCELED); return; } // PlayerScript Hook for checking traded items if we want to filter them in a custom module if (!sScriptMgr->OnPlayerCanSetTradeItem(_player, item, tradeSlot)) { // Do not send TRADE_STATUS_TRADE_CANCELED because it will cause double display of "Transaction canceled" notification // On the trade initiator screen SendTradeStatus(TRADE_STATUS_CLOSE_WINDOW); 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), nullptr); }