/* * 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 "Common.h" #include "Item.h" #include "Log.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Player.h" #include "ScriptMgr.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "WorldPacket.h" #include "WorldSession.h" #include void WorldSession::HandleSplitItemOpcode(WorldPacket& recvData) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_SPLIT_ITEM"); uint8 srcbag, srcslot, dstbag, dstslot; uint32 count; recvData >> 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, nullptr, nullptr); return; } if (!_player->IsValidPos(dstbag, dstslot, false)) // can be autostore pos { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, nullptr, nullptr); return; } _player->SplitItem(src, dst, count); } void WorldSession::HandleSwapInvItemOpcode(WorldPacket& recvData) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_SWAP_INV_ITEM"); uint8 srcslot, dstslot; recvData >> dstslot >> srcslot; // 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, nullptr, nullptr); return; } if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, nullptr, nullptr); return; } if (_player->IsBankPos(INVENTORY_SLOT_BAG_0, srcslot) && !CanUseBank()) { //LOG_DEBUG("network", "WORLD: HandleSwapInvItemOpcode - Unit ({}) not found or you can't interact with him.", m_currentBankerGUID.ToString()); return; } if (_player->IsBankPos(INVENTORY_SLOT_BAG_0, dstslot) && !CanUseBank()) { //LOG_DEBUG("network", "WORLD: HandleSwapInvItemOpcode - Unit ({}) not found or you can't interact with him.", m_currentBankerGUID.ToString()); 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) { ObjectGuid 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) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_SWAP_ITEM"); uint8 dstbag, dstslot, srcbag, srcslot; recvData >> dstbag >> dstslot >> srcbag >> srcslot; 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, nullptr, nullptr); return; } if (!_player->IsValidPos(dstbag, dstslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, nullptr, nullptr); return; } if (_player->IsBankPos(srcbag, srcslot) && !CanUseBank()) { //LOG_DEBUG("network", "WORLD: HandleSwapItem - Unit ({}) not found or you can't interact with him.", m_currentBankerGUID.ToString()); return; } if (_player->IsBankPos(dstbag, dstslot) && !CanUseBank()) { //LOG_DEBUG("network", "WORLD: HandleSwapItem - Unit ({}) not found or you can't interact with him.", m_currentBankerGUID.ToString()); return; } _player->SwapItem(src, dst); } void WorldSession::HandleAutoEquipItemOpcode(WorldPacket& recvData) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_AUTOEQUIP_ITEM"); uint8 srcbag, srcslot; recvData >> srcbag >> srcslot; Item* pSrcItem = _player->GetItemByPos(srcbag, srcslot); if (!pSrcItem) return; // only at cheat ItemTemplate const* pProto = pSrcItem->GetTemplate(); if (!pProto) { _player->SendEquipError(pSrcItem->IsBag() ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem); return; } uint8 eslot = _player->FindEquipSlot(pProto, NULL_SLOT, !pSrcItem->IsBag()); if (eslot == NULL_SLOT) { _player->SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, pSrcItem); return; } uint16 src = pSrcItem->GetPos(); uint16 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); if (dest == src) // prevent equip in same slot, only at cheat { _player->SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, pSrcItem); return; } Item* pDstItem = _player->GetItemByPos(dest); // Remove item enchantments for now and restore it later // Needed for swap sanity checks if (pDstItem) { _player->ApplyEnchantment(pDstItem, false); } InventoryResult msg = _player->CanEquipItem(NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag()); if (msg != EQUIP_ERR_OK) { // Restore enchantments if (pDstItem) { _player->ApplyEnchantment(pDstItem, true); } _player->SendEquipError(msg, pSrcItem, nullptr); return; } 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 { // Restore enchantments _player->ApplyEnchantment(pDstItem, true); uint8 dstbag = pDstItem->GetBagSlot(); uint8 dstslot = pDstItem->GetSlot(); msg = _player->CanUnequipItem(dest, !pSrcItem->IsBag()); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pDstItem, nullptr); 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, true, true); _player->RemoveItem(srcbag, srcslot, true, true); // 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(); // Xinef: Call this here after all needed items are equipped _player->RemoveItemDependentAurasAndCasts((Item*)nullptr); } } void WorldSession::HandleDestroyItemOpcode(WorldPacket& recvData) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_DESTROYITEM"); uint8 bag, slot, count, data1, data2, data3; recvData >> bag >> slot >> count >> data1 >> data2 >> data3; 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), nullptr); return; } } Item* pItem = _player->GetItemByPos(bag, slot); if (!pItem) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } if (pItem->GetTemplate()->HasFlag(ITEM_FLAG_NO_USER_DESTROY)) { _player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, nullptr, nullptr); return; } recoveryItem(pItem); if (count) { uint32 i_count = count; _player->DestroyItemCount(pItem, i_count, true); } else { _player->DestroyItem(bag, slot, true); } _player->SendQuestGiverStatusMultiple(); } bool ItemTemplate::HasStat(ItemModType stat) const { for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) { if (i >= StatsCount) { break; } if (ItemStat[i].ItemStatType == stat) { return true; } } return false; } bool ItemTemplate::HasSpellPowerStat() const { bool invalid = false; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = Spells[i]; if (!spellData.SpellId) { continue; } SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId); if (!spellInfo) { continue; } for (uint8 j = EFFECT_0; j <= EFFECT_2; ++j) { switch (spellInfo->Effects[j].ApplyAuraName) { case SPELL_AURA_MOD_HEALING_DONE: case SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT: case SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER: case SPELL_AURA_MOD_HEALING: invalid = true; break; case SPELL_AURA_MOD_DAMAGE_DONE: case SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT: case SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER: case SPELL_AURA_MOD_DAMAGE_TAKEN: if (!(spellInfo->Effects[j].MiscValue & SPELL_SCHOOL_MASK_SPELL)) { return false; } invalid = true; break; default: break; } } } return invalid; } void ItemTemplate::InitializeQueryData() { queryData.Initialize(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 1); queryData << ItemId; queryData << Class; queryData << SubClass; queryData << SoundOverrideSubclass; queryData << Name1; queryData << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name... queryData << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00); queryData << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00); queryData << DisplayInfoID; queryData << Quality; queryData << Flags; queryData << Flags2; queryData << BuyPrice; queryData << SellPrice; queryData << InventoryType; queryData << AllowableClass; queryData << AllowableRace; queryData << ItemLevel; queryData << RequiredLevel; queryData << RequiredSkill; queryData << RequiredSkillRank; queryData << RequiredSpell; queryData << RequiredHonorRank; queryData << RequiredCityRank; queryData << RequiredReputationFaction; queryData << RequiredReputationRank; queryData << int32(MaxCount); queryData << int32(Stackable); queryData << ContainerSlots; queryData << StatsCount; // item stats count for (uint32 i = 0; i < StatsCount; ++i) { queryData << ItemStat[i].ItemStatType; queryData << ItemStat[i].ItemStatValue; } queryData << ScalingStatDistribution; // scaling stats distribution queryData << ScalingStatValue; // some kind of flags used to determine stat values column for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) { queryData << Damage[i].DamageMin; queryData << Damage[i].DamageMax; queryData << Damage[i].DamageType; } // resistances (7) queryData << Armor; queryData << HolyRes; queryData << FireRes; queryData << NatureRes; queryData << FrostRes; queryData << ShadowRes; queryData << ArcaneRes; queryData << Delay; queryData << AmmoType; queryData << 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(Spells[s].SpellId); if (spell) { bool db_data = Spells[s].SpellCooldown >= 0 || Spells[s].SpellCategoryCooldown >= 0; queryData << Spells[s].SpellId; queryData << Spells[s].SpellTrigger; queryData << int32(Spells[s].SpellCharges); if (db_data) { queryData << uint32(Spells[s].SpellCooldown); queryData << uint32(Spells[s].SpellCategory); queryData << uint32(Spells[s].SpellCategoryCooldown); } else { queryData << uint32(spell->RecoveryTime); queryData << uint32(spell->GetCategory()); queryData << uint32(spell->CategoryRecoveryTime); } } else { queryData << uint32(0); queryData << uint32(0); queryData << uint32(0); queryData << uint32(-1); queryData << uint32(0); queryData << uint32(-1); } } queryData << Bonding; queryData << Description; queryData << PageText; queryData << LanguageID; queryData << PageMaterial; queryData << StartQuest; queryData << LockID; queryData << int32(Material); queryData << Sheath; queryData << RandomProperty; queryData << RandomSuffix; queryData << Block; queryData << ItemSet; queryData << MaxDurability; queryData << Area; queryData << Map; // Added in 1.12.x & 2.0.1 client branch queryData << BagFamily; queryData << TotemCategory; for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s) { queryData << Socket[s].Color; queryData << Socket[s].Content; } queryData << socketBonus; queryData << GemProperties; queryData << RequiredDisenchantSkill; queryData << ArmorDamageModifier; queryData << Duration; // added in 2.4.2.8209, duration (seconds) queryData << ItemLimitCategory; // WotLK, ItemLimitCategory queryData << HolidayId; // Holiday.dbc? } // Only _static_ data send in this packet !!! void WorldSession::HandleItemQuerySingleOpcode(WorldPacket& recvData) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_ITEM_QUERY_SINGLE"); uint32 item; recvData >> item; LOG_DEBUG("network.opcode", "STORAGE: Item Query = {}", 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 queryData(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600); queryData << pProto->ItemId; queryData << pProto->Class; queryData << pProto->SubClass; queryData << pProto->SoundOverrideSubclass; queryData << Name; queryData << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name... queryData << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00); queryData << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00); queryData << pProto->DisplayInfoID; queryData << pProto->Quality; queryData << pProto->Flags; queryData << pProto->Flags2; queryData << pProto->BuyPrice; queryData << pProto->SellPrice; queryData << pProto->InventoryType; queryData << pProto->AllowableClass; queryData << pProto->AllowableRace; queryData << pProto->ItemLevel; queryData << pProto->RequiredLevel; queryData << pProto->RequiredSkill; queryData << pProto->RequiredSkillRank; queryData << pProto->RequiredSpell; queryData << pProto->RequiredHonorRank; queryData << pProto->RequiredCityRank; queryData << pProto->RequiredReputationFaction; queryData << pProto->RequiredReputationRank; queryData << int32(pProto->MaxCount); queryData << int32(pProto->Stackable); queryData << pProto->ContainerSlots; queryData << pProto->StatsCount; // item stats count for (uint32 i = 0; i < pProto->StatsCount; ++i) { queryData << pProto->ItemStat[i].ItemStatType; queryData << pProto->ItemStat[i].ItemStatValue; } queryData << pProto->ScalingStatDistribution; // scaling stats distribution queryData << pProto->ScalingStatValue; // some kind of flags used to determine stat values column for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) { queryData << pProto->Damage[i].DamageMin; queryData << pProto->Damage[i].DamageMax; queryData << pProto->Damage[i].DamageType; } // resistances (7) queryData << pProto->Armor; queryData << pProto->HolyRes; queryData << pProto->FireRes; queryData << pProto->NatureRes; queryData << pProto->FrostRes; queryData << pProto->ShadowRes; queryData << pProto->ArcaneRes; queryData << pProto->Delay; queryData << pProto->AmmoType; queryData << 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; queryData << pProto->Spells[s].SpellId; queryData << pProto->Spells[s].SpellTrigger; queryData << int32(pProto->Spells[s].SpellCharges); if (db_data) { queryData << uint32(pProto->Spells[s].SpellCooldown); queryData << uint32(pProto->Spells[s].SpellCategory); queryData << uint32(pProto->Spells[s].SpellCategoryCooldown); } else { queryData << uint32(spell->RecoveryTime); queryData << uint32(spell->GetCategory()); queryData << uint32(spell->CategoryRecoveryTime); } } else { queryData << uint32(0); queryData << uint32(0); queryData << uint32(0); queryData << uint32(-1); queryData << uint32(0); queryData << uint32(-1); } } queryData << pProto->Bonding; queryData << Description; queryData << pProto->PageText; queryData << pProto->LanguageID; queryData << pProto->PageMaterial; queryData << pProto->StartQuest; queryData << pProto->LockID; queryData << int32(pProto->Material); queryData << pProto->Sheath; queryData << pProto->RandomProperty; queryData << pProto->RandomSuffix; queryData << pProto->Block; queryData << pProto->ItemSet; queryData << pProto->MaxDurability; queryData << pProto->Area; queryData << pProto->Map; // Added in 1.12.x & 2.0.1 client branch queryData << pProto->BagFamily; queryData << pProto->TotemCategory; for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s) { queryData << pProto->Socket[s].Color; queryData << pProto->Socket[s].Content; } queryData << pProto->socketBonus; queryData << pProto->GemProperties; queryData << pProto->RequiredDisenchantSkill; queryData << pProto->ArmorDamageModifier; queryData << pProto->Duration; // added in 2.4.2.8209, duration (seconds) queryData << pProto->ItemLimitCategory; // WotLK, ItemLimitCategory queryData << pProto->HolidayId; // Holiday.dbc? SendPacket(&queryData); } else { LOG_DEBUG("network", "WORLD: CMSG_ITEM_QUERY_SINGLE - NO item INFO! (ENTRY: {})", item); WorldPacket queryData(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 4); queryData << uint32(item | 0x80000000); SendPacket(&queryData); } } void WorldSession::HandleReadItem(WorldPacket& recvData) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_READ_ITEM"); uint8 bag, slot; recvData >> bag >> slot; //LOG_DEBUG("network.opcode", "STORAGE: Read bag = {}, slot = {}", 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); LOG_DEBUG("network.opcode", "STORAGE: Item page sent"); } else { data.Initialize(SMSG_READ_ITEM_FAILED, 8); LOG_DEBUG("network.opcode", "STORAGE: Unable to read item"); _player->SendEquipError(msg, pItem, nullptr); } data << pItem->GetGUID(); SendPacket(&data); } else _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); } void WorldSession::HandleSellItemOpcode(WorldPacket& recvData) { ObjectGuid vendorguid, itemguid; uint32 count; recvData >> vendorguid >> itemguid >> count; if (!itemguid) return; Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR); if (!creature) { LOG_DEBUG("network", "WORLD: HandleSellItemOpcode - Unit ({}) not found or you can not interact with him.", vendorguid.ToString()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, itemguid, 0); return; } if (creature->HasFlagsExtra(CREATURE_FLAG_EXTRA_NO_SELL_VENDOR)) { _player->SendSellError(SELL_ERR_CANT_SELL_TO_THIS_MERCHANT, creature, 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) { if (!sScriptMgr->OnPlayerCanSellItem(_player, pItem, creature)) return; // 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->IsRefundable()) 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) { uint32 money = pProto->SellPrice * count; if (_player->GetMoney() >= MAX_MONEY_AMOUNT - money) // prevent exceeding gold limit { _player->SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, nullptr, nullptr); _player->SendSellError(SELL_ERR_UNK, creature, itemguid, 0); return; } if (sWorld->getBoolConfig(CONFIG_ITEMDELETE_VENDOR)) recoveryItem(pItem); uint32 maxDurability = pItem->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if (maxDurability) { uint32 curDurability = pItem->GetUInt32Value(ITEM_FIELD_DURABILITY); uint32 LostDurability = maxDurability - curDurability; if (LostDurability > 0) { DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(pProto->ItemLevel); if (!dcost) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); LOG_ERROR("network.opcode", "WORLD: HandleSellItemOpcode - Wrong item lvl {} for item {} count = {}", pProto->ItemLevel, pItem->GetEntry(), count); return; } uint32 dQualitymodEntryId = (pProto->Quality + 1) * 2; DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId); if (!dQualitymodEntry) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); LOG_ERROR("network.opcode", "WORLD: HandleSellItemOpcode - Wrong dQualityModEntry {} for item {} count = {}", dQualitymodEntryId, pItem->GetEntry(), count); return; } uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(pProto->Class, pProto->SubClass)]; uint32 refund = uint32(std::ceil(LostDurability * dmultiplier * double(dQualitymodEntry->quality_mod))); if (!refund) { refund = 1; } //starter items can cost more to refund than vendorprice if (refund > money) { money = 1; } else { money -= refund; } } } if (count < pItem->GetCount()) // need split items { Item* pNewItem = pItem->CloneItem(count, _player); if (!pNewItem) { LOG_ERROR("network.opcode", "WORLD: HandleSellItemOpcode - could not create clone of item {}; count = {}", pItem->GetEntry(), count); _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, itemguid, 0); return; } pNewItem->SetUInt32Value(ITEM_FIELD_DURABILITY, pItem->GetUInt32Value(ITEM_FIELD_DURABILITY)); pItem->SetCount(pItem->GetCount() - count); _player->ItemRemovedQuestCheck(pItem->GetEntry(), count); if (_player->IsInWorld()) pItem->SendUpdateToPlayer(_player); pItem->SetState(ITEM_CHANGED, _player); _player->AddItemToBuyBackSlot(pNewItem, money); 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, money); _player->UpdateTitansGrip(); } _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) { ObjectGuid vendorguid; uint32 slot; recvData >> vendorguid >> slot; Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR); if (!creature) { LOG_DEBUG("network", "WORLD: HandleBuybackItem - Unit ({}) not found or you can not interact with him.", vendorguid.ToString()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, ObjectGuid::Empty, 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) { if (sWorld->getBoolConfig(CONFIG_ITEMDELETE_VENDOR)) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_RECOVERY_ITEM); stmt->SetData(0, _player->GetGUID().GetCounter()); stmt->SetData(1, pItem->GetEntry()); stmt->SetData(2, pItem->GetCount()); CharacterDatabase.Execute(stmt); } _player->ModifyMoney(-(int32)price); _player->RemoveItemFromBuyBackSlot(slot, false); _player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); _player->StoreItem(dest, pItem, true); } else _player->SendEquipError(msg, pItem, nullptr); return; } else _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, 0, 0); } void WorldSession::HandleBuyItemInSlotOpcode(WorldPacket& recvData) { ObjectGuid 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) { ObjectGuid 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) { ObjectGuid guid; recvData >> guid; if (!GetPlayer()->IsAlive()) return; LOG_DEBUG("network", "WORLD: Recvd CMSG_LIST_INVENTORY"); SendListInventory(guid); } void WorldSession::SendListInventory(ObjectGuid vendorGuid, uint32 vendorEntry) { LOG_DEBUG("network", "WORLD: Sent SMSG_LIST_INVENTORY"); sScriptMgr->OnPlayerSendListInventory(GetPlayer(), vendorGuid, vendorEntry); Creature* vendor = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!vendor) { LOG_DEBUG("network", "WORLD: SendListInventory - Unit ({}) not found or you can not interact with him.", vendorGuid.ToString()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, ObjectGuid::Empty, 0); return; } // remove fake death if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) { GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); } // Stop the npc if moving if (uint32 pause = vendor->GetMovementTemplate().GetInteractionPauseTimer()) vendor->PauseMovement(pause); vendor->SetHomePosition(vendor->GetPosition()); SetCurrentVendor(vendorEntry); VendorItemData const* items = vendorEntry ? sObjectMgr->GetNpcVendorItemList(vendorEntry) : vendor->GetVendorItems(); if (!items) { WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + 1); data << 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 << vendorGuid; std::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->HasFlag2(ITEM_FLAG2_FACTION_HORDE) && _player->GetTeamId() == TEAM_ALLIANCE) || (itemTemplate->HasFlag2(ITEM_FLAG2_FACTION_ALLIANCE) && _player->GetTeamId() == TEAM_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)) { LOG_DEBUG("network", "SendListInventory: conditions not met for creature entry {} item {}", vendor->GetEntry(), item->item); continue; } // reputation discount int32 price = item->IsGoldRequired(itemTemplate) ? uint32(std::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) { //LOG_DEBUG("network.opcode", "WORLD: CMSG_AUTOSTORE_BAG_ITEM"); uint8 srcbag, srcslot, dstbag; recvData >> 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, nullptr, nullptr); 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, nullptr); return; } } ItemPosCountVec dest; InventoryResult msg = _player->CanStoreItem(dstbag, NULL_SLOT, dest, pItem, false); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pItem, nullptr); 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, nullptr); return; } _player->RemoveItem(srcbag, srcslot, true); _player->StoreItem(dest, pItem, true); _player->UpdateTitansGrip(); } void WorldSession::HandleSetAmmoOpcode(WorldPacket& recvData) { if (!_player->IsAlive()) { _player->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, nullptr, nullptr); return; } LOG_DEBUG("network", "WORLD: CMSG_SET_AMMO"); uint32 item; recvData >> item; if (item) { if (!_player->GetItemCount(item)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } _player->SetAmmo(item); } else _player->RemoveAmmo(); } void WorldSession::SendEnchantmentLog(ObjectGuid target, ObjectGuid caster, uint32 itemId, uint32 enchantId) { WorldPacket data(SMSG_ENCHANTMENTLOG, (8 + 8 + 4 + 4)); // last check 2.0.10 data << target.WriteAsPacked(); data << caster.WriteAsPacked(); data << uint32(itemId); data << uint32(enchantId); GetPlayer()->SendMessageToSet(&data, true); } void WorldSession::SendItemEnchantTimeUpdate(ObjectGuid Playerguid, ObjectGuid Itemguid, uint32 slot, uint32 Duration) { // last check 2.0.10 WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8 + 4 + 4 + 8)); data << Itemguid; data << uint32(slot); data << uint32(Duration); data << Playerguid; SendPacket(&data); } void WorldSession::HandleItemNameQueryOpcode(WorldPacket& recvData) { uint32 itemid; recvData >> itemid; recvData.read_skip(); // guid LOG_DEBUG("network", "WORLD: CMSG_ITEM_NAME_QUERY {}", itemid); ItemSetNameEntry const* pName = sObjectMgr->GetItemSetNameEntry(itemid); if (pName) { std::string Name = pName->name; LocaleConstant 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) { 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 LOG_DEBUG("network", "WRAP: receive gift_bag = {}, gift_slot = {}, item_bag = {}, item_slot = {}", 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, nullptr); return; } if (!(gift->GetTemplate()->HasFlag(ITEM_FLAG_IS_WRAPPER))) // cheating: non-wrapper wrapper { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr); return; } Item* item = _player->GetItemByPos(item_bag, item_slot); if (!item) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr); return; } // xinef: do not allow to wrap removed items, just in case if (item->GetState() == ITEM_REMOVED) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr); return; } if (item == gift) // not possable with pacjket from real client { _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr); return; } if (item->IsEquipped()) { _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, nullptr); return; } if (item->GetGuidValue(ITEM_FIELD_GIFTCREATOR)) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED); { _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr); return; } if (item->IsBag()) { _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, nullptr); return; } if (item->IsSoulBound()) { _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, nullptr); return; } if (item->GetMaxStackCount() != 1) { _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, nullptr); return; } // maybe not correct check (it is better than nothing) if (item->GetTemplate()->MaxCount > 0) { _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, nullptr); return; } if (item->GetTemplate()->Duration > 0) { _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, nullptr); return; } CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT); stmt->SetData(0, item->GetOwnerGUID().GetCounter()); stmt->SetData(1, item->GetGUID().GetCounter()); stmt->SetData(2, item->GetEntry()); stmt->SetData(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->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetGUID()); item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED); item->SetState(ITEM_CHANGED, _player); // after save it will be impossible to remove the item from the queue _player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); uint32 count = 1; _player->DestroyItemCount(gift, count, true); } void WorldSession::HandleSocketOpcode(WorldPacket& recvData) { LOG_DEBUG("network", "WORLD: CMSG_SOCKET_GEMS"); ObjectGuid item_guid; ObjectGuid 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]) : nullptr; 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) : nullptr; // 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->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE)) { 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, nullptr); 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, nullptr); 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, nullptr); 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, nullptr); 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) { 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) { LOG_DEBUG("network", "WORLD: CMSG_ITEM_REFUND_INFO"); ObjectGuid guid; recvData >> guid; // item guid Item* item = _player->GetItemByGuid(guid); if (!item) { LOG_DEBUG("network", "Item refund: item not found!"); return; } GetPlayer()->SendRefundInfo(item); } void WorldSession::HandleItemRefund(WorldPacket& recvData) { LOG_DEBUG("network", "WORLD: CMSG_ITEM_REFUND"); ObjectGuid guid; recvData >> guid; // item guid Item* item = _player->GetItemByGuid(guid); if (!item) { 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 ) { ObjectGuid itemGuid; recvData >> itemGuid; LOG_DEBUG("network", "CMSG_ITEM_TEXT_QUERY item: {}", itemGuid.ToString()); WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, 50); // guess size if (Item* item = _player->GetItemByGuid(itemGuid)) { data << uint8(0); // has text data << itemGuid; // item guid data << item->GetText(); } else { data << uint8(1); // no text } SendPacket(&data); } bool WorldSession::recoveryItem(Item* pItem) { if (sWorld->getBoolConfig(CONFIG_ITEMDELETE_METHOD) && pItem->GetTemplate()->Quality >= sWorld->getIntConfig(CONFIG_ITEMDELETE_QUALITY) && pItem->GetTemplate()->ItemLevel >= sWorld->getIntConfig(CONFIG_ITEMDELETE_ITEM_LEVEL)) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_RECOVERY_ITEM); stmt->SetData(0, pItem->GetOwnerGUID().GetCounter()); stmt->SetData(1, pItem->GetTemplate()->ItemId); stmt->SetData(2, pItem->GetCount()); CharacterDatabase.Query(stmt); return true; } return false; }