/*
* 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;
}