/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2018 MaNGOS project * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Common.h" #include "WorldPacket.h" #include "WorldSession.h" #include "World.h" #include "ObjectAccessor.h" #include "Log.h" #include "Opcodes.h" #include "Player.h" #include "Item.h" #include "Spell.h" #include "SocialMgr.h" #include "DBCStores.h" void WorldSession::SendTradeStatus(const TradeStatusInfo& info) { WorldPacket data(SMSG_TRADE_STATUS, 13); data << uint32(info.Status); switch (info.Status) { case TRADE_STATUS_BEGIN_TRADE: data << info.TraderGuid; // CGTradeInfo::m_tradingPlayer break; case TRADE_STATUS_CLOSE_WINDOW: data << uint32(info.Result); // InventoryResult data << uint8(info.IsTargetResult); // bool isTargetError; used for: EQUIP_ERR_BAG_FULL, EQUIP_ERR_CANT_CARRY_MORE_OF_THIS, EQUIP_ERR_MISSING_REAGENT, EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED data << uint32(info.ItemLimitCategoryId); // ItemLimitCategory.dbc entry break; case TRADE_STATUS_WRONG_REALM: data << uint8(info.Slot); // Trade slot; -1 here clears CGTradeInfo::m_tradeMoney break; default: break; } SendPacket(&data); } void WorldSession::HandleIgnoreTradeOpcode(WorldPacket& /*recvPacket*/) { DEBUG_LOG("WORLD: Ignore Trade %u", _player->GetGUIDLow()); // recvPacket.print_storage(); } void WorldSession::HandleBusyTradeOpcode(WorldPacket& /*recvPacket*/) { DEBUG_LOG("WORLD: Busy Trade %u", _player->GetGUIDLow()); // recvPacket.print_storage(); } void WorldSession::SendUpdateTrade(bool trader_state /*= true*/) { TradeData* view_trade = trader_state ? _player->GetTradeData()->GetTraderData() : _player->GetTradeData(); WorldPacket data(SMSG_TRADE_STATUS_EXTENDED, (100)); // guess size data << uint8(trader_state ? 1 : 0); // send trader or own trade windows state (last need for proper show spell apply to non-trade slot) data << uint32(TRADE_SLOT_COUNT); // trade slots count/number?, = next field in most cases data << uint32(TRADE_SLOT_COUNT); // trade slots count/number?, = prev field in most cases data << uint32(view_trade->GetMoney()); // trader gold data << uint32(view_trade->GetSpell()); // spell casted on lowest slot item for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i) { data << uint8(i); // trade slot number, if not specified, then end of packet if (Item* item = view_trade->GetItem(TradeSlots(i))) { data << uint32(item->GetProto()->ItemId); // entry data << uint32(item->GetProto()->DisplayInfoID);// display id data << uint32(item->GetCount()); // stack count // wrapped: hide stats but show giftcreator name data << uint32(item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED) ? 1 : 0); data << item->GetGuidValue(ITEM_FIELD_GIFTCREATOR); data << uint32(item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); data << item->GetGuidValue(ITEM_FIELD_CREATOR); data << uint32(item->GetSpellCharges()); // charges data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << uint32(item->GetItemRandomPropertyId());// random properties id data << uint32(item->GetProto()->LockID); // lock id // max durability data << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY)); // durability data << uint32(item->GetUInt32Value(ITEM_FIELD_DURABILITY)); } else { for (uint8 j = 0; j < 15; ++j) { data << uint32(0); } } } SendPacket(&data); } //============================================================== // transfer the items to the players void WorldSession::moveItems(Item* myItems[], Item* hisItems[]) { Player* trader = _player->GetTrader(); if (!trader) { return; } for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { ItemPosCountVec traderDst; ItemPosCountVec playerDst; bool traderCanTrade = (myItems[i] == NULL || trader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, myItems[i], false) == EQUIP_ERR_OK); bool playerCanTrade = (hisItems[i] == NULL || _player->CanStoreItem(NULL_BAG, NULL_SLOT, playerDst, hisItems[i], false) == EQUIP_ERR_OK); if (traderCanTrade && playerCanTrade) { // Ok, if trade item exists and can be stored // If we trade in both directions we had to check, if the trade will work before we actually do it // A roll back is not possible after we stored it if (myItems[i]) { // logging DEBUG_LOG("partner storing: %s", myItems[i]->GetGuidStr().c_str()); if (_player->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) trade: %s (Entry: %d Count: %u) to player: %s (Account: %u)", _player->GetName(), _player->GetSession()->GetAccountId(), myItems[i]->GetProto()->Name1, myItems[i]->GetEntry(), myItems[i]->GetCount(), trader->GetName(), trader->GetSession()->GetAccountId()); } // store trader->MoveItemToInventory(traderDst, myItems[i], true, true); } if (hisItems[i]) { // logging DEBUG_LOG("player storing: %s", hisItems[i]->GetGuidStr().c_str()); if (trader->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) trade: %s (Entry: %d Count: %u) to player: %s (Account: %u)", trader->GetName(), trader->GetSession()->GetAccountId(), hisItems[i]->GetProto()->Name1, hisItems[i]->GetEntry(), hisItems[i]->GetCount(), _player->GetName(), _player->GetSession()->GetAccountId()); } // store _player->MoveItemToInventory(playerDst, hisItems[i], true, true); } } else { // in case of fatal error log error message // return the already removed items to the original owner if (myItems[i]) { if (!traderCanTrade) { sLog.outError("trader can't store item: %s", myItems[i]->GetGuidStr().c_str()); } if (_player->CanStoreItem(NULL_BAG, NULL_SLOT, playerDst, myItems[i], false) == EQUIP_ERR_OK) { _player->MoveItemToInventory(playerDst, myItems[i], true, true); } else { sLog.outError("player can't take item back: %s", myItems[i]->GetGuidStr().c_str()); } } // return the already removed items to the original owner if (hisItems[i]) { if (!playerCanTrade) { sLog.outError("player can't store item: %s", hisItems[i]->GetGuidStr().c_str()); } if (trader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, hisItems[i], false) == EQUIP_ERR_OK) { trader->MoveItemToInventory(traderDst, hisItems[i], true, true); } else { sLog.outError("trader can't take item back: %s", hisItems[i]->GetGuidStr().c_str()); } } } } } //============================================================== static void setAcceptTradeMode(TradeData* myTrade, TradeData* hisTrade, Item** myItems, Item** hisItems) { myTrade->SetInAcceptProcess(true); hisTrade->SetInAcceptProcess(true); // store items in local list and set 'in-trade' flag for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (Item* item = myTrade->GetItem(TradeSlots(i))) { DEBUG_LOG("player trade %s bag: %u slot: %u", item->GetGuidStr().c_str(), item->GetBagSlot(), item->GetSlot()); // Can return NULL myItems[i] = item; myItems[i]->SetInTrade(); } if (Item* item = hisTrade->GetItem(TradeSlots(i))) { DEBUG_LOG("partner trade %s bag: %u slot: %u", item->GetGuidStr().c_str(), item->GetBagSlot(), item->GetSlot()); hisItems[i] = item; hisItems[i]->SetInTrade(); } } } static void clearAcceptTradeMode(TradeData* myTrade, TradeData* hisTrade) { myTrade->SetInAcceptProcess(false); hisTrade->SetInAcceptProcess(false); } static void clearAcceptTradeMode(Item** myItems, Item** hisItems) { // clear 'in-trade' flag for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (myItems[i]) { myItems[i]->SetInTrade(false); } if (hisItems[i]) { hisItems[i]->SetInTrade(false); } } } void WorldSession::HandleAcceptTradeOpcode(WorldPacket& recvPacket) { recvPacket.read_skip(); TradeData* my_trade = _player->m_trade; if (!my_trade) { return; } Player* trader = my_trade->GetTrader(); TradeData* his_trade = trader->m_trade; if (!his_trade) { return; } Item* myItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL }; Item* hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL }; // set before checks to properly undo at problems (it already set in to client) my_trade->SetAccepted(true); TradeStatusInfo info; if (!_player->IsWithinDistInMap(trader, TRADE_DISTANCE, false)) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); my_trade->SetAccepted(false); return; } // not accept case incorrect money amount if (my_trade->GetMoney() > _player->GetMoney()) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY; SendTradeStatus(info); my_trade->SetAccepted(false, true); return; } // not accept case incorrect money amount if (his_trade->GetMoney() > trader->GetMoney()) { info.Status = TRADE_STATUS_CLOSE_WINDOW; info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY; trader->GetSession()->SendTradeStatus(info); his_trade->SetAccepted(false, true); return; } // not accept if some items now can't be trade (cheating) for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (Item* item = my_trade->GetItem(TradeSlots(i))) { if (!item->CanBeTraded()) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } } if (Item* item = his_trade->GetItem(TradeSlots(i))) { if (!item->CanBeTraded()) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } } } if (his_trade->IsAccepted()) { setAcceptTradeMode(my_trade, his_trade, myItems, hisItems); Spell* my_spell = NULL; SpellCastTargets my_targets; Spell* his_spell = NULL; SpellCastTargets his_targets; // not accept if spell can't be casted now (cheating) if (uint32 my_spell_id = my_trade->GetSpell()) { SpellEntry const* spellEntry = sSpellStore.LookupEntry(my_spell_id); Item* castItem = my_trade->GetSpellCastItem(); if (!spellEntry || !his_trade->GetItem(TRADE_SLOT_NONTRADED) || (my_trade->HasSpellCastItem() && !castItem)) { clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); my_trade->SetSpell(0); return; } my_spell = new Spell(_player, spellEntry, true); my_spell->m_CastItem = castItem; my_targets.setTradeItemTarget(_player); my_spell->m_targets = my_targets; SpellCastResult res = my_spell->CheckCast(true); if (res != SPELL_CAST_OK) { my_spell->SendCastResult(res); clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); delete my_spell; my_trade->SetSpell(0); return; } } // not accept if spell can't be casted now (cheating) if (uint32 his_spell_id = his_trade->GetSpell()) { SpellEntry const* spellEntry = sSpellStore.LookupEntry(his_spell_id); Item* castItem = his_trade->GetSpellCastItem(); if (!spellEntry || !my_trade->GetItem(TRADE_SLOT_NONTRADED) || (his_trade->HasSpellCastItem() && !castItem)) { delete my_spell; his_trade->SetSpell(0); clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); return; } his_spell = new Spell(trader, spellEntry, true); his_spell->m_CastItem = castItem; his_targets.setTradeItemTarget(trader); his_spell->m_targets = his_targets; SpellCastResult res = his_spell->CheckCast(true); if (res != SPELL_CAST_OK) { his_spell->SendCastResult(res); clearAcceptTradeMode(my_trade, his_trade); clearAcceptTradeMode(myItems, hisItems); delete my_spell; delete his_spell; his_trade->SetSpell(0); return; } } // inform partner client info.Status = TRADE_STATUS_TRADE_ACCEPT; trader->GetSession()->SendTradeStatus(info); // test if item will fit in each inventory TradeStatusInfo myCanCompleteInfo, hisCanCompleteInfo; hisCanCompleteInfo.Result = trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT); myCanCompleteInfo.Result = _player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT); clearAcceptTradeMode(myItems, hisItems); // in case of missing space report error if (myCanCompleteInfo.Result != EQUIP_ERR_OK) { clearAcceptTradeMode(my_trade, his_trade); myCanCompleteInfo.Status = TRADE_STATUS_CLOSE_WINDOW; trader->GetSession()->SendTradeStatus(myCanCompleteInfo); myCanCompleteInfo.IsTargetResult = true; SendTradeStatus(myCanCompleteInfo); my_trade->SetAccepted(false); his_trade->SetAccepted(false); return; } else if (hisCanCompleteInfo.Result != EQUIP_ERR_OK) { clearAcceptTradeMode(my_trade, his_trade); hisCanCompleteInfo.Status = TRADE_STATUS_CLOSE_WINDOW; SendTradeStatus(hisCanCompleteInfo); hisCanCompleteInfo.IsTargetResult = true; trader->GetSession()->SendTradeStatus(hisCanCompleteInfo); my_trade->SetAccepted(false); his_trade->SetAccepted(false); return; } // execute trade: 1. remove for (int i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i) { if (Item* item = myItems[i]) { item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetObjectGuid()); _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); } if (Item* item = hisItems[i]) { item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, trader->GetObjectGuid()); trader->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); } } // execute trade: 2. store moveItems(myItems, hisItems); // logging money if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { if (_player->GetSession()->GetSecurity() > SEC_PLAYER && my_trade->GetMoney() > 0) { sLog.outCommand(_player->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)", _player->GetName(), _player->GetSession()->GetAccountId(), my_trade->GetMoney(), trader->GetName(), trader->GetSession()->GetAccountId()); } if (trader->GetSession()->GetSecurity() > SEC_PLAYER && his_trade->GetMoney() > 0) { sLog.outCommand(trader->GetSession()->GetAccountId(), "GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)", trader->GetName(), trader->GetSession()->GetAccountId(), his_trade->GetMoney(), _player->GetName(), _player->GetSession()->GetAccountId()); } } // update money _player->ModifyMoney(-int32(my_trade->GetMoney())); _player->ModifyMoney(his_trade->GetMoney()); trader->ModifyMoney(-int32(his_trade->GetMoney())); trader->ModifyMoney(my_trade->GetMoney()); if (my_spell) my_spell->prepare(&my_targets); if (his_spell) his_spell->prepare(&his_targets); // cleanup clearAcceptTradeMode(my_trade, his_trade); delete _player->m_trade; _player->m_trade = NULL; delete trader->m_trade; trader->m_trade = NULL; // desynchronized with the other saves here (SaveInventoryAndGoldToDB() not have own transaction guards) CharacterDatabase.BeginTransaction(); _player->SaveInventoryAndGoldToDB(); trader->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); info.Status = TRADE_STATUS_TRADE_COMPLETE; trader->GetSession()->SendTradeStatus(info); SendTradeStatus(info); } else { info.Status = TRADE_STATUS_TRADE_ACCEPT; trader->GetSession()->SendTradeStatus(info); } } void WorldSession::HandleUnacceptTradeOpcode(WorldPacket& /*recvPacket*/) { TradeData* my_trade = _player->m_trade; if (!my_trade) { return; } my_trade->SetAccepted(false, true); } void WorldSession::HandleBeginTradeOpcode(WorldPacket& /*recvPacket*/) { TradeData* my_trade = _player->m_trade; if (!my_trade) { return; } TradeStatusInfo info; info.Status = TRADE_STATUS_OPEN_WINDOW; my_trade->GetTrader()->GetSession()->SendTradeStatus(info); SendTradeStatus(info); } void WorldSession::SendCancelTrade() { if (m_playerRecentlyLogout) { return; } TradeStatusInfo info; info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); } void WorldSession::HandleCancelTradeOpcode(WorldPacket& /*recvPacket*/) { // sent also after LOGOUT COMPLETE if (_player) // needed because STATUS_LOGGEDIN_OR_RECENTLY_LOGGOUT { _player->TradeCancel(true); } } void WorldSession::HandleInitiateTradeOpcode(WorldPacket& recvPacket) { ObjectGuid otherGuid; recvPacket >> otherGuid; if (GetPlayer()->m_trade) { return; } TradeStatusInfo info; if (!GetPlayer()->IsAlive()) { info.Status = TRADE_STATUS_YOU_DEAD; SendTradeStatus(info); return; } if (GetPlayer()->hasUnitState(UNIT_STAT_STUNNED)) { info.Status = TRADE_STATUS_YOU_STUNNED; SendTradeStatus(info); return; } if (isLogingOut()) { info.Status = TRADE_STATUS_YOU_LOGOUT; SendTradeStatus(info); return; } if (GetPlayer()->IsTaxiFlying()) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); return; } Player* pOther = ObjectAccessor::FindPlayer(otherGuid); if (!pOther) { info.Status = TRADE_STATUS_NO_TARGET; SendTradeStatus(info); return; } if (pOther == GetPlayer() || pOther->m_trade) { info.Status = TRADE_STATUS_BUSY; SendTradeStatus(info); return; } if (!pOther->IsAlive()) { info.Status = TRADE_STATUS_TARGET_DEAD; SendTradeStatus(info); return; } if (pOther->IsTaxiFlying()) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); return; } if (pOther->hasUnitState(UNIT_STAT_STUNNED)) { info.Status = TRADE_STATUS_TARGET_STUNNED; SendTradeStatus(info); return; } if (pOther->GetSession()->isLogingOut()) { info.Status = TRADE_STATUS_TARGET_LOGOUT; SendTradeStatus(info); return; } if (pOther->GetSocial()->HasIgnore(GetPlayer()->GetObjectGuid())) { info.Status = TRADE_STATUS_IGNORE_YOU; SendTradeStatus(info); return; } if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_TRADE) && pOther->GetTeam() != _player->GetTeam()) { info.Status = TRADE_STATUS_WRONG_FACTION; SendTradeStatus(info); return; } if (!pOther->IsWithinDistInMap(_player, TRADE_DISTANCE, false)) { info.Status = TRADE_STATUS_TARGET_TO_FAR; SendTradeStatus(info); return; } // OK start trade _player->m_trade = new TradeData(_player, pOther); pOther->m_trade = new TradeData(pOther, _player); info.Status = TRADE_STATUS_BEGIN_TRADE; info.TraderGuid = _player->GetObjectGuid(); pOther->GetSession()->SendTradeStatus(info); } void WorldSession::HandleSetTradeGoldOpcode(WorldPacket& recvPacket) { uint32 gold; recvPacket >> gold; TradeData* my_trade = _player->GetTradeData(); if (!my_trade) { return; } // gold can be incorrect, but this is checked at trade finished. my_trade->SetMoney(gold); } void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket) { // send update uint8 tradeSlot; uint8 bag; uint8 slot; recvPacket >> tradeSlot; recvPacket >> bag; recvPacket >> slot; TradeData* my_trade = _player->m_trade; if (!my_trade) { return; } TradeStatusInfo info; // invalid slot number if (tradeSlot >= TRADE_SLOT_COUNT) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } // check cheating, can't fail with correct client operations Item* item = _player->GetItemByPos(bag, slot); if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded())) { info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } // prevent place single item into many trade slots using cheating and client bugs if (my_trade->HasItem(item->GetObjectGuid())) { // cheating attempt info.Status = TRADE_STATUS_TRADE_CANCELED; SendTradeStatus(info); return; } my_trade->SetItem(TradeSlots(tradeSlot), item); } void WorldSession::HandleClearTradeItemOpcode(WorldPacket& recvPacket) { uint8 tradeSlot; recvPacket >> tradeSlot; TradeData* my_trade = _player->m_trade; if (!my_trade) { return; } // invalid slot number if (tradeSlot >= TRADE_SLOT_COUNT) { return; } my_trade->SetItem(TradeSlots(tradeSlot), NULL); }