/* * Copyright (C) 2005-2012 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Opcodes.h" #include "Log.h" #include "ObjectMgr.h" #include "Player.h" #include "Item.h" #include "UpdateData.h" #include "Chat.h" void WorldSession::HandleSplitItemOpcode(WorldPacket& recv_data) { // DEBUG_LOG("WORLD: CMSG_SPLIT_ITEM"); uint8 srcbag, srcslot, dstbag, dstslot; uint32 count; recv_data >> srcbag >> srcslot >> dstbag >> dstslot >> count; // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", 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, NULL, NULL); return; } if (!_player->IsValidPos(dstbag, dstslot, false)) // can be autostore pos { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); return; } _player->SplitItem(src, dst, count); } void WorldSession::HandleSwapInvItemOpcode(WorldPacket& recv_data) { // DEBUG_LOG("WORLD: CMSG_SWAP_INV_ITEM"); uint8 srcslot, dstslot; recv_data >> dstslot >> srcslot; // DEBUG_LOG("STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot); // prevent attempt swap same item to current position generated by client at special cheating sequence if (srcslot == dstslot) return; if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, srcslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); 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& recv_data) { ObjectGuid itemGuid; uint8 dstslot; recv_data >> 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& recv_data) { // DEBUG_LOG("WORLD: CMSG_SWAP_ITEM"); uint8 dstbag, dstslot, srcbag, srcslot; recv_data >> dstbag >> dstslot >> srcbag >> srcslot ; // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot); uint16 src = ((srcbag << 8) | srcslot); uint16 dst = ((dstbag << 8) | dstslot); // prevent attempt swap same item to current position generated by client at special cheating sequence if (src == dst) return; if (!_player->IsValidPos(srcbag, srcslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } if (!_player->IsValidPos(dstbag, dstslot, true)) { _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); return; } _player->SwapItem(src, dst); } void WorldSession::HandleAutoEquipItemOpcode(WorldPacket& recv_data) { // DEBUG_LOG("WORLD: CMSG_AUTOEQUIP_ITEM"); uint8 srcbag, srcslot; recv_data >> srcbag >> srcslot; // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot); Item* pSrcItem = _player->GetItemByPos(srcbag, srcslot); if (!pSrcItem) return; // only at cheat uint16 dest; InventoryResult msg = _player->CanEquipItem(NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag()); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pSrcItem, NULL); return; } uint16 src = pSrcItem->GetPos(); if (dest == src) // prevent equip in same slot, only at cheat return; Item* pDstItem = _player->GetItemByPos(dest); 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 { uint8 dstbag = pDstItem->GetBagSlot(); uint8 dstslot = pDstItem->GetSlot(); msg = _player->CanUnequipItem(dest, !pSrcItem->IsBag()); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pDstItem, NULL); 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, false); _player->RemoveItem(srcbag, srcslot, false); // 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(); } } void WorldSession::HandleDestroyItemOpcode(WorldPacket& recv_data) { // DEBUG_LOG("WORLD: CMSG_DESTROYITEM"); uint8 bag, slot, count, data1, data2, data3; recv_data >> bag >> slot >> count >> data1 >> data2 >> data3; // DEBUG_LOG("STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count); 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), NULL); return; } } Item* pItem = _player->GetItemByPos(bag, slot); if (!pItem) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); return; } // checked at client side and not have server side appropriate error output if (pItem->GetProto()->Flags & ITEM_FLAG_INDESTRUCTIBLE) { _player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, NULL, NULL); return; } if (count) { uint32 i_count = count; _player->DestroyItemCount(pItem, i_count, true); } else _player->DestroyItem(bag, slot, true); } // Only _static_ data send in this packet !!! void WorldSession::HandleItemQuerySingleOpcode(WorldPacket& recv_data) { // DEBUG_LOG("WORLD: CMSG_ITEM_QUERY_SINGLE"); uint32 item; recv_data >> item; DETAIL_LOG("STORAGE: Item Query = %u", item); ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item); if (pProto) { int loc_idx = GetSessionDbLocaleIndex(); std::string name = pProto->Name1; std::string description = pProto->Description; sObjectMgr.GetItemLocaleStrings(pProto->ItemId, loc_idx, &name, &description); // guess size WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600); data << pProto->ItemId; data << pProto->Class; data << pProto->SubClass; data << int32(pProto->Unk0); // new 2.0.3, not exist in wdb cache? data << name; data << uint8(0x00); // pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name... data << uint8(0x00); // pProto->Name3; // blizz not send name there, just uint8(0x00); data << uint8(0x00); // pProto->Name4; // blizz not send name there, just uint8(0x00); data << pProto->DisplayInfoID; data << pProto->Quality; data << pProto->Flags; data << pProto->Flags2; // new in 3.2 data << pProto->BuyPrice; data << pProto->SellPrice; data << pProto->InventoryType; data << pProto->AllowableClass; data << pProto->AllowableRace; data << pProto->ItemLevel; data << pProto->RequiredLevel; data << pProto->RequiredSkill; data << pProto->RequiredSkillRank; data << pProto->RequiredSpell; data << pProto->RequiredHonorRank; data << pProto->RequiredCityRank; data << pProto->RequiredReputationFaction; data << pProto->RequiredReputationRank; data << int32(pProto->MaxCount); data << int32(pProto->Stackable); data << pProto->ContainerSlots; data << pProto->StatsCount; // item stats count for (uint32 i = 0; i < pProto->StatsCount; ++i) { data << pProto->ItemStat[i].ItemStatType; data << pProto->ItemStat[i].ItemStatValue; data << uint32(0); // 4.0.0 data << uint32(0); // 4.0.0 } data << pProto->ScalingStatDistribution; // scaling stats distribution data << pProto->ScalingStatValue; // some kind of flags used to determine stat values column //for(int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) //{ // data << pProto->Damage[i].DamageMin; // data << pProto->Damage[i].DamageMax; // data << pProto->Damage[i].DamageType; //} // resistances (7) //data << pProto->Armor; //data << pProto->HolyRes; //data << pProto->FireRes; //data << pProto->NatureRes; //data << pProto->FrostRes; //data << pProto->ShadowRes; //data << pProto->ArcaneRes; data << uint32(0); // DamageType //data << pProto->AmmoType; data << pProto->Delay; data << 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 SpellEntry const* spell = sSpellStore.LookupEntry(pProto->Spells[s].SpellId); if (spell) { bool db_data = pProto->Spells[s].SpellCooldown >= 0 || pProto->Spells[s].SpellCategoryCooldown >= 0; data << pProto->Spells[s].SpellId; data << pProto->Spells[s].SpellTrigger; data << uint32(-abs(pProto->Spells[s].SpellCharges)); if (db_data) { data << uint32(pProto->Spells[s].SpellCooldown); data << uint32(pProto->Spells[s].SpellCategory); data << uint32(pProto->Spells[s].SpellCategoryCooldown); } else { data << uint32(spell->GetRecoveryTime()); data << uint32(spell->GetCategory()); data << uint32(spell->GetCategoryRecoveryTime()); } } else { data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(-1); data << uint32(0); data << uint32(-1); } } data << pProto->Bonding; data << description; data << pProto->PageText; data << pProto->LanguageID; data << pProto->PageMaterial; data << pProto->StartQuest; data << pProto->LockID; data << int32(pProto->Material); data << pProto->Sheath; data << pProto->RandomProperty; data << pProto->RandomSuffix; data << pProto->Block; data << pProto->ItemSet; data << pProto->MaxDurability; data << pProto->Area; data << pProto->Map; // Added in 1.12.x & 2.0.1 client branch data << pProto->BagFamily; data << pProto->TotemCategory; for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s) { data << pProto->Socket[s].Color; data << pProto->Socket[s].Content; } data << uint32(pProto->socketBonus); data << uint32(pProto->GemProperties); data << int32(pProto->RequiredDisenchantSkill); data << float(pProto->ArmorDamageModifier); data << uint32(pProto->Duration); // added in 2.4.2.8209, duration (seconds) data << uint32(pProto->ItemLimitCategory); // WotLK, ItemLimitCategory data << uint32(pProto->HolidayId); // Holiday.dbc? data << float(0); // damage/armor scaling factor data << uint32(0); // 4.0.0 data << uint32(0); // 4.0.0 SendPacket( &data ); } else { DEBUG_LOG("WORLD: CMSG_ITEM_QUERY_SINGLE - NO item INFO! (ENTRY: %u)", item); WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 4); data << uint32(item | 0x80000000); SendPacket(&data); } } void WorldSession::HandleReadItemOpcode(WorldPacket& recv_data) { // DEBUG_LOG( "WORLD: CMSG_READ_ITEM"); uint8 bag, slot; recv_data >> bag >> slot; // sLog.outDetail("STORAGE: Read bag = %u, slot = %u", bag, slot); Item* pItem = _player->GetItemByPos(bag, slot); if (pItem && pItem->GetProto()->PageText) { WorldPacket data; InventoryResult msg = _player->CanUseItem(pItem); if (msg == EQUIP_ERR_OK) { data.Initialize(SMSG_READ_ITEM_OK, 8); DETAIL_LOG("STORAGE: Item page sent"); } else { data.Initialize(SMSG_READ_ITEM_FAILED, 8); DETAIL_LOG("STORAGE: Unable to read item"); _player->SendEquipError(msg, pItem, NULL); } data << ObjectGuid(pItem->GetObjectGuid()); SendPacket(&data); } else _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL); } void WorldSession::HandlePageQuerySkippedOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received CMSG_PAGE_TEXT_QUERY"); uint32 itemid; ObjectGuid guid; recv_data >> itemid >> guid; DETAIL_LOG("Packet Info: itemid: %u guid: %s", itemid, guid.GetString().c_str()); } void WorldSession::HandleSellItemOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received CMSG_SELL_ITEM"); ObjectGuid vendorGuid; ObjectGuid itemGuid; uint32 count; recv_data >> vendorGuid; recv_data >> itemGuid; recv_data >> count; if (!itemGuid) return; Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!pCreature) { DEBUG_LOG("WORLD: HandleSellItemOpcode - %s not found or you can't interact with him.", vendorGuid.GetString().c_str()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemGuid, 0); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); Item* pItem = _player->GetItemByGuid(itemGuid); if (pItem) { // prevent sell not owner item if (_player->GetObjectGuid() != pItem->GetOwnerGuid()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0); return; } // prevent sell non empty bag by drag-and-drop at vendor's item list if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0); return; } // prevent sell currently looted item if (_player->GetLootGuid() == pItem->GetObjectGuid()) { _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0); return; } // 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, pCreature, itemGuid, 0); return; } } ItemPrototype const* pProto = pItem->GetProto(); if (pProto) { if (pProto->SellPrice > 0) { if (count < pItem->GetCount()) // need split items { Item* pNewItem = pItem->CloneItem(count, _player); if (!pNewItem) { sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count); _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0); return; } pItem->SetCount(pItem->GetCount() - count); _player->ItemRemovedQuestCheck(pItem->GetEntry(), count); if (_player->IsInWorld()) pItem->SendCreateUpdateToPlayer(_player); pItem->SetState(ITEM_CHANGED, _player); _player->AddItemToBuyBackSlot(pNewItem); if (_player->IsInWorld()) pNewItem->SendCreateUpdateToPlayer(_player); } else { _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount()); _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true); pItem->RemoveFromUpdateQueueOf(_player); _player->AddItemToBuyBackSlot(pItem); } uint32 money = pProto->SellPrice * count; _player->ModifyMoney(money); _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money); } else _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0); return; } } _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemGuid, 0); return; } void WorldSession::HandleBuybackItem(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received CMSG_BUYBACK_ITEM"); ObjectGuid vendorGuid; uint32 slot; recv_data >> vendorGuid >> slot; Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!pCreature) { DEBUG_LOG("WORLD: HandleBuybackItem - %s not found or you can't interact with him.", vendorGuid.GetString().c_str()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, ObjectGuid(), 0); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(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->GetMoney() < price) { _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0); return; } ItemPosCountVec dest; InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false); if (msg == EQUIP_ERR_OK) { _player->ModifyMoney(-(int32)price); _player->RemoveItemFromBuyBackSlot(slot, false); _player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount()); _player->StoreItem(dest, pItem, true); } else _player->SendEquipError(msg, pItem, NULL); return; } else _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0); } void WorldSession::HandleBuyItemInSlotOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received CMSG_BUY_ITEM_IN_SLOT"); ObjectGuid vendorGuid; ObjectGuid bagGuid; uint32 item, slot, count; uint8 bagslot; recv_data >> vendorGuid >> item >> slot >> bagGuid >> bagslot >> count; // client side expected counting from 1, and we send to client vendorslot+1 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->GetObjectGuid()) bag = INVENTORY_SLOT_BAG_0; else { for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)_player->GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (bagGuid == pBag->GetObjectGuid()) { bag = i; break; } } } } // bag not found, cheating? if (bag == NULL_BAG) return; GetPlayer()->BuyItemFromVendorSlot(vendorGuid, slot, item, count, bag, bagslot); } void WorldSession::HandleBuyItemOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: Received CMSG_BUY_ITEM"); ObjectGuid vendorGuid; uint32 item, slot, count; uint8 unk1; recv_data >> vendorGuid >> item >> slot >> count >> unk1; // client side expected counting from 1, and we send to client vendorslot+1 already if (slot > 0) --slot; else return; // cheating GetPlayer()->BuyItemFromVendorSlot(vendorGuid, slot, item, count, NULL_BAG, NULL_SLOT); } void WorldSession::HandleListInventoryOpcode(WorldPacket& recv_data) { ObjectGuid guid; recv_data >> guid; if (!GetPlayer()->isAlive()) return; DEBUG_LOG("WORLD: Recvd CMSG_LIST_INVENTORY"); SendListInventory(guid); } void WorldSession::SendListInventory(ObjectGuid vendorguid) { DEBUG_LOG("WORLD: Sent SMSG_LIST_INVENTORY"); Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR); if (!pCreature) { DEBUG_LOG("WORLD: SendListInventory - %s not found or you can't interact with him.", vendorguid.GetString().c_str()); _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, ObjectGuid(), 0); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); // Stop the npc if moving if (!pCreature->IsStopped()) pCreature->StopMoving(); VendorItemData const* vItems = pCreature->GetVendorItems(); VendorItemData const* tItems = pCreature->GetVendorTemplateItems(); if (!vItems && !tItems) { WorldPacket data(SMSG_LIST_INVENTORY, (8 + 1 + 1)); data << ObjectGuid(vendorguid); data << uint8(0); // count==0, next will be error code data << uint8(0); // "Vendor has no inventory" SendPacket(&data); return; } uint8 customitems = vItems ? vItems->GetItemCount() : 0; uint8 numitems = customitems + (tItems ? tItems->GetItemCount() : 0); uint8 count = 0; WorldPacket data(SMSG_LIST_INVENTORY, (8 + 1 + numitems * 8 * 4)); data << ObjectGuid(vendorguid); size_t count_pos = data.wpos(); data << uint8(count); // placeholder, client limit 150 items (as of 3.3.3) float discountMod = _player->GetReputationPriceDiscount(pCreature); for (uint8 vendorslot = 0; vendorslot < numitems; ++vendorslot) { VendorItem const* crItem = vendorslot < customitems ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - customitems); if (crItem) { uint32 itemId = crItem->item; ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(itemId); if (pProto) { if (!_player->isGameMaster()) { // class wrong item skip only for bindable case if ((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP) continue; // race wrong item skip always if ((pProto->Flags2 & ITEM_FLAG2_HORDE_ONLY) && _player->GetTeam() != HORDE) continue; if ((pProto->Flags2 & ITEM_FLAG2_ALLIANCE_ONLY) && _player->GetTeam() != ALLIANCE) continue; if ((pProto->AllowableRace & _player->getRaceMask()) == 0) continue; } // possible item coverting for BoA case if (pProto->Flags & ITEM_FLAG_BOA) { // convert if can use and then buy if (pProto->RequiredReputationFaction && uint32(_player->GetReputationRank(pProto->RequiredReputationFaction)) >= pProto->RequiredReputationRank) { // checked at convert data loading as existed if (uint32 newItemId = sObjectMgr.GetItemConvert(itemId, _player->getRaceMask())) pProto = ObjectMgr::GetItemPrototype(newItemId); } } ++count; // reputation discount uint32 price = (crItem->ExtendedCost == 0 || pProto->Flags2 & ITEM_FLAG2_EXT_COST_REQUIRES_GOLD) ? uint32(floor(pProto->BuyPrice * discountMod)) : 0; data << uint32(vendorslot + 1); // client size expected counting from 1 data << uint32(pProto->ItemId); data << uint32(pProto->DisplayInfoID); data << uint32(crItem->maxcount <= 0 ? 0xFFFFFFFF : pCreature->GetVendorItemCurrentCount(crItem)); data << uint32(price); data << uint32(pProto->MaxDurability); data << uint32(pProto->BuyCount); data << uint32(crItem->ExtendedCost); } } } if (count == 0) { data << uint8(0); // "Vendor has no inventory" SendPacket(&data); return; } data.put(count_pos, count); SendPacket(&data); } void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket& recv_data) { // DEBUG_LOG("WORLD: CMSG_AUTOSTORE_BAG_ITEM"); uint8 srcbag, srcslot, dstbag; recv_data >> srcbag >> srcslot >> dstbag; // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", 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, NULL, NULL); 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, NULL); return; } } ItemPosCountVec dest; InventoryResult msg = _player->CanStoreItem(dstbag, NULL_SLOT, dest, pItem, false); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pItem, NULL); return; } // no-op: placed in same slot if (dest.size() == 1 && dest[0].pos == src) { // just remove gray item state _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL); return; } _player->RemoveItem(srcbag, srcslot, true); _player->StoreItem(dest, pItem, true); } bool WorldSession::CheckBanker(ObjectGuid guid) { // GM case if (guid == GetPlayer()->GetObjectGuid()) { // command case will return only if player have real access to command if (!ChatHandler(GetPlayer()).FindCommand("bank")) { DEBUG_LOG("%s attempt open bank in cheating way.", guid.GetString().c_str()); return false; } } // banker case else { if (!GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BANKER)) { DEBUG_LOG("Banker %s not found or you can't interact with him.", guid.GetString().c_str()); return false; } } return true; } void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: CMSG_BUY_BANK_SLOT"); ObjectGuid guid; recvPacket >> guid; if (!CheckBanker(guid)) return; uint32 slot = _player->GetBankBagSlotCount(); // next slot ++slot; DETAIL_LOG("PLAYER: Buy bank bag slot, slot number = %u", slot); BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot); WorldPacket data(SMSG_BUY_BANK_SLOT_RESULT, 4); if (!slotEntry) { data << uint32(ERR_BANKSLOT_FAILED_TOO_MANY); SendPacket(&data); return; } uint32 price = slotEntry->price; if (_player->GetMoney() < price) { data << uint32(ERR_BANKSLOT_INSUFFICIENT_FUNDS); SendPacket(&data); return; } _player->SetBankBagSlotCount(slot); _player->ModifyMoney(-int32(price)); data << uint32(ERR_BANKSLOT_OK); SendPacket(&data); _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT); } void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: CMSG_AUTOBANK_ITEM"); uint8 srcbag, srcslot; recvPacket >> srcbag >> srcslot; DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot); Item* pItem = _player->GetItemByPos(srcbag, srcslot); if (!pItem) return; ItemPosCountVec dest; InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pItem, NULL); return; } // no-op: placed in same slot if (dest.size() == 1 && dest[0].pos == pItem->GetPos()) { // just remove gray item state _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL); return; } _player->RemoveItem(srcbag, srcslot, true); _player->BankItem(dest, pItem, true); } void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket) { DEBUG_LOG("WORLD: CMSG_AUTOSTORE_BANK_ITEM"); uint8 srcbag, srcslot; recvPacket >> srcbag >> srcslot; DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot); Item* pItem = _player->GetItemByPos(srcbag, srcslot); if (!pItem) return; if (_player->IsBankPos(srcbag, srcslot)) // moving from bank to inventory { ItemPosCountVec dest; InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pItem, NULL); return; } _player->RemoveItem(srcbag, srcslot, true); _player->StoreItem(dest, pItem, true); } else // moving from inventory to bank { ItemPosCountVec dest; InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false); if (msg != EQUIP_ERR_OK) { _player->SendEquipError(msg, pItem, NULL); return; } _player->RemoveItem(srcbag, srcslot, true); _player->BankItem(dest, pItem, true); } } void WorldSession::HandleSetAmmoOpcode(WorldPacket& recv_data) { if (!GetPlayer()->isAlive()) { GetPlayer()->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL); return; } DEBUG_LOG("WORLD: CMSG_SET_AMMO"); uint32 item; recv_data >> item; if (!item) GetPlayer()->RemoveAmmo(); else GetPlayer()->SetAmmo(item); } void WorldSession::SendEnchantmentLog(ObjectGuid targetGuid, ObjectGuid casterGuid, uint32 itemId, uint32 spellId) { WorldPacket data(SMSG_ENCHANTMENTLOG, (8 + 8 + 4 + 4 + 1)); // last check 2.0.10 data << ObjectGuid(targetGuid); data << ObjectGuid(casterGuid); data << uint32(itemId); data << uint32(spellId); data << uint8(0); SendPacket(&data); } 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 << ObjectGuid(itemGuid); data << uint32(slot); data << uint32(duration); data << ObjectGuid(playerGuid); SendPacket(&data); } void WorldSession::HandleItemNameQueryOpcode(WorldPacket& recv_data) { uint32 itemid; recv_data >> itemid; recv_data.read_skip(); // guid DEBUG_LOG("WORLD: CMSG_ITEM_NAME_QUERY %u", itemid); if (ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(itemid)) { int loc_idx = GetSessionDbLocaleIndex(); std::string name = pProto->Name1; sObjectMgr.GetItemLocaleStrings(pProto->ItemId, loc_idx, &name); // guess size WorldPacket data(SMSG_ITEM_NAME_QUERY_RESPONSE, (4 + 10)); data << uint32(pProto->ItemId); data << name; data << uint32(pProto->InventoryType); SendPacket(&data); return; } else { // listed in dbc or not expected to exist unknown item if(true/*sItemStore.LookupEntry(itemid)*/) sLog.outErrorDb("WORLD: CMSG_ITEM_NAME_QUERY for item %u failed (item listed in Item.dbc but not exist in DB)", itemid); else sLog.outError("WORLD: CMSG_ITEM_NAME_QUERY for item %u failed (unknown item, not listed in Item.dbc)", itemid); } } void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data) { DEBUG_LOG("Received opcode CMSG_WRAP_ITEM"); uint8 gift_bag, gift_slot, item_bag, item_slot; // recv_data.hexlike(); recv_data >> gift_bag >> gift_slot; // paper recv_data >> item_bag >> item_slot; // item DEBUG_LOG("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", 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, NULL); return; } // cheating: non-wrapper wrapper (all empty wrappers is stackable) if (!(gift->GetProto()->Flags & ITEM_FLAG_WRAPPER) || gift->GetMaxStackCount() == 1) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL); return; } Item* item = _player->GetItemByPos(item_bag, item_slot); if (!item) { _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL); return; } if (item == gift) // not possible with packet from real client { _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL); return; } if (item->IsEquipped()) { _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL); return; } if (item->GetGuidValue(ITEM_FIELD_GIFTCREATOR)) // HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED); { _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL); return; } if (item->IsBag()) { _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL); return; } if (item->IsSoulBound()) { _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL); return; } if (item->GetMaxStackCount() != 1) { _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL); return; } // maybe not correct check (it is better than nothing) if (item->GetProto()->MaxCount > 0) { _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL); return; } CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", item->GetOwnerGuid().GetCounter(), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS)); 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->GetObjectGuid()); item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED); item->SetState(ITEM_CHANGED, _player); if (item->GetState() == ITEM_NEW) // save new item, to have alway for `character_gifts` record in `item_instance` { // after save it will be impossible to remove the item from the queue item->RemoveFromUpdateQueueOf(_player); item->SaveToDB(); // item gave inventory record unchanged and can be save standalone } CharacterDatabase.CommitTransaction(); uint32 count = 1; _player->DestroyItemCount(gift, count, true); } void WorldSession::HandleSocketOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_SOCKET_GEMS"); ObjectGuid itemGuid; ObjectGuid gemGuids[MAX_GEM_SOCKETS]; recv_data >> itemGuid; if (!itemGuid.IsItem()) return; for (int i = 0; i < MAX_GEM_SOCKETS; ++i) recv_data >> gemGuids[i]; // cheat -> tried to socket same gem multiple times for (int i = 0; i < MAX_GEM_SOCKETS; ++i) { ObjectGuid gemGuid = gemGuids[i]; if (!gemGuid) continue; if (!gemGuid.IsItem()) return; for (int j = i + 1; j < MAX_GEM_SOCKETS; ++j) if (gemGuids[j] == gemGuid) return; } Item* itemTarget = _player->GetItemByGuid(itemGuid); if (!itemTarget) // missing item to socket return; ItemPrototype const* itemProto = itemTarget->GetProto(); 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] = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL; 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]->GetProto()->GemProperties) : NULL; 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; // not first not-colored (not normally used) socket if (i != 0 && !itemProto->Socket[i - 1].Color && (i + 1 >= MAX_GEM_SOCKETS || itemProto->Socket[i + 1].Color)) return; // ok, this is first not colored socket for item with prismatic socket } // 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. ItemPrototype const* iGemProto = Gems[i]->GetProto(); // unique item (for new and already placed bit removed enchantments if (iGemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED) { 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, NULL); 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, NULL); return; } } } } } // unique limit type item int32 limit_newcount = 0; if (iGemProto->ItemLimitCategory) { if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory)) { // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case for (int j = 0; j < MAX_GEM_SOCKETS; ++j) { if (Gems[j]) { // destroyed gem if (OldEnchants[j]) { if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j])) if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID)) if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory) --limit_newcount; } // new gem if (iGemProto->ItemLimitCategory == Gems[j]->GetProto()->ItemLimitCategory) ++limit_newcount; } // existing gem else if (OldEnchants[j]) { if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j])) if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(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, NULL); return; } } } // for equipped item check all equipment for duplicate equipped gems if (itemTarget->IsEquipped()) { if (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot, limit_newcount >= 0 ? limit_newcount : 0)) { _player->SendEquipError(res, itemTarget, NULL); 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); if (Item* guidItem = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL) _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->GetProto()->socketBonus : 0), 0, 0); _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) } void WorldSession::HandleCancelTempEnchantmentOpcode(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT"); uint32 eslot; recv_data >> 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& recv_data) { DEBUG_LOG("WORLD: CMSG_ITEM_REFUND_INFO_REQUEST"); ObjectGuid itemGuid; recv_data >> itemGuid; Item* item = _player->GetItemByGuid(itemGuid); if (!item) { DEBUG_LOG("Item refund: item not found!"); return; } if (!(item->GetProto()->Flags & ITEM_FLAG_REFUNDABLE)) { DEBUG_LOG("Item refund: item not refundable!"); return; } // item refund system not implemented yet } /** * 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& recv_data) { ObjectGuid itemGuid; recv_data >> itemGuid; DEBUG_LOG("CMSG_ITEM_TEXT_QUERY item guid: %u", itemGuid.GetCounter()); WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, (4 + 10)); // guess size if (Item* item = _player->GetItemByGuid(itemGuid)) { data << uint8(0); // has text data << ObjectGuid(itemGuid); // item guid data << item->GetText(); } else { data << uint8(1); // no text } SendPacket(&data); }