/* * Copyright (C) 2005-2010 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 */ /** * @addtogroup mailing * @{ * * @file Mail.cpp * This file contains the the code needed for MaNGOS to handle mails. * */ #include "Mail.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Opcodes.h" #include "Log.h" #include "World.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "Player.h" #include "UpdateMask.h" #include "Unit.h" #include "Language.h" #include "DBCStores.h" #include "BattleGroundMgr.h" #include "Item.h" #include "AuctionHouseMgr.h" /** * Handles the Packet sent by the client when sending a mail. * * This methods takes the packet sent by the client and performs the following actions: * - Checks whether the mail is valid: i.e. can he send the selected items, * does he have enough money, etc. * - Creates a MailDraft and adds the needed items, money, cost data. * - Sends the mail. * * Depending on the outcome of the checks performed the player will recieve a different * MailResponseResult. * * @see MailResponseResult * @see SendMailResult() * * @param recv_data the WorldPacket containing the data sent by the client. */ void WorldSession::HandleSendMail(WorldPacket & recv_data ) { uint64 mailbox, unk3; std::string receiver, subject, body; uint32 unk1, unk2, money, COD; uint8 unk4; recv_data >> mailbox; recv_data >> receiver; recv_data >> subject; recv_data >> body; recv_data >> unk1; // stationery? recv_data >> unk2; // 0x00000000 uint8 items_count; recv_data >> items_count; // attached items count if (items_count > MAX_MAIL_ITEMS) // client limit { GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_TOO_MANY_ATTACHMENTS); recv_data.rpos(recv_data.wpos()); // set to end to avoid warnings spam return; } uint64 itemGUIDs[MAX_MAIL_ITEMS]; for(uint8 i = 0; i < items_count; ++i) { recv_data.read_skip(); // item slot in mail, not used recv_data >> itemGUIDs[i]; } recv_data >> money >> COD; // money and cod recv_data >> unk3; // const 0 recv_data >> unk4; // const 0 // packet read complete, now do check if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; if (receiver.empty()) return; Player* pl = _player; uint64 rc = 0; if (normalizePlayerName(receiver)) rc = sObjectMgr.GetPlayerGUIDByName(receiver); if (!rc) { DETAIL_LOG("Player %u is sending mail to %s (GUID: nonexistent!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2); pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND); return; } DETAIL_LOG("Player %u is sending mail to %s (GUID: %u) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u", pl->GetGUIDLow(), receiver.c_str(), GUID_LOPART(rc), subject.c_str(), body.c_str(), items_count, money, COD, unk1, unk2); if (pl->GetGUID() == rc) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF); return; } uint32 cost = items_count ? 30 * items_count : 30; // price hardcoded in client uint32 reqmoney = cost + money; if (pl->GetMoney() < reqmoney) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Player *receive = sObjectMgr.GetPlayer(rc); uint32 rc_team = 0; uint8 mails_count = 0; // do not allow to send to one player more than 100 mails if (receive) { rc_team = receive->GetTeam(); mails_count = receive->GetMailSize(); } else { rc_team = sObjectMgr.GetPlayerTeamByGUID(rc); if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc))) { Field *fields = result->Fetch(); mails_count = fields[0].GetUInt32(); delete result; } } // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255.. if (mails_count > 100) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED); return; } // check the receiver's Faction... if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_MAIL) && pl->GetTeam() != rc_team && GetSecurity() == SEC_PLAYER) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM); return; } uint32 rc_account = receive ? receive->GetSession()->GetAccountId() : sObjectMgr.GetPlayerAccountIdByGUID(rc); Item* items[MAX_MAIL_ITEMS]; for(uint8 i = 0; i < items_count; ++i) { if (!itemGUIDs[i]) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID); return; } Item* item = pl->GetItemByGuid(itemGUIDs[i]); // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail) if(!item) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID); return; } if (!item->CanBeTraded(true)) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM); return; } if (item->IsBoundAccountWide() && item->IsSoulBound() && pl->GetSession()->GetAccountId() != rc_account) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS); return; } if ((item->GetProto()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION)) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM); return; } if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD); return; } items[i] = item; } pl->SendMailResult(0, MAIL_SEND, MAIL_OK); pl->ModifyMoney( -int32(reqmoney) ); pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost); bool needItemDelay = false; MailDraft draft(subject, body); if (items_count > 0 || money > 0) { if (items_count > 0) { for(uint8 i = 0; i < items_count; ++i) { Item* item = items[i]; if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), item->GetProto()->Name1, item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account); } pl->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true); CharacterDatabase.BeginTransaction(); item->DeleteFromInventoryDB(); // deletes item from character's inventory item->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone // owner in data will set at mail receive and item extracting CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", GUID_LOPART(rc), item->GetGUIDLow()); CharacterDatabase.CommitTransaction(); draft.AddItem(item); } // if item send to character at another account, then apply item delivery delay needItemDelay = pl->GetSession()->GetAccountId() != rc_account; } if (money > 0 && GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(),"GM %s (Account: %u) mail money: %u to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account); } } // If theres is an item, there is a one hour delivery delay if sent to another account's character. uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_UINT32_MAIL_DELIVERY_DELAY) : 0; // will delete item or place to receiver mail list draft .AddMoney(money) .AddCOD(COD) .SendMailTo(MailReceiver(receive, GUID_LOPART(rc)), pl, body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay); CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); } /** * Handles the Packet sent by the client when reading a mail. * * This method is called when a client reads a mail that was previously unread. * It will add the MAIL_CHECK_MASK_READ flag to the mail being read. * * @see MailCheckMask * * @param recv_data the packet containing information about the mail the player read. * */ void WorldSession::HandleMailMarkAsRead(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; if (Mail *m = pl->GetMail(mailId)) { if (pl->unReadMails) --pl->unReadMails; m->checked = m->checked | MAIL_CHECK_MASK_READ; pl->m_mailsUpdated = true; m->state = MAIL_STATE_CHANGED; } } /** * Handles the Packet sent by the client when deleting a mail. * * This method is called when a client deletes a mail in his mailbox. * * @param recv_data The packet containing information about the mail being deleted. * */ void WorldSession::HandleMailDelete(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; recv_data.read_skip(); // mailTemplateId if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* pl = _player; pl->m_mailsUpdated = true; if(Mail *m = pl->GetMail(mailId)) { // delete shouldn't show up for COD mails if (m->COD) { pl->SendMailResult(mailId, MAIL_DELETED, MAIL_ERR_INTERNAL_ERROR); return; } m->state = MAIL_STATE_DELETED; } pl->SendMailResult(mailId, MAIL_DELETED, MAIL_OK); } /** * Handles the Packet sent by the client when returning a mail to sender. * This method is called when a player chooses to return a mail to its sender. * It will create a new MailDraft and add the items, money, etc. associated with the mail * and then send the mail to the original sender. * * @param recv_data The packet containing information about the mail being returned. * */ void WorldSession::HandleMailReturnToSender(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; recv_data.read_skip(); // original sender GUID for return to, not used if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; Mail *m = pl->GetMail(mailId); if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR); return; } //we can return mail now //so firstly delete the old one CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mailId); // needed? CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mailId); CharacterDatabase.CommitTransaction(); pl->RemoveMail(mailId); // send back only to existing players and simple drop for other cases if (m->messageType == MAIL_NORMAL && m->sender) { MailDraft draft(m->subject, m->body); if (m->mailTemplateId) draft = MailDraft(m->mailTemplateId, false); // items already included if(m->HasItems()) { for(std::vector::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) { if(Item *item = pl->GetMItem(itr2->item_guid)) draft.AddItem(item); pl->RemoveMItem(itr2->item_guid); } } draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender); } delete m; // we can deallocate old mail pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK); } /** * Handles the packet sent by the client when taking an item from the mail. */ void WorldSession::HandleMailTakeItem(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; uint32 itemId; recv_data >> mailbox; recv_data >> mailId; recv_data >> itemId; // item guid low if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player* pl = _player; Mail* m = pl->GetMail(mailId); if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } // prevent cheating with skip client money check if(pl->GetMoney() < m->COD) { pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY); return; } Item *it = pl->GetMItem(itemId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, it, false ); if( msg == EQUIP_ERR_OK ) { m->RemoveItem(itemId); m->removedItems.push_back(itemId); if (m->COD > 0) // if there is COD, take COD money from player and send them to sender by mail { ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender); Player *receive = sObjectMgr.GetPlayer(sender_guid); uint32 sender_accId = 0; if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) ) { std::string sender_name; if(receive) { sender_accId = receive->GetSession()->GetAccountId(); sender_name = receive->GetName(); } else { // can be calculated early sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); if(!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name)) sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); } sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId); } else if(!receive) sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid); // check player existence if(receive || sender_accId) { MailDraft(m->subject, "") .AddMoney(m->COD) .SendMailTo(MailReceiver(receive, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT); } pl->ModifyMoney( -int32(m->COD) ); } m->COD = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->RemoveMItem(it->GetGUIDLow()); uint32 count = it->GetCount(); // save counts before store and possible merge with deleting pl->MoveItemToInventory(dest, it, true); CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); pl->_SaveMail(); CharacterDatabase.CommitTransaction(); pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count); } else pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg); } /** * Handles the packet sent by the client when taking money from the mail. */ void WorldSession::HandleMailTakeMoney(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; Mail* m = pl->GetMail(mailId); if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_ERR_INTERNAL_ERROR); return; } pl->SendMailResult(mailId, MAIL_MONEY_TAKEN, MAIL_OK); pl->ModifyMoney(m->money); m->money = 0; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; // save money and mail to prevent cheating CharacterDatabase.BeginTransaction(); pl->SaveGoldToDB(); pl->_SaveMail(); CharacterDatabase.CommitTransaction(); } /** * Handles the packet sent by the client when requesting the current mail list. * It will send a list of all available mails in the players mailbox to the client. */ void WorldSession::HandleGetMailList(WorldPacket & recv_data ) { uint64 mailbox; recv_data >> mailbox; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; // client can't work with packets > max int16 value const uint32 maxPacketSize = 32767; uint32 mailsCount = 0; // send to client mails amount uint32 realCount = 0; // real mails amount WorldPacket data(SMSG_MAIL_LIST_RESULT, 200); // guess size data << uint32(0); // real mail's count data << uint8(0); // mail's count time_t cur_time = time(NULL); for(PlayerMails::iterator itr = _player->GetMailBegin(); itr != _player->GetMailEnd(); ++itr) { // packet send mail count as uint8, prevent overflow if(mailsCount >= 254) { realCount += 1; continue; } // skip deleted or not delivered (deliver delay not expired) mails if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time) continue; uint8 item_count = (*itr)->items.size(); // max count is MAX_MAIL_ITEMS (12) size_t next_mail_size = 2+4+1+((*itr)->messageType == MAIL_NORMAL ? 8 : 4)+4*8+((*itr)->subject.size()+1)+((*itr)->body.size()+1)+1+item_count*(1+4+4+7*3*4+4+4+4+4+4+4+1); if(data.wpos()+next_mail_size > maxPacketSize) { realCount += 1; continue; } data << uint16(next_mail_size); // Message size data << uint32((*itr)->messageID); // Message ID data << uint8((*itr)->messageType); // Message Type switch((*itr)->messageType) { case MAIL_NORMAL: // sender guid data << ObjectGuid(HIGHGUID_PLAYER, (*itr)->sender); break; case MAIL_CREATURE: case MAIL_GAMEOBJECT: case MAIL_AUCTION: data << uint32((*itr)->sender); // creature/gameobject entry, auction id break; case MAIL_ITEM: // item entry (?) sender = "Unknown", NYI data << uint32(0); // item entry break; } data << uint32((*itr)->COD); // COD data << uint32(0); // unknown, probably changed in 3.3.3 data << uint32((*itr)->stationery); // stationery (Stationery.dbc) data << uint32((*itr)->money); // copper data << uint32((*itr)->checked); // flags data << float(((*itr)->expire_time-time(NULL))/DAY);// Time data << uint32((*itr)->mailTemplateId); // mail template (MailTemplate.dbc) data << (*itr)->subject; // Subject string - once 00, when mail type = 3, max 256 data << (*itr)->body; // message? max 8000 data << uint8(item_count); // client limit is 0x10 for(uint8 i = 0; i < item_count; ++i) { Item *item = _player->GetMItem((*itr)->items[i].item_guid); // item index (0-6?) data << uint8(i); // item guid low? data << uint32(item ? item->GetGUIDLow() : 0); // entry data << uint32(item ? item->GetEntry() : 0); for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j) { // unsure data << uint32(item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0); // unsure data << uint32(item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0); // unsure data << uint32(item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0); } // can be negative data << uint32(item ? item->GetItemRandomPropertyId() : 0); // unk data << uint32(item ? item->GetItemSuffixFactor() : 0); // stack count data << uint32(item ? item->GetCount() : 0); // charges data << uint32(item ? item->GetSpellCharges() : 0); // durability data << uint32(item ? item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) : 0); // durability data << uint32(item ? item->GetUInt32Value(ITEM_FIELD_DURABILITY) : 0); // unknown wotlk data << uint8(0); } mailsCount += 1; realCount += 1; } data.put(0, realCount); // this will display warning about undelivered mail to player if realCount > mailsCount data.put(4, mailsCount); // set real send mails to client SendPacket(&data); // recalculate m_nextMailDelivereTime and unReadMails _player->UpdateNextMailTimeAndUnreads(); } /** * Handles the packet sent by the client when he copies the body a mail to his inventory. * * When a player copies the body of a mail to his inventory this method is called. It will create * a new item with the text of the mail and store it in the players inventory (if possible). * */ void WorldSession::HandleMailCreateTextItem(WorldPacket & recv_data ) { uint64 mailbox; uint32 mailId; recv_data >> mailbox; recv_data >> mailId; if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX)) return; Player *pl = _player; Mail* m = pl->GetMail(mailId); if (!m || (m->body.empty() && !m->mailTemplateId) || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL)) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } Item *bodyItem = new Item; // This is not bag and then can be used new Item. if(!bodyItem->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), MAIL_BODY_ITEM_TEMPLATE, pl)) { delete bodyItem; return; } // in mail template case we need create new item text if(m->mailTemplateId) { MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId); if(!mailTemplateEntry) { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR); return; } bodyItem->SetText(mailTemplateEntry->content[GetSessionDbcLocale()]); } else bodyItem->SetText(m->body); bodyItem->SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HIGHGUID_PLAYER, m->sender)); bodyItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_READABLE | ITEM_DYNFLAG_UNK15 | ITEM_DYNFLAG_UNK16); DETAIL_LOG("HandleMailCreateTextItem mailid=%u", mailId); ItemPosCountVec dest; uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, bodyItem, false ); if( msg == EQUIP_ERR_OK ) { m->checked = m->checked | MAIL_CHECK_MASK_COPIED; m->state = MAIL_STATE_CHANGED; pl->m_mailsUpdated = true; pl->StoreItem(dest, bodyItem, true); pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_OK); } else { pl->SendMailResult(mailId, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg); delete bodyItem; } } /** * No idea when this is called. */ void WorldSession::HandleQueryNextMailTime(WorldPacket & /**recv_data*/ ) { WorldPacket data(MSG_QUERY_NEXT_MAIL_TIME, 8); if( _player->unReadMails > 0 ) { data << uint32(0); // float data << uint32(0); // count uint32 count = 0; time_t now = time(NULL); for(PlayerMails::iterator itr = _player->GetMailBegin(); itr != _player->GetMailEnd(); ++itr) { Mail *m = (*itr); // must be not checked yet if(m->checked & MAIL_CHECK_MASK_READ) continue; // and already delivered if(now < m->deliver_time) continue; data << uint64(m->sender); // sender guid switch(m->messageType) { case MAIL_AUCTION: data << uint32(m->sender); // auction house id data << uint32(MAIL_AUCTION); // message type break; default: data << uint32(0); data << uint32(0); break; } data << uint32(m->stationery); data << uint32(0xC6000000); // float unk, time or something ++count; if(count == 2) // do not display more than 2 mails break; } data.put(4, count); } else { data << uint32(0xC7A8C000); data << uint32(0x00000000); } SendPacket(&data); } /** * Creates a new MailSender object. * * @param sender The object/player sending this mail. * @param stationery The stationary associated with this sender. */ MailSender::MailSender( Object* sender, MailStationery stationery ) : m_stationery(stationery) { switch(sender->GetTypeId()) { case TYPEID_UNIT: m_messageType = MAIL_CREATURE; m_senderId = sender->GetEntry(); break; case TYPEID_GAMEOBJECT: m_messageType = MAIL_GAMEOBJECT; m_senderId = sender->GetEntry(); break; case TYPEID_ITEM: m_messageType = MAIL_ITEM; m_senderId = sender->GetEntry(); break; case TYPEID_PLAYER: m_messageType = MAIL_NORMAL; m_senderId = sender->GetGUIDLow(); break; default: m_messageType = MAIL_NORMAL; m_senderId = 0; // will show mail from nonexistent player sLog.outError( "MailSender::MailSender - Mail have unexpected sender typeid (%u)", sender->GetTypeId()); break; } } /** * Creates a new MailSender object from an AuctionEntry. * * @param sender the AuctionEntry from which this mail is generated. */ MailSender::MailSender( AuctionEntry* sender ) : m_messageType(MAIL_AUCTION), m_senderId(sender->GetHouseId()), m_stationery(MAIL_STATIONERY_AUCTION) { } /** * Creates a new MailReceiver object. * * @param receiver The player receiving the mail. */ MailReceiver::MailReceiver( Player* receiver ) : m_receiver(receiver), m_receiver_lowguid(receiver->GetGUIDLow()) { } /** * Creates a new MailReceiver object with a specified GUID. * * @param receiver The player receiving the mail. * @param receiver_lowguid The GUID to use instead of the receivers. */ MailReceiver::MailReceiver( Player* receiver,uint32 receiver_lowguid ) : m_receiver(receiver), m_receiver_lowguid(receiver_lowguid) { MANGOS_ASSERT(!receiver || receiver->GetGUIDLow() == receiver_lowguid); } /** * Adds an item to the MailDraft. * * @param item The item to be added to the MailDraft. * @returns the MailDraft the item was added to. */ MailDraft& MailDraft::AddItem( Item* item ) { m_items[item->GetGUIDLow()] = item; return *this; } /** * Prepares the items in a MailDraft. */ void MailDraft::prepareItems(Player* receiver) { if (!m_mailTemplateId || !m_mailTemplateItemsNeed) return; m_mailTemplateItemsNeed = false; Loot mailLoot; // can be empty mailLoot.FillLoot(m_mailTemplateId, LootTemplates_Mail, receiver, true, true); uint32 max_slot = mailLoot.GetMaxSlotInLootFor(receiver); for(uint32 i = 0; m_items.size() < MAX_MAIL_ITEMS && i < max_slot; ++i) { if (LootItem* lootitem = mailLoot.LootItemInSlot(i, receiver)) { if (Item* item = Item::CreateItem(lootitem->itemid, lootitem->count, receiver)) { item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted AddItem(item); } } } } /** * Deletes the items included in a MailDraft. * * @param inDB A boolean specifying whether the change should be saved to the database or not. */ void MailDraft::deleteIncludedItems( bool inDB /**= false*/ ) { for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) { Item* item = mailItemIter->second; if(inDB) CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", item->GetGUIDLow()); delete item; } m_items.clear(); } /* * Returns a mail to its sender. * @param sender_acc The id of the account of the sender. * @param sender_guid The low part of the GUID of the sender. * @param receiver_guid The low part of the GUID of the receiver. */ void MailDraft::SendReturnToSender(uint32 sender_acc, uint32 sender_lowguid, uint32 receiver_lowguid) { ObjectGuid receiver_guid = ObjectGuid(HIGHGUID_PLAYER, receiver_lowguid); Player *receiver = sObjectMgr.GetPlayer(receiver_guid); uint32 rc_account = 0; if(!receiver) rc_account = sObjectMgr.GetPlayerAccountIdByGUID(receiver_guid); if(!receiver && !rc_account) // sender not exist { deleteIncludedItems(true); return; } // prepare mail and send in other case bool needItemDelay = false; if(!m_items.empty()) { // if item send to character at another account, then apply item delivery delay needItemDelay = sender_acc != rc_account; // set owner to new receiver (to prevent delete item with sender char deleting) CharacterDatabase.BeginTransaction(); for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) { Item* item = mailItemIter->second; item->SaveToDB(); // item not in inventory and can be save standalone // owner in data will set at mail receive and item extracting CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'", receiver_lowguid, item->GetGUIDLow()); } CharacterDatabase.CommitTransaction(); } // If theres is an item, there is a one hour delivery delay. uint32 deliver_delay = needItemDelay ? sWorld.getConfig(CONFIG_UINT32_MAIL_DELIVERY_DELAY) : 0; // will delete item or place to receiver mail list SendMailTo(MailReceiver(receiver,receiver_lowguid), MailSender(MAIL_NORMAL, sender_lowguid), MAIL_CHECK_MASK_RETURNED, deliver_delay); } /** * Sends a mail. * * @param receiver The MailReceiver to which this mail is sent. * @param sender The MailSender from which this mail is originated. * @param checked The mask used to specify the mail. * @param deliver_delay The delay after which the mail is delivered in seconds */ void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay) { Player* pReceiver = receiver.GetPlayer(); // can be NULL if (pReceiver) prepareItems(pReceiver); // generate mail template items uint32 mailId = sObjectMgr.GenerateMailID(); time_t deliver_time = time(NULL) + deliver_delay; uint32 expire_delay; // auction mail without any items and money (auction sale note) pending 1 hour if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money) expire_delay = HOUR; // mail from battlemaster (rewardmarks) should last only one day else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattleGroundMgr.GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE) expire_delay = DAY; // default case: expire time if COD 3 days, if no COD 30 days else expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY; time_t expire_time = deliver_time + expire_delay; // Add to DB std::string safe_subject = GetSubject(); CharacterDatabase.BeginTransaction(); CharacterDatabase.escape_string(safe_subject); std::string safe_body = GetBody(); CharacterDatabase.BeginTransaction(); CharacterDatabase.escape_string(safe_body); CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,body,has_items,expire_time,deliver_time,money,cod,checked) " "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%s', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%d')", mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGUIDLow(), safe_subject.c_str(), safe_body.c_str(), (m_items.empty() ? 0 : 1), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked); for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) { Item* item = mailItemIter->second; CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')", mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGUIDLow()); } CharacterDatabase.CommitTransaction(); // For online receiver update in game mail status and data if (pReceiver) { pReceiver->AddNewMailDeliverTime(deliver_time); Mail *m = new Mail; m->messageID = mailId; m->mailTemplateId = GetMailTemplateId(); m->subject = GetSubject(); m->body = GetBody(); m->money = GetMoney(); m->COD = GetCOD(); for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) { Item* item = mailItemIter->second; m->AddItem(item->GetGUIDLow(), item->GetEntry()); } m->messageType = sender.GetMailMessageType(); m->stationery = sender.GetStationery(); m->sender = sender.GetSenderId(); m->receiver = receiver.GetPlayerGUIDLow(); m->expire_time = expire_time; m->deliver_time = deliver_time; m->checked = checked; m->state = MAIL_STATE_UNCHANGED; pReceiver->AddMail(m); // to insert new mail to beginning of maillist if (!m_items.empty()) { for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter) pReceiver->AddMItem(mailItemIter->second); } } else if (!m_items.empty()) deleteIncludedItems(); } /*! @} */