Prevent completing quests by packet manipulation

--HG--
branch : trunk
This commit is contained in:
leak
2010-12-18 15:29:11 +01:00
parent 57132e35b8
commit 04e4561134
@@ -127,10 +127,8 @@ void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket & recv_data)
Object* pObject = ObjectAccessor::GetObjectByTypeMask(*_player, guid,TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM|TYPEMASK_PLAYER); Object* pObject = ObjectAccessor::GetObjectByTypeMask(*_player, guid,TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM|TYPEMASK_PLAYER);
// no or incorrect quest giver // no or incorrect quest giver
if (!pObject if (!pObject || (pObject->GetTypeId() != TYPEID_PLAYER && !pObject->hasQuest(quest)) ||
|| (pObject->GetTypeId() != TYPEID_PLAYER && !pObject->hasQuest(quest)) (pObject->GetTypeId() == TYPEID_PLAYER && !pObject->ToPlayer()->CanShareQuest(quest)))
|| (pObject->GetTypeId() == TYPEID_PLAYER && !pObject->ToPlayer()->CanShareQuest(quest))
)
{ {
_player->PlayerTalkClass->CloseGossip(); _player->PlayerTalkClass->CloseGossip();
_player->SetDivider(0); _player->SetDivider(0);
@@ -462,7 +460,7 @@ void WorldSession::HandleQuestgiverCompleteQuest(WorldPacket& recv_data)
uint64 guid; uint64 guid;
recv_data >> guid >> quest; recv_data >> guid >> quest;
if (!GetPlayer()->isAlive()) if (!_player->isAlive())
return; return;
sLog.outDebug("WORLD: Received CMSG_QUESTGIVER_COMPLETE_QUEST npc = %u, quest = %u",uint32(GUID_LOPART(guid)),quest); sLog.outDebug("WORLD: Received CMSG_QUESTGIVER_COMPLETE_QUEST npc = %u, quest = %u",uint32(GUID_LOPART(guid)),quest);
@@ -470,11 +468,17 @@ void WorldSession::HandleQuestgiverCompleteQuest(WorldPacket& recv_data)
Quest const *pQuest = sObjectMgr.GetQuestTemplate(quest); Quest const *pQuest = sObjectMgr.GetQuestTemplate(quest);
if (pQuest) if (pQuest)
{ {
if (!_player->CanSeeStartQuest(pQuest) && _player->GetQuestStatus(quest)==QUEST_STATUS_NONE)
{
sLog.outError("Possible hacking attempt: Player %s [guid: %u] tried to complete quest [entry: %u] without being in possession of the quest!",
_player->GetName(), _player->GetGUIDLow(), quest);
return;
}
// TODO: need a virtual function // TODO: need a virtual function
if (GetPlayer()->InBattleground()) if (_player->InBattleground())
if (Battleground* bg = GetPlayer()->GetBattleground()) if (Battleground* bg = _player->GetBattleground())
if (bg->GetTypeID() == BATTLEGROUND_AV) if (bg->GetTypeID() == BATTLEGROUND_AV)
((BattlegroundAV*)bg)->HandleQuestComplete(quest, GetPlayer()); ((BattlegroundAV*)bg)->HandleQuestComplete(quest, _player);
if (_player->GetQuestStatus(quest) != QUEST_STATUS_COMPLETE) if (_player->GetQuestStatus(quest) != QUEST_STATUS_COMPLETE)
{ {