Move trade data to dynamic structure and added support for applying enchant after trade ends, based on Vladimir's commits

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-06-25 13:15:51 +02:00
parent eb79fb91a6
commit 456c6291ab
7 changed files with 555 additions and 274 deletions
+119 -31
View File
@@ -280,6 +280,105 @@ std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
return ss;
}
//== TradeData =================================================
TradeData* TradeData::GetTraderData() const
{
return m_trader->GetTradeData();
}
Item* TradeData::GetItem(TradeSlots slot) const
{
return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : NULL;
}
bool TradeData::HasItem(uint64 item_guid) const
{
for(uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == item_guid)
return true;
return false;
}
Item* TradeData::GetSpellCastItem() const
{
return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : NULL;
}
void TradeData::SetItem(TradeSlots slot, Item* item)
{
uint64 itemGuid = item ? item->GetGUID() : 0;
if (m_items[slot] == itemGuid)
return;
m_items[slot] = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
// need remove possible trader spell applied to changed item
if (slot == TRADE_SLOT_NONTRADED)
GetTraderData()->SetSpell(0);
// need remove possible player spell applied (possible move reagent)
SetSpell(0);
}
void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= NULL*/)
{
uint64 itemGuid = castItem ? castItem->GetGUID() : 0;
if (m_spell == spell_id && m_spellCastItem == itemGuid)
return;
m_spell = spell_id;
m_spellCastItem = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true); // send spell info to item owner
Update(false); // send spell info to caster self
}
void TradeData::SetMoney(uint32 money)
{
if (m_money == money)
return;
m_money = money;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true);
}
void TradeData::Update(bool forTarget /*= true*/)
{
if (forTarget)
m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
else
m_player->GetSession()->SendUpdateTrade(false); // player state for player
}
void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
{
m_accepted = state;
if (!state)
{
if (crosssend)
m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
else
m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
}
}
// == Player ====================================================
UpdateMask Player::updateVisualBits;
@@ -354,8 +453,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
m_bHasDelayedTeleport = false;
m_teleport_options = 0;
pTrader = 0;
ClearTrade();
m_trade = NULL;
m_cinematic = 0;
@@ -9539,7 +9637,7 @@ bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
@@ -9549,7 +9647,7 @@ bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
@@ -9563,7 +9661,7 @@ bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item)
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
@@ -9578,7 +9676,7 @@ bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
@@ -9592,7 +9690,7 @@ bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item)
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
@@ -11813,7 +11911,7 @@ void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequ
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem->GetEntry() == item)
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
@@ -11841,7 +11939,7 @@ void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequ
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem->GetEntry() == item)
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
@@ -11874,7 +11972,7 @@ void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequ
{
if (Item* pItem = pBag->GetItemByPos(j))
{
if (pItem->GetEntry() == item)
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
// all items in bags can be unequipped
if (pItem->GetCount() + remcount <= count)
@@ -11905,7 +12003,7 @@ void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequ
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem && pItem->GetEntry() == item)
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
@@ -12663,33 +12761,23 @@ void Player::SendSellError(uint8 msg, Creature* pCreature, uint64 guid, uint32 p
GetSession()->SendPacket(&data);
}
void Player::ClearTrade()
{
tradeGold = 0;
acceptTrade = false;
for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
tradeItems[i] = 0;
}
void Player::TradeCancel(bool sendback)
{
if (pTrader)
if (m_trade)
{
Player* trader = m_trade->GetTrader();
// send yellow "Trade canceled" message to both traders
WorldSession* ws;
ws = GetSession();
if (sendback)
ws->SendCancelTrade();
ws = pTrader->GetSession();
if (!ws->PlayerLogout())
ws->SendCancelTrade();
GetSession()->SendCancelTrade();
trader->GetSession()->SendCancelTrade();
// cleanup
ClearTrade();
pTrader->ClearTrade();
// prevent loss of reference
pTrader->pTrader = NULL;
pTrader = NULL;
delete m_trade;
m_trade = NULL;
delete trader->m_trade;
trader->m_trade = NULL;
}
}
+53 -12
View File
@@ -920,6 +920,55 @@ struct BGData
bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};
class TradeData
{
public: // constructors
TradeData(Player* player, Player* trader) :
m_player(player), m_trader(trader), m_accepted(false), m_acceptProccess(false),
m_money(0), m_spell(0) {}
Player* GetTrader() const { return m_trader; }
TradeData* GetTraderData() const;
Item* GetItem(TradeSlots slot) const;
bool HasItem(uint64 item_guid) const;
void SetItem(TradeSlots slot, Item* item);
uint32 GetSpell() const { return m_spell; }
void SetSpell(uint32 spell_id, Item* castItem = NULL);
Item* GetSpellCastItem() const;
bool HasSpellCastItem() const { return m_spellCastItem != 0; }
uint32 GetMoney() const { return m_money; }
void SetMoney(uint32 money);
bool IsAccepted() const { return m_accepted; }
void SetAccepted(bool state, bool crosssend = false);
bool IsInAcceptProcess() const { return m_acceptProccess; }
void SetInAcceptProcess(bool state) { m_acceptProccess = state; }
private: // internal functions
void Update(bool for_trader = true);
private: // fields
Player* m_player; // Player who own of this TradeData
Player* m_trader; // Player who trade with m_player
bool m_accepted; // m_player press accept for trade list
bool m_acceptProccess; // one from player/trader press accept and this processed
uint32 m_money; // m_player place money to trade
uint32 m_spell; // m_player apply spell to non-traded slot item
uint64 m_spellCastItem; // applied spell casted by item use
uint64 m_items[TRADE_SLOT_COUNT]; // traded itmes from m_player side including non-traded slot
};
class Player : public Unit, public GridObject<Player>
{
friend class WorldSession;
@@ -1191,15 +1240,10 @@ class Player : public Unit, public GridObject<Player>
bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
float GetReputationPriceDiscount(Creature const* pCreature) const;
Player* GetTrader() const { return pTrader; }
void ClearTrade();
Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; }
TradeData* GetTradeData() const { return m_trade; }
void TradeCancel(bool sendback);
Item *GetItemByTradeSlot(uint8 slot) const
{
if (slot < TRADE_SLOT_COUNT && tradeItems[slot])
return GetItemByGuid(tradeItems[slot]);
return NULL;
}
void UpdateEnchantTime(uint32 time);
void UpdateItemDuration(uint32 time, bool realtimeonly=false);
@@ -2460,10 +2504,7 @@ class Player : public Unit, public GridObject<Player>
int m_cinematic;
Player *pTrader;
bool acceptTrade;
uint64 tradeItems[TRADE_SLOT_COUNT];
uint32 tradeGold;
TradeData* m_trade;
bool m_DailyQuestChanged;
bool m_WeeklyQuestChanged;
@@ -2769,4 +2769,31 @@ enum SpellFamilyNames
SPELLFAMILY_PET = 17
};
enum TradeStatus
{
TRADE_STATUS_BUSY = 0,
TRADE_STATUS_BEGIN_TRADE = 1,
TRADE_STATUS_OPEN_WINDOW = 2,
TRADE_STATUS_TRADE_CANCELED = 3,
TRADE_STATUS_TRADE_ACCEPT = 4,
TRADE_STATUS_BUSY_2 = 5,
TRADE_STATUS_NO_TARGET = 6,
TRADE_STATUS_BACK_TO_TRADE = 7,
TRADE_STATUS_TRADE_COMPLETE = 8,
// 9?
TRADE_STATUS_TARGET_TO_FAR = 10,
TRADE_STATUS_WRONG_FACTION = 11,
TRADE_STATUS_CLOSE_WINDOW = 12,
// 13?
TRADE_STATUS_IGNORE_YOU = 14,
TRADE_STATUS_YOU_STUNNED = 15,
TRADE_STATUS_TARGET_STUNNED = 16,
TRADE_STATUS_YOU_DEAD = 17,
TRADE_STATUS_TARGET_DEAD = 18,
TRADE_STATUS_YOU_LOGOUT = 19,
TRADE_STATUS_TARGET_LOGOUT = 20,
TRADE_STATUS_TRIAL_ACCOUNT = 21, // Trial accounts can not perform that action
TRADE_STATUS_ONLY_CONJURED = 22 // You can only trade conjured items... (cross realm BG related).
};
#endif
@@ -27,37 +27,11 @@
#include "Opcodes.h"
#include "Player.h"
#include "Item.h"
#include "Spell.h"
#include "SocialMgr.h"
#include "Language.h"
enum TradeStatus
{
TRADE_STATUS_BUSY = 0,
TRADE_STATUS_BEGIN_TRADE = 1,
TRADE_STATUS_OPEN_WINDOW = 2,
TRADE_STATUS_TRADE_CANCELED = 3,
TRADE_STATUS_TRADE_ACCEPT = 4,
TRADE_STATUS_BUSY_2 = 5,
TRADE_STATUS_NO_TARGET = 6,
TRADE_STATUS_BACK_TO_TRADE = 7,
TRADE_STATUS_TRADE_COMPLETE = 8,
// 9?
TRADE_STATUS_TARGET_TO_FAR = 10,
TRADE_STATUS_WRONG_FACTION = 11,
TRADE_STATUS_CLOSE_WINDOW = 12,
// 13?
TRADE_STATUS_IGNORE_YOU = 14,
TRADE_STATUS_YOU_STUNNED = 15,
TRADE_STATUS_TARGET_STUNNED = 16,
TRADE_STATUS_YOU_DEAD = 17,
TRADE_STATUS_TARGET_DEAD = 18,
TRADE_STATUS_YOU_LOGOUT = 19,
TRADE_STATUS_TARGET_LOGOUT = 20,
TRADE_STATUS_TRIAL_ACCOUNT = 21, // Trial accounts can not perform that action
TRADE_STATUS_ONLY_CONJURED = 22 // You can only trade conjured items... (cross realm BG related).
};
void WorldSession::SendTradeStatus(uint32 status)
void WorldSession::SendTradeStatus(TradeStatus status)
{
WorldPacket data;
@@ -106,68 +80,50 @@ void WorldSession::HandleBusyTradeOpcode(WorldPacket& /*recvPacket*/)
// recvPacket.print_storage();
}
void WorldSession::SendUpdateTrade()
void WorldSession::SendUpdateTrade(bool trader_data /*= true*/)
{
TradeData* view_trade = trader_data ? _player->GetTradeData()->GetTraderData() : _player->GetTradeData();
WorldPacket data(SMSG_TRADE_STATUS_EXTENDED, 1+4+4+4+4+4+7*(1+4+4+4+4+8+4+4+4+4+8+4+4+4+4+4+4));
data << uint8(trader_data); // 1 means traders data, 0 means own
data << uint32(0); // added in 2.4.0, this value must be equal to value from TRADE_STATUS_OPEN_WINDOW status packet (different value for different players to block multiple trades?)
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
Item *item = NULL;
if (!_player || !_player->pTrader)
return;
// reset trade status
if (_player->acceptTrade)
{
_player->acceptTrade = false;
SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
}
if (_player->pTrader->acceptTrade)
{
_player->pTrader->acceptTrade = false;
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
}
WorldPacket data(SMSG_TRADE_STATUS_EXTENDED, (100)); // guess size
data << (uint8) 1; // can be different (only seen 0 and 1)
data << (uint32) 0; // added in 2.4.0, this value must be equal to value from TRADE_STATUS_OPEN_WINDOW status packet (different value for different players to block multiple trades?)
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) _player->pTrader->tradeGold; // trader gold
data << (uint32) 0; // spell casted on lowest slot item
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
{
item = (_player->pTrader->tradeItems[i] != 0 ? _player->pTrader->GetItemByGuid(_player->pTrader->tradeItems[i]) : NULL);
data << uint8(i); // trade slot number, if not specified, then end of packet
data << (uint8) i; // trade slot number, if not specified, then end of packet
if (item)
if (Item* item = view_trade->GetItem(TradeSlots(i)))
{
data << (uint32) item->GetProto()->ItemId; // entry
// display id
data << (uint32) item->GetProto()->DisplayInfoID;
// stack count
data << (uint32) item->GetUInt32Value(ITEM_FIELD_STACK_COUNT);
data << (uint32) 0; // probably gift=1, created_by=0?
// gift creator
data << (uint64) item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR);
data << (uint32) item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT);
for (uint8 j = 0; j < 3; ++j)
data << (uint32) 0; // enchantment id (permanent/gems?)
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_FLAGS_WRAPPED) ? 1 : 0);
data << uint64(item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR));
// perm. enchantment and gems
data << uint32(item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
data << uint32(item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
// creator
data << (uint64) item->GetUInt64Value(ITEM_FIELD_CREATOR);
data << (uint32) item->GetSpellCharges(); // charges
data << (uint32) item->GetItemSuffixFactor(); // SuffixFactor
// random properties id
data << (int32) item->GetItemRandomPropertyId();
data << (uint32) item->GetProto()->LockID; // lock id
data << uint64(item->GetUInt64Value(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);
data << uint32(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY));
// durability
data << (uint32) item->GetUInt32Value(ITEM_FIELD_DURABILITY);
data << uint32(item->GetUInt32Value(ITEM_FIELD_DURABILITY));
}
else
{
for (uint8 j = 0; j < 18; j++)
for (uint8 j = 0; j < 18; ++j)
data << uint32(0);
}
}
@@ -179,11 +135,15 @@ void WorldSession::SendUpdateTrade()
void WorldSession::moveItems(Item* myItems[], Item* hisItems[])
{
for (int i=0; i<TRADE_SLOT_TRADED_COUNT; ++i)
Player* trader = _player->GetTrader();
if (!trader)
return;
for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
{
ItemPosCountVec traderDst;
ItemPosCountVec playerDst;
bool traderCanTrade = (myItems[i] == NULL || _player->pTrader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, myItems[i], false) == EQUIP_ERR_OK);
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)
{
@@ -196,25 +156,25 @@ void WorldSession::moveItems(Item* myItems[], Item* hisItems[])
sLog.outDebug("partner storing: %u",myItems[i]->GetGUIDLow());
if (_player->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_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(),
_player->pTrader->GetName(),_player->pTrader->GetSession()->GetAccountId());
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
_player->pTrader->MoveItemToInventory(traderDst, myItems[i], true, true);
trader->MoveItemToInventory(traderDst, myItems[i], true, true);
}
if (hisItems[i])
{
// logging
sLog.outDebug("player storing: %u",hisItems[i]->GetGUIDLow());
if (_player->pTrader->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
if (trader->GetSession()->GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE))
{
sLog.outCommand(_player->pTrader->GetSession()->GetAccountId(),"GM %s (Account: %u) trade: %s (Entry: %d Count: %u) to player: %s (Account: %u)",
_player->pTrader->GetName(),_player->pTrader->GetSession()->GetAccountId(),
hisItems[i]->GetProto()->Name1,hisItems[i]->GetEntry(),hisItems[i]->GetCount(),
_player->GetName(),_player->GetSession()->GetAccountId());
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
@@ -239,8 +199,8 @@ void WorldSession::moveItems(Item* myItems[], Item* hisItems[])
{
if (!playerCanTrade)
sLog.outError("player can't store item: %u",hisItems[i]->GetGUIDLow());
if (_player->pTrader->CanStoreItem(NULL_BAG, NULL_SLOT, traderDst, hisItems[i], false) == EQUIP_ERR_OK)
_player->pTrader->MoveItemToInventory(traderDst, hisItems[i], true, true);
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: %u",hisItems[i]->GetGUIDLow());
}
@@ -250,135 +210,231 @@ void WorldSession::moveItems(Item* myItems[], Item* hisItems[])
//==============================================================
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(uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
{
if (Item* item = myTrade->GetItem(TradeSlots(i)))
{
DEBUG_LOG("player trade item %u bag: %u slot: %u", item->GetGUIDLow(), item->GetBagSlot(), item->GetSlot());
//Can return NULL
myItems[i] = item;
myItems[i]->SetInTrade();
}
if (Item* item = hisTrade->GetItem(TradeSlots(i)))
{
DEBUG_LOG("partner trade item %u bag: %u slot: %u", item->GetGUIDLow(), 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 (uint8 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*/)
{
Item *myItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
Item *hisItems[TRADE_SLOT_TRADED_COUNT] = { NULL, NULL, NULL, NULL, NULL, NULL };
bool myCanCompleteTrade=true,hisCanCompleteTrade=true;
if (!GetPlayer()->pTrader)
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 };
bool myCanCompleteTrade = true, hisCanCompleteTrade = true;
// set before checks for propertly undo at problems (it already set in to client)
my_trade->SetAccepted(true);
// not accept case incorrect money amount
if (_player->tradeGold > _player->GetMoney())
if (my_trade->GetMoney() > _player->GetMoney())
{
SendNotification(LANG_NOT_ENOUGH_GOLD);
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
_player->acceptTrade = false;
my_trade->SetAccepted(false, true);
return;
}
// not accept case incorrect money amount
if (_player->pTrader->tradeGold > _player->pTrader->GetMoney())
if (his_trade->GetMoney() > trader->GetMoney())
{
_player->pTrader->GetSession()->SendNotification(LANG_NOT_ENOUGH_GOLD);
SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
_player->pTrader->acceptTrade = false;
trader->GetSession()->SendNotification(LANG_NOT_ENOUGH_GOLD);
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)
for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
{
if (_player->tradeItems[i] != 0)
if (Item* item = my_trade->GetItem(TradeSlots(i)))
{
if (Item* item =_player->GetItemByGuid(_player->tradeItems[i]))
if (!item->CanBeTraded())
{
if (!item->CanBeTraded())
{
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
return;
}
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
return;
}
}
if (_player->pTrader->tradeItems[i] != 0)
if (Item* item = his_trade->GetItem(TradeSlots(i)))
{
if (Item* item =_player->pTrader->GetItemByGuid(_player->pTrader->tradeItems[i]))
if (!item->CanBeTraded())
{
if (!item->CanBeTraded())
{
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
return;
}
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
return;
}
}
}
_player->acceptTrade = true;
if (_player->pTrader->acceptTrade)
if (his_trade->IsAccepted())
{
// inform partner client
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
setAcceptTradeMode(my_trade, his_trade, myItems, hisItems);
// store items in local list and set 'in-trade' flag
for (int i=0; i<TRADE_SLOT_TRADED_COUNT; ++i)
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())
{
if (_player->tradeItems[i] != 0)
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)
{
//Can return NULL
myItems[i] = _player->GetItemByGuid(_player->tradeItems[i]);
if (myItems[i])
{
myItems[i]->SetInTrade();
sLog.outDebug("Player trade item bag: %u slot: %u", myItems[i]->GetBagSlot(), myItems[i]->GetSlot());
}
clearAcceptTradeMode(my_trade, his_trade);
clearAcceptTradeMode(myItems, hisItems);
my_trade->SetSpell(0);
return;
}
if (_player->pTrader->tradeItems[i] != 0)
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)
{
//Can return NULL
hisItems[i]=_player->pTrader->GetItemByGuid(_player->pTrader->tradeItems[i]);
if (hisItems[i])
{
hisItems[i]->SetInTrade();
sLog.outDebug("Player trade item bag: %u slot: %u", hisItems[i]->GetBagSlot(), hisItems[i]->GetSlot());
}
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
trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
// test if item will fit in each inventory
hisCanCompleteTrade = (_player->pTrader->CanStoreItems(myItems,TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);
myCanCompleteTrade = (_player->CanStoreItems(hisItems,TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);
hisCanCompleteTrade = (trader->CanStoreItems(myItems, TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);
myCanCompleteTrade = (_player->CanStoreItems(hisItems, TRADE_SLOT_TRADED_COUNT) == EQUIP_ERR_OK);
// 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);
}
clearAcceptTradeMode(myItems, hisItems);
// in case of missing space report error
if (!myCanCompleteTrade)
{
clearAcceptTradeMode(my_trade, his_trade);
SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
GetPlayer()->pTrader->GetSession()->SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
trader->GetSession()->SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
my_trade->SetAccepted(false);
his_trade->SetAccepted(false);
return;
}
else if (!hisCanCompleteTrade)
{
clearAcceptTradeMode(my_trade, his_trade);
SendNotification(LANG_NOT_PARTNER_FREE_TRADE_SLOTS);
GetPlayer()->pTrader->GetSession()->SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
trader->GetSession()->SendNotification(LANG_NOT_FREE_TRADE_SLOTS);
my_trade->SetAccepted(false);
his_trade->SetAccepted(false);
return;
}
// execute trade: 1. remove
for (int i=0; i<TRADE_SLOT_TRADED_COUNT; ++i)
for (uint8 i = 0; i < TRADE_SLOT_TRADED_COUNT; ++i)
{
Item* iPtr = NULL;
if (myItems[i])
{
myItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
iPtr = _player->GetItemByGuid(_player->tradeItems[i]);
_player->MoveItemFromInventory(iPtr->GetBagSlot(), iPtr->GetSlot(), true);
_player->MoveItemFromInventory(myItems[i]->GetBagSlot(), myItems[i]->GetSlot(), true);
}
if (hisItems[i])
{
hisItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR,_player->pTrader->GetGUID());
iPtr = _player->pTrader->GetItemByGuid(_player->pTrader->tradeItems[i]);
_player->pTrader->MoveItemFromInventory(iPtr->GetBagSlot(), iPtr->GetSlot(), true);
hisItems[i]->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, trader->GetGUID());
trader->MoveItemFromInventory(hisItems[i]->GetBagSlot(), hisItems[i]->GetSlot(), true);
}
}
@@ -388,72 +444,80 @@ void WorldSession::HandleAcceptTradeOpcode(WorldPacket& /*recvPacket*/)
// logging money
if (sWorld.getConfig(CONFIG_GM_LOG_TRADE))
{
if (_player->GetSession()->GetSecurity() > SEC_PLAYER && _player->tradeGold > 0)
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(),
_player->tradeGold,
_player->pTrader->GetName(),_player->pTrader->GetSession()->GetAccountId());
_player->GetName(), _player->GetSession()->GetAccountId(),
my_trade->GetMoney(),
trader->GetName(), trader->GetSession()->GetAccountId());
}
if (_player->pTrader->GetSession()->GetSecurity() > SEC_PLAYER && _player->pTrader->tradeGold > 0)
if (trader->GetSession()->GetSecurity() > SEC_PLAYER && his_trade->GetMoney() > 0)
{
sLog.outCommand(_player->pTrader->GetSession()->GetAccountId(),"GM %s (Account: %u) give money (Amount: %u) to player: %s (Account: %u)",
_player->pTrader->GetName(),_player->pTrader->GetSession()->GetAccountId(),
_player->pTrader->tradeGold,
_player->GetName(),_player->GetSession()->GetAccountId());
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(_player->tradeGold));
_player->ModifyMoney(_player->pTrader->tradeGold);
_player->pTrader->ModifyMoney(-int32(_player->pTrader->tradeGold));
_player->pTrader->ModifyMoney(_player->tradeGold);
_player->ModifyMoney(-int32(my_trade->GetMoney()));
_player->ModifyMoney(his_trade->GetMoney());
trader->ModifyMoney(-int32(his_trade->GetMoney()));
trader->ModifyMoney(my_trade->GetMoney());
_player->ClearTrade();
_player->pTrader->ClearTrade();
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();
_player->pTrader->SaveInventoryAndGoldToDB();
trader->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
SendTradeStatus(TRADE_STATUS_TRADE_COMPLETE);
_player->pTrader->pTrader = NULL;
_player->pTrader = NULL;
}
else
{
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
trader->GetSession()->SendTradeStatus(TRADE_STATUS_TRADE_ACCEPT);
}
}
void WorldSession::HandleUnacceptTradeOpcode(WorldPacket& /*recvPacket*/)
{
if (!GetPlayer()->pTrader)
TradeData* my_trade = _player->GetTradeData();
if (!my_trade)
return;
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
_player->acceptTrade = false;
my_trade->SetAccepted(false, true);
}
void WorldSession::HandleBeginTradeOpcode(WorldPacket& /*recvPacket*/)
{
if (!_player->pTrader)
TradeData* my_trade = _player->m_trade;
if (!my_trade)
return;
_player->pTrader->GetSession()->SendTradeStatus(TRADE_STATUS_OPEN_WINDOW);
_player->pTrader->ClearTrade();
my_trade->GetTrader()->GetSession()->SendTradeStatus(TRADE_STATUS_OPEN_WINDOW);
SendTradeStatus(TRADE_STATUS_OPEN_WINDOW);
_player->ClearTrade();
}
void WorldSession::SendCancelTrade()
{
if (m_playerRecentlyLogout)
return;
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
}
@@ -466,7 +530,7 @@ void WorldSession::HandleCancelTradeOpcode(WorldPacket& /*recvPacket*/)
void WorldSession::HandleInitiateTradeOpcode(WorldPacket& recvPacket)
{
if (GetPlayer()->pTrader)
if (GetPlayer()->m_trade)
return;
uint64 ID;
@@ -511,7 +575,7 @@ void WorldSession::HandleInitiateTradeOpcode(WorldPacket& recvPacket)
return;
}
if (pOther == GetPlayer() || pOther->pTrader)
if (pOther == GetPlayer() || pOther->m_trade)
{
SendTradeStatus(TRADE_STATUS_BUSY);
return;
@@ -566,35 +630,30 @@ void WorldSession::HandleInitiateTradeOpcode(WorldPacket& recvPacket)
}
// OK start trade
_player->pTrader = pOther;
pOther->pTrader =_player;
_player->m_trade = new TradeData(_player, pOther);
pOther->m_trade = new TradeData(pOther, _player);
WorldPacket data(SMSG_TRADE_STATUS, 12);
data << (uint32) TRADE_STATUS_BEGIN_TRADE;
data << (uint64)_player->GetGUID();
_player->pTrader->GetSession()->SendPacket(&data);
data << uint32(TRADE_STATUS_BEGIN_TRADE);
data << uint64(_player->GetGUID());
pOther->GetSession()->SendPacket(&data);
}
void WorldSession::HandleSetTradeGoldOpcode(WorldPacket& recvPacket)
{
if (!_player->pTrader)
return;
uint32 gold;
recvPacket >> gold;
// gold can be incorrect, but this is checked at trade finished.
_player->tradeGold = gold;
TradeData* my_trade = _player->GetTradeData();
if (!my_trade)
return;
_player->pTrader->GetSession()->SendUpdateTrade();
// gold can be incorrect, but this is checked at trade finished.
my_trade->SetMoney(gold);
}
void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
{
if (!_player->pTrader)
return;
// send update
uint8 tradeSlot;
uint8 bag;
@@ -604,6 +663,10 @@ void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
recvPacket >> bag;
recvPacket >> slot;
TradeData* my_trade = _player->GetTradeData();
if (!my_trade)
return;
// invalid slot number
if (tradeSlot >= TRADE_SLOT_COUNT)
{
@@ -612,7 +675,7 @@ void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
}
// check cheating, can't fail with correct client operations
Item* item = _player->GetItemByPos(bag,slot);
Item* item = _player->GetItemByPos(bag, slot);
if (!item || (tradeSlot != TRADE_SLOT_NONTRADED && !item->CanBeTraded()))
{
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
@@ -622,35 +685,29 @@ void WorldSession::HandleSetTradeItemOpcode(WorldPacket& recvPacket)
uint64 iGUID = item->GetGUID();
// prevent place single item into many trade slots using cheating and client bugs
for (int i = 0; i < TRADE_SLOT_COUNT; ++i)
if (my_trade->HasItem(iGUID))
{
if (_player->tradeItems[i] == iGUID)
{
// cheating attempt
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
return;
}
// cheating attempt
SendTradeStatus(TRADE_STATUS_TRADE_CANCELED);
return;
}
_player->tradeItems[tradeSlot] = iGUID;
_player->pTrader->GetSession()->SendUpdateTrade();
my_trade->SetItem(TradeSlots(tradeSlot), item);
}
void WorldSession::HandleClearTradeItemOpcode(WorldPacket& recvPacket)
{
if (!_player->pTrader)
return;
uint8 tradeSlot;
recvPacket >> tradeSlot;
TradeData* my_trade = _player->m_trade;
if (!my_trade)
return;
// invalid slot number
if (tradeSlot >= TRADE_SLOT_COUNT)
return;
_player->tradeItems[tradeSlot] = 0;
_player->pTrader->GetSession()->SendUpdateTrade();
my_trade->SetItem(TradeSlots(tradeSlot), NULL);
}
+2 -2
View File
@@ -205,12 +205,12 @@ class WorldSession
void SendBattlegGroundList(uint64 guid, BattleGroundTypeId bgTypeId);
void SendTradeStatus(uint32 status);
void SendTradeStatus(TradeStatus status);
void SendCancelTrade();
void SendStablePet(uint64 guid);
void SendPetitionQueryOpcode(uint64 petitionguid);
void SendUpdateTrade();
void SendUpdateTrade(bool trader_data = true);
//pet
void SendPetNameQuery(uint64 guid, uint32 petnumber);
+72 -5
View File
@@ -148,6 +148,15 @@ void SpellCastTargets::setItemTarget(Item* item)
m_targetMask |= TARGET_FLAG_ITEM;
}
void SpellCastTargets::setTradeItemTarget(Player* caster)
{
m_itemTargetGUID = uint64(TRADE_SLOT_NONTRADED);
m_itemTargetEntry = 0;
m_targetMask |= TARGET_FLAG_TRADE_ITEM;
Update(caster);
}
void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
m_CorpseTargetGUID = corpse->GetGUID();
@@ -163,12 +172,13 @@ void SpellCastTargets::Update(Unit* caster)
m_itemTarget = NULL;
if (caster->GetTypeId() == TYPEID_PLAYER)
{
Player *player = caster->ToPlayer();
if (m_targetMask & TARGET_FLAG_ITEM)
m_itemTarget = caster->ToPlayer()->GetItemByGuid(m_itemTargetGUID);
m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
if (m_itemTargetGUID == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevent hacking slots
if (Player* pTrader = caster->ToPlayer()->GetTrader())
m_itemTarget = pTrader->GetItemByTradeSlot(m_itemTargetGUID);
if (m_itemTargetGUID == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevents hacking slots
if (TradeData* pTrade = player->GetTradeData())
m_itemTarget = pTrade->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED);
if (m_itemTarget)
m_itemTargetEntry = m_itemTarget->GetEntry();
@@ -2900,6 +2910,32 @@ void Spell::cast(bool skipCheck)
SetExecutedCurrently(false);
return;
}
// additional check after cast bar completes (must not be in CheckCast)
// if trade not complete then remember it in trade data
if (m_targets.getTargetMask() & TARGET_FLAG_TRADE_ITEM)
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (TradeData* my_trade = m_caster->ToPlayer()->GetTradeData())
{
if (!my_trade->IsInAcceptProcess())
{
// Spell will be casted at completing the trade. Silently ignore at this place
my_trade->SetSpell(m_spellInfo->Id, m_CastItem);
SendCastResult(SPELL_FAILED_DONT_REPORT);
SendInterrupted(0);
m_caster->ToPlayer()->RestoreSpellMods(this);
// cleanup after mod system
// triggered spell pointer can be not removed in some cases
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
finish(false);
SetExecutedCurrently(false);
return;
}
}
}
}
}
SelectSpellTargets();
@@ -2965,6 +3001,12 @@ void Spell::cast(bool skipCheck)
TakePower();
TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot
}
else if (Item* targetItem = m_targets.getItemTarget())
{
/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
if (targetItem->GetOwnerGUID() != m_caster->GetGUID())
TakeReagents();
}
// are there any spells need to be triggered after hit?
// handle SPELL_AURA_ADD_TARGET_TRIGGER auras
@@ -4330,7 +4372,12 @@ void Spell::TakeRunePower()
void Spell::TakeReagents()
{
if (m_IsTriggeredSpell) // reagents used in triggered spell removed by original spell or don't must be removed.
return;
{
Item* targetItem = m_targets.getItemTarget();
/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
if (!(targetItem && targetItem->GetOwnerGUID() != m_caster->GetGUID()))
return;
}
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
@@ -5430,6 +5477,26 @@ SpellCastResult Spell::CheckCast(bool strict)
}
}
// check trade slot case (last, for allow catch any another cast problems)
if (m_targets.getTargetMask() & TARGET_FLAG_TRADE_ITEM)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_NOT_TRADING;
TradeData* my_trade = m_caster->ToPlayer()->GetTradeData();
if (!my_trade)
return SPELL_FAILED_NOT_TRADING;
TradeSlots slot = TradeSlots(m_targets.getItemTargetGUID());
if (slot != TRADE_SLOT_NONTRADED)
return SPELL_FAILED_ITEM_NOT_READY;
if (!m_IsTriggeredSpell)
if (my_trade->GetSpell())
return SPELL_FAILED_ITEM_ALREADY_ENCHANTED;
}
// all ok
return SPELL_CAST_OK;
}
+1
View File
@@ -180,6 +180,7 @@ class SpellCastTargets
Item* getItemTarget() const { return m_itemTarget; }
uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
void setItemTarget(Item* item);
void setTradeItemTarget(Player* caster);
void updateTradeSlotItem()
{
if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))