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C++ MailDraft函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中MailDraft函数的典型用法代码示例。如果您正苦于以下问题:C++ MailDraft函数的具体用法?C++ MailDraft怎么用?C++ MailDraft使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了MailDraft函数的19个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetAItem

//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction, SQLTransaction& trans)
{
    Item *pItem = GetAItem(auction->item_guidlow);
    if (!pItem)
        return;

    uint32 bidder_accId = 0;
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player *bidder = sObjectMgr->GetPlayer(bidder_guid);
    // data for gm.log
    if (sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
    {
        uint32 bidder_security = 0;
        std::string bidder_name;
        if (bidder)
        {
            bidder_accId = bidder->GetSession()->GetAccountId();
            bidder_security = bidder->GetSession()->GetSecurity();
            bidder_name = bidder->GetName();
        }
        else
        {
            bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid);
            bidder_security = sAccountMgr->GetSecurity(bidder_accId, realmID);

            if (bidder_security > SEC_PLAYER) // not do redundant DB requests
            {
                if (!sObjectMgr->GetPlayerNameByGUID(bidder_guid, bidder_name))
                    bidder_name = sObjectMgr->GetSkyFireStringForDBCLocale(LANG_UNKNOWN);
            }
        }
        if (bidder_security > SEC_PLAYER)
        {
            std::string owner_name;
            if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, owner_name))
                owner_name = sObjectMgr->GetSkyFireStringForDBCLocale(LANG_UNKNOWN);

            uint32 owner_accid = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner);

            sLog->outCommand(bidder_accId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
                bidder_name.c_str(), bidder_accId, pItem->GetProto()->Name1, pItem->GetEntry(), pItem->GetCount(), auction->bid, owner_name.c_str(), owner_accid);
        }
    }

    // receiver exist
    if (bidder || bidder_accId)
    {
        std::ostringstream msgAuctionWonSubject;
        msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;

        std::ostringstream msgAuctionWonBody;
        msgAuctionWonBody.width(16);
        msgAuctionWonBody << std::right << std::hex << auction->owner;
        msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
        sLog->outDebug(LOG_FILTER_AUCTIONHOUSE, "AuctionWon body string : %s", msgAuctionWonBody.str().c_str());

        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SET_ITEM_OWNER);
        stmt->setUInt32(0, auction->bidder);
        stmt->setUInt32(1, pItem->GetGUIDLow());
        trans->Append(stmt);

        if (bidder)
        {
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
            // FIXME: for offline player need also
            bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
        }

        MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}
开发者ID:AwkwardDev,项目名称:CataOld,代码行数:76,代码来源:AuctionHouseMgr.cpp


示例2: SendAchievementEarned

void PlayerAchievementMgr::CompletedAchievement(AchievementEntry const* achievement, Player* referencePlayer)
{
    // disable for gamemasters with GM-mode enabled
    if (_owner->IsGameMaster())
        return;

    if ((achievement->Faction == ACHIEVEMENT_FACTION_HORDE    && referencePlayer->GetTeam() != HORDE) ||
        (achievement->Faction == ACHIEVEMENT_FACTION_ALLIANCE && referencePlayer->GetTeam() != ALLIANCE))
        return;

    if (achievement->Flags & ACHIEVEMENT_FLAG_COUNTER || HasAchieved(achievement->ID))
        return;

    if (achievement->Flags & ACHIEVEMENT_FLAG_SHOW_IN_GUILD_NEWS)
        if (Guild* guild = referencePlayer->GetGuild())
            guild->AddGuildNews(GUILD_NEWS_PLAYER_ACHIEVEMENT, referencePlayer->GetGUID(), achievement->Flags & ACHIEVEMENT_FLAG_SHOW_IN_GUILD_HEADER, achievement->ID);

    if (!_owner->GetSession()->PlayerLoading())
        SendAchievementEarned(achievement);

    TC_LOG_INFO("criteria.achievement", "PlayerAchievementMgr::CompletedAchievement(%u). %s", achievement->ID, GetOwnerInfo().c_str());

    CompletedAchievementData& ca = _completedAchievements[achievement->ID];
    ca.Date = time(NULL);
    ca.Changed = true;

    if (achievement->Flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL))
        sAchievementMgr->SetRealmCompleted(achievement);

    if (!(achievement->Flags & ACHIEVEMENT_FLAG_TRACKING_FLAG))
        _achievementPoints += achievement->Points;

    UpdateCriteria(CRITERIA_TYPE_COMPLETE_ACHIEVEMENT, 0, 0, 0, NULL, referencePlayer);
    UpdateCriteria(CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS, achievement->Points, 0, 0, NULL, referencePlayer);

    // reward items and titles if any
    AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement);

    // no rewards
    if (!reward)
        return;

    // titles
    //! Currently there's only one achievement that deals with gender-specific titles.
    //! Since no common attributes were found, (not even in titleRewardFlags field)
    //! we explicitly check by ID. Maybe in the future we could move the achievement_reward
    //! condition fields to the condition system.
    if (uint32 titleId = reward->TitleId[achievement->ID == 1793 ? _owner->GetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER) : (_owner->GetTeam() == ALLIANCE ? 0 : 1)])
        if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
            _owner->SetTitle(titleEntry);

    // mail
    if (reward->SenderCreatureId)
    {
        MailDraft draft(uint16(reward->MailTemplateId));

        if (!reward->MailTemplateId)
        {
            // subject and text
            std::string subject = reward->Subject;
            std::string text = reward->Body;

            LocaleConstant localeConstant = _owner->GetSession()->GetSessionDbLocaleIndex();
            if (localeConstant != LOCALE_enUS)
            {
                if (AchievementRewardLocale const* loc = sAchievementMgr->GetAchievementRewardLocale(achievement))
                {
                    ObjectMgr::GetLocaleString(loc->Subject, localeConstant, subject);
                    ObjectMgr::GetLocaleString(loc->Body, localeConstant, text);
                }
            }

            draft = MailDraft(subject, text);
        }

        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        Item* item = reward->ItemId ? Item::CreateItem(reward->ItemId, 1, _owner) : NULL;
        if (item)
        {
            // save new item before send
            item->SaveToDB(trans);                               // save for prevent lost at next mail load, if send fail then item will deleted

            // item
            draft.AddItem(item);
        }

        draft.SendMailTo(trans, _owner, MailSender(MAIL_CREATURE, uint64(reward->SenderCreatureId)));
        CharacterDatabase.CommitTransaction(trans);
    }
}
开发者ID:090809,项目名称:TrinityCore,代码行数:91,代码来源:AchievementMgr.cpp


示例3: GetPlayer

//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
{
    uint64 auctioneer;
    uint32 auctionId;
    recv_data >> auctioneer;
    recv_data >> auctionId;
    //sLog->outDebug("Cancel AUCTION AuctionID: %u", auctionId);

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog->outDebug("WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction());

    AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
    Player *pl = GetPlayer();

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    if (auction && auction->owner == pl->GetGUIDLow())
    {
        Item *pItem = sAuctionMgr->GetAItem(auction->item_guidlow);
        if (pItem)
        {
            if (auction->bidder > 0)                        // If we have a bidder, we have to send him the money he paid
            {
                uint32 auctionCut = auction->GetAuctionCut();
                if (!pl->HasEnoughMoney(auctionCut))          //player doesn't have enough money, maybe message needed
                    return;
                //some auctionBidderNotification would be needed, but don't know that parts..
                sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans);
                pl->ModifyMoney(-int32(auctionCut));
            }
            // Return the item by mail
            std::ostringstream msgAuctionCanceledOwner;
            msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED << ":0:0";

            // item will deleted or added to received mail list
            MailDraft(msgAuctionCanceledOwner.str(), "")    // TODO: fix body
                .AddItem(pItem)
                .SendMailTo(trans, pl, auction, MAIL_CHECK_MASK_COPIED);
        }
        else
        {
            sLog->outError("Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow);
            SendAuctionCommandResult(0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR);
            return;
        }
    }
    else
    {
        SendAuctionCommandResult(0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR);
        //this code isn't possible ... maybe there should be assert
        sLog->outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId);
        return;
    }

    //inform player, that auction is removed
    SendAuctionCommandResult(auction->Id, AUCTION_CANCEL, AUCTION_OK);

    // Now remove the auction

    pl->SaveInventoryAndGoldToDB(trans);
    auction->DeleteFromDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    uint32 item_template = auction->item_template;
    sAuctionMgr->RemoveAItem(auction->item_guidlow);
    auctionHouse->RemoveAuction(auction, item_template);
}
开发者ID:CamelPown,项目名称:TrueBl0OD,代码行数:77,代码来源:AuctionHouseHandler.cpp


示例4: ObjectGuid

/**
 * 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 *sender = sObjectMgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
            {
                std::string sender_name;
                if(sender)
                {
                    sender_accId = sender->GetSession()->GetAccountId();
                    sender_name = sender->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(!sender)
                sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if(sender || sender_accId)
            {
                MailDraft(m->subject, "")
                    .SetMoney(m->COD)
                    .SendMailTo(MailReceiver(sender, sender_guid), _player, 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);
}
开发者ID:xXNembiXx,项目名称:mangos_335,代码行数:97,代码来源:Mail.cpp


示例5: MAKE_NEW_GUID

//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPacket & recvData)
{
    uint64 mailbox;
    uint32 mailId;
    uint32 itemId;
    recvData >> mailbox;
    recvData >> mailId;
    recvData >> itemId;                                    // item guid low

    if (!CanOpenMailBox(mailbox))
        return;

    Player* player = _player;

    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
  
    // verify that the mail has the item to avoid cheaters taking COD items without paying
    bool foundItem = false;
    for (std::vector<MailItemInfo>::const_iterator itr = m->items.begin(); itr != m->items.end(); ++itr)
        if (itr->item_guid == itemId)
        {
            foundItem = true;
            break;
        }
    if (!foundItem)
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(m->COD))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        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
        {
            uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
            uint32 sender_accId = 0;
            Player* sender = ObjectAccessor::FindPlayerInOrOutOfWorld(sender_guid);
            if (sender)
                sender_accId = sender->GetSession()->GetAccountId();
            else
                sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (sender || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(sender, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);

                if( m->COD >= 10*GOLD )
                {
                    std::string senderName;
                    if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, senderName))
                        senderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                    std::string subj = m->subject;
                    CleanStringForMysqlQuery(subj);
                    CharacterDatabase.PExecute("INSERT INTO log_money VALUES(%u, %u, \"%s\", \"%s\", %u, \"%s\", %u, \"<COD> %s\", NOW())", GetAccountId(), player->GetGUIDLow(), player->GetName().c_str(), player->GetSession()->GetRemoteAddress().c_str(), sender_accId, senderName.c_str(), m->COD, subj.c_str());
                }
            }

            player->ModifyMoney(-int32(m->COD));
        }

        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);

        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
//.........这里部分代码省略.........
开发者ID:AzerothShard-Dev,项目名称:azerothcore,代码行数:101,代码来源:MailHandler.cpp


示例6: UpdateAI

        void UpdateAI(const uint32 diff)
        {
            if (IsEventActive(EVENT_LOTTO))
            {
                if (me->IsVisible())
                {
                    me->SetVisible(false);
                    QueryResult result = ExtraDatabase.Query("SELECT MAX(id) FROM lotto_tickets");
                    uint32 maxTickets = result->Fetch()->GetUInt32();
                    if (!maxTickets)
                        return;

                    result = ExtraDatabase.Query("SELECT name, guid FROM `lotto_tickets` ORDER BY RAND() LIMIT 3;");
                    uint32 position = 0;

                    do
                    {
                        ++position;

                        Field *fields = result->Fetch();

                        const char* name = fields[0].GetCString();
                        uint32 guid = fields[1].GetUInt32();
                        uint32 reward = TICKET_COST / (1 << position) * maxTickets;

                        ExtraDatabase.PExecute("INSERT INTO `lotto_extractions` (winner,guid,position,reward) VALUES ('%s',%u,%u,%u);",name,guid,position,reward);

                        // Send reward by mail
                        Player *pPlayer = sObjectMgr->GetPlayerByLowGUID(guid);
                        SQLTransaction trans = CharacterDatabase.BeginTransaction();
                        MailDraft("Лотерея", "Поздравляем! Вы выйграли!")
                            .AddMoney(reward)
                            .SendMailTo(trans, MailReceiver(pPlayer, GUID_LOPART(guid)), MailSender(MAIL_NORMAL, 0, MAIL_STATIONERY_GM));
                        CharacterDatabase.CommitTransaction(trans);

                        // Event Message
                        char msg[500];
                        switch (position)
                        {
                            case 1:
                                sWorld->SendWorldText(LANG_EVENTMESSAGE, "| Призы |");
                                sprintf(msg, "| 1 - %s выиграл %i золота!",name,reward/10000);
                                break;
                            case 2:
                                sprintf(msg, "| 2 - %s выиграл %i золота!",name,reward/10000);
                                break;
                            case 3:
                                sprintf(msg, "| 3 - %s выиграл %i золота!",name,reward/10000);
                                break;
                        }
                        sWorld->SendWorldText(LANG_EVENTMESSAGE, msg);
                    }
                    while (result->NextRow());

                    // Delete tickets after extraction
                    ExtraDatabase.PExecute("DELETE FROM lotto_tickets;");
                }
            }
            else
            {
                if (!me->IsVisible())
                    me->SetVisible(true);
                    
                if (SayTimer <= diff)
                {
                    me->MonsterSay("Билеты лотереи! Всего лишь 100 золотых, чтобы стать миллионером!", 0, NULL);
                    SayTimer = 1800*IN_MILLISECONDS;
                }
                else SayTimer -= diff;
            }
        }
开发者ID:Jekls,项目名称:trinity,代码行数:71,代码来源:npc_lottery.cpp


示例7: DEBUG_LOG

// this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: HandleAuctionRemoveItem");

    ObjectGuid auctioneerGuid;
    uint32 auctionId;
    recv_data >> auctioneerGuid;
    recv_data >> auctionId;
    //DEBUG_LOG( "Cancel AUCTION AuctionID: %u", auctionId);

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
    Player *pl = GetPlayer();

    if (auction && auction->owner == pl->GetGUIDLow())
    {
        Item *pItem = sAuctionMgr.GetAItem(auction->item_guidlow);
        if (pItem)
        {
            if (auction->bidder > 0)                        // If we have a bidder, we have to send him the money he paid
            {
                uint32 auctionCut = auction->GetAuctionCut();
                if ( pl->GetMoney() < auctionCut )          //player doesn't have enough money, maybe message needed
                    return;
                //some auctionBidderNotification would be needed, but don't know that parts..
                SendAuctionCancelledToBidderMail( auction );
                pl->ModifyMoney( -int32(auctionCut) );
            }
            // Return the item by mail
            std::ostringstream msgAuctionCanceledOwner;
            msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED << ":0:0";

            // item will deleted or added to received mail list
            MailDraft(msgAuctionCanceledOwner.str(), "")    // TODO: fix body
                .AddItem(pItem)
                .SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED);
        }
        else
        {
            sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->item_guidlow);
            SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR );
            return;
        }
    }
    else
    {
        SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR );
        //this code isn't possible ... maybe there should be ASSERT
        sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId );
        return;
    }

    //inform player, that auction is removed
    SendAuctionCommandResult( auction->Id, AUCTION_CANCEL, AUCTION_OK );
    // Now remove the auction
    CharacterDatabase.BeginTransaction();
    auction->DeleteFromDB();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
    sAuctionMgr.RemoveAItem( auction->item_guidlow );
    auctionHouse->RemoveAuction( auction->Id );
    delete auction;
}
开发者ID:kicho,项目名称:mangos,代码行数:74,代码来源:AuctionHouseHandler.cpp


示例8: GetAItem

//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
{
    Item* pItem = GetAItem(auction->item_guidlow);
    if (!pItem)
        return;

    uint32 bidder_accId = 0;
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(bidder_guid);
    // data for gm.log
    if (sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
    {
        uint32 bidder_security = 0;
        std::string bidder_name;
        if (bidder)
        {
            bidder_accId = bidder->GetSession()->GetAccountId();
            bidder_security = bidder->GetSession()->GetSecurity();
            bidder_name = bidder->GetName();
        }
        else
        {
            bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid);
            bidder_security = AccountMgr::GetSecurity(bidder_accId, realmID);

            if (!AccountMgr::IsPlayerAccount(bidder_security)) // not do redundant DB requests
            {
                if (!sObjectMgr->GetPlayerNameByGUID(bidder_guid, bidder_name))
                    bidder_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
            }
        }
        if (!AccountMgr::IsPlayerAccount(bidder_security))
        {
            std::string owner_name;
            if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, owner_name))
                owner_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

            uint32 owner_accid = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner);

            sLog->outCommand(bidder_accId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
                bidder_name.c_str(), bidder_accId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, owner_name.c_str(), owner_accid);
        }
    }

    // receiver exist
    if (bidder || bidder_accId)
    {
        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
        stmt->setUInt32(0, auction->bidder);
        stmt->setUInt32(1, pItem->GetGUIDLow());
        trans->Append(stmt);

        if (bidder)
        {
            bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
            // FIXME: for offline player need also
            bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
        }

        MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0))
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}
开发者ID:Athok,项目名称:TrinityCore,代码行数:67,代码来源:AuctionHouseMgr.cpp


示例9: TC_LOG_DEBUG

//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");

    ObjectGuid auctioneer;
    uint32 auctionId;

    recvData >> auctioneer;
    recvData >> auctionId;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
    Player* player = GetPlayer();

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    if (auction && auction->owner == player->GetGUIDLow())
    {
        Item* pItem = sAuctionMgr->GetAItem(auction->itemGUIDLow);
        if (pItem)
        {
            if (auction->bidder > 0)                        // If we have a bidder, we have to send him the money he paid
            {
                uint32 auctionCut = auction->GetAuctionCut();
                if (!player->HasEnoughMoney((uint64)auctionCut))          //player doesn't have enough money, maybe message needed
                    return;
                sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans, pItem);
                player->ModifyMoney(-int64(auctionCut));
            }

            // item will deleted or added to received mail list
            MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
                .AddItem(pItem)
                .SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
        } else
        {
            TC_LOG_ERROR("network", "Auction id: %u got non existing item (item guid : %u)!", auction->autcionId, auction->itemGUIDLow);
            SendAuctionCommandResult(NULL, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    } else
    {
        SendAuctionCommandResult(NULL, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
        //this code isn't possible ... maybe there should be assert
        TC_LOG_ERROR("network", "CHEATER: %u tried to cancel auction (id: %u) of another player or auction is NULL", player->GetGUIDLow(), auctionId);
        return;
    }

    //inform player, that auction is removed
    SendAuctionCommandResult(auction, AUCTION_CANCEL, ERR_AUCTION_OK);

    // Now remove the auction

    player->SaveInventoryAndGoldToDB(trans);
    auction->DeleteFromDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    uint32 itemEntry = auction->itemEntry;
    sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
    auctionHouse->RemoveAuction(auction, itemEntry);
}
开发者ID:GlassFace,项目名称:Skyfire-6.1.2-version,代码行数:73,代码来源:AuctionHouseHandler.cpp


示例10: ForwardPacketToMaster

/**
 * Handles the packet sent by the client when taking an item from the mail.
 */
void WorldSession::HandleMailTakeItem(WorldPacket & recv_data)
{
    ObjectGuid mailboxGuid;
    uint32 mailId;
    recv_data >> mailboxGuid;
    recv_data >> mailId;

    if (!CheckMailBox(mailboxGuid))
        return;

    ForwardPacketToMaster();

    MasterPlayer* pl = GetMasterPlayer();
    Player* loadedPlayer = GetPlayer();
    ASSERT(pl);

    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 (loadedPlayer->GetMoney() < m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    // Do not allow GMs to send COD
    if (!sWorld.getConfig(CONFIG_BOOL_GM_ALLOW_TRADES) && GetSecurity() > SEC_PLAYER && m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    uint32 itemId = m->items[0].item_template;
    uint32 itemGuid = m->items[0].item_guid;

    Item *it = pl->GetMItem(itemGuid);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        m->RemoveItem(itemGuid);
        m->removedItems.push_back(itemGuid);

        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 *sender = sObjectMgr.GetPlayer(sender_guid);

            // Transaction log
            PlayerTransactionData data;
            data.type = "MailCOD";
            data.parts[0].lowGuid = sender_guid.GetCounter();
            if (it)
            {
                data.parts[0].itemsEntries[0] = it->GetEntry();
                data.parts[0].itemsCount[0] = it->GetCount();
            }
            data.parts[1].lowGuid = _player->GetGUIDLow();
            data.parts[1].money = m->COD;
            sWorld.LogTransaction(data);

            uint32 sender_accId = 0;

            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
            {
                std::string sender_name;
                if (sender)
                {
                    sender_accId = sender->GetSession()->GetAccountId();
                    sender_name = sender->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 (!sender)
                sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (sender || sender_accId)
            {
                MailDraft(m->subject)
                .SetMoney(m->COD)
                .SendMailTo(MailReceiver(sender, sender_guid), _player, MAIL_CHECK_MASK_COD_PAYMENT);
//.........这里部分代码省略.........
开发者ID:Maduse,项目名称:server,代码行数:101,代码来源:MailHandler.cpp


示例11: sender_guid

//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPacket& recvData)
{
    ObjectGuid mailbox;
    uint32 mailId;
    uint32 itemId;
    recvData >> mailbox;
    recvData >> mailId;
    recvData >> itemId;                                    // item guid low

    if (!CanOpenMailBox(mailbox))
        return;

    Player* player = _player;

    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // verify that the mail has the item to avoid cheaters taking COD items without paying
    if (std::find_if(m->items.begin(), m->items.end(), [itemId](MailItemInfo info){ return info.item_guid == itemId; }) == m->items.end())
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(m->COD))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        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(HighGuid::Player, m->sender);
            Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
            {
                std::string sender_name;
                if (receiver)
                {
                    sender_accId = receiver->GetSession()->GetAccountId();
                    sender_name = receiver->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid);

                    if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                    GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->Name1.c_str(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!receiver)
                sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (receiver || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            player->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUID().GetCounter());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);

        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
//.........这里部分代码省略.........
开发者ID:martial69320,项目名称:cerberus,代码行数:101,代码来源:MailHandler.cpp


示例12: OnGossipSelect


//.........这里部分代码省略.........
                    }break;
                            
                    case 6006:
                    {
                        Bonusep(pPlayer->GetSession()->GetPlayer(), 7500, 432000);
                    }break;
                            
                    case 6007:
                    {
                        Bonusep(pPlayer->GetSession()->GetPlayer(), 10000, 864000);
                    }break;
                            
                            
					case 23:
					{
						if (pPlayer->HasEnoughMoney(5000 * GOLD)){
							pPlayer->ModifyMoney(-5000 * GOLD);
							srand(time(NULL));
							int r = rand();

							std::string grund = "Gutschein";

							uint32 anzahl = 1 + (std::rand() % (5 - 1 + 1));

							if (r % 5 == 0){
								fixgutschein(pPlayer->GetSession()->GetPlayer(), ASTRALER_KREDIT, anzahl,grund);
							}

							if (r % 5 == 1){
								CharacterDatabase.PExecute("INSERT INTO item_codes (code,belohnung,anzahl,benutzt,name,benutztbar) Values ('%s','%u','%u','%u','%s')", grund, 9999, anzahl, 1, pPlayer->GetName(),1);
								
								pPlayer->GetSession()->SendNotification("Dein Code wurde generiert und die Belohnung zugesendet!");
								SQLTransaction trans = CharacterDatabase.BeginTransaction();
								MailDraft("Dein Gutscheincode", "Dein Code wurde erfolgreich eingeloest. Wir wuenschen dir weiterhin viel Spass auf MMOwning. Dein MMOwning-Team").AddMoney(5500 * GOLD)
									.SendMailTo(trans, MailReceiver(pPlayer, pPlayer->GetGUID()), MailSender(MAIL_NORMAL, 0, MAIL_STATIONERY_GM));
								CharacterDatabase.CommitTransaction(trans);
							}

							if (r % 5 == 2){
								fixgutschein(pPlayer->GetSession()->GetPlayer(), FROSTMARKEN, anzahl, grund);
							}

							if (r % 5 == 3){	
								fixgutschein(pPlayer->GetSession()->GetPlayer(), TRIUMPHMARKEN, anzahl, grund);
							}

							if (r % 5 == 4){
								fixgutschein(pPlayer->GetSession()->GetPlayer(), TITANSTAHLBARREN, anzahl, grund);
							}
						}

						else {
							pPlayer->GetSession()->SendNotification("Du hast zu wenig Gold um dir einen Gutschein zu generieren.");
						}


					}break;

					case 25:
					{
						pPlayer->PlayerTalkClass->ClearMenus();
						pPlayer->ADD_GOSSIP_ITEM(7, "Level 80 Equipment. [Kosten: 5000G]", GOSSIP_SENDER_MAIN, 10);
						pPlayer->ADD_GOSSIP_ITEM(7, "Berufe skillen [Kosten: 3000 Gold]", GOSSIP_SENDER_MAIN, 12);
						pPlayer->ADD_GOSSIP_ITEM(7, "Gutschein generieren [Kosten: 5000G]", GOSSIP_SENDER_MAIN, 23);
						pPlayer->ADD_GOSSIP_ITEM(7, "Gutschein zum Verschenken generieren [Kosten: Premium 5000 / Normal 10.000]", GOSSIP_SENDER_MAIN, 24);
						pPlayer->ADD_GOSSIP_ITEM(7, "Level kaufen", GOSSIP_SENDER_MAIN, 9500);
开发者ID:Exitare,项目名称:Testrealm-Core,代码行数:67,代码来源:ex_firstnpc.cpp


示例13: DEBUG_LOG

// this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: HandleAuctionRemoveItem");

    ObjectGuid auctioneerGuid;
    uint32 auctionId;
    recv_data >> auctioneerGuid;
    recv_data >> auctionId;
    // DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId);

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
    Player* pl = GetPlayer();

    if (!auction || auction->owner != pl->GetGUIDLow())
    {
        SendAuctionCommandResult(nullptr, AUCTION_REMOVED, AUCTION_ERR_DATABASE);
        sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is nullptr", pl->GetGUIDLow(), auctionId);
        return;
    }

    Item* pItem = sAuctionMgr.GetAItem(auction->itemGuidLow);
    if (!pItem)
    {
        sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->itemGuidLow);
        SendAuctionCommandResult(nullptr, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
        return;
    }

    if (auction->bid)                                       // If we have a bid, we have to send him the money he paid
    {
        uint32 auctionCut = auction->GetAuctionCut();
        if (pl->GetMoney() < auctionCut)                    // player doesn't have enough money, maybe message needed
            return;

        if (auction->bidder)                                // if auction have real existed bidder send mail
            SendAuctionCancelledToBidderMail(auction);

        pl->ModifyMoney(-int32(auctionCut));
    }
    // Return the item by mail
    std::ostringstream msgAuctionCanceledOwner;
    msgAuctionCanceledOwner << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELED;

    // item will deleted or added to received mail list
    MailDraft(msgAuctionCanceledOwner.str())
    .AddItem(pItem)
    .SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED);

    // inform player, that auction is removed
    SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK);
    // Now remove the auction
    CharacterDatabase.BeginTransaction();
    auction->DeleteFromDB();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();
    sAuctionMgr.RemoveAItem(auction->itemGuidLow);
    auctionHouse->RemoveAuction( 

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