本文整理汇总了C++中GetSecurity函数的典型用法代码示例。如果您正苦于以下问题:C++ GetSecurity函数的具体用法?C++ GetSecurity怎么用?C++ GetSecurity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GetSecurity函数的20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: GetPlayer
void ClientSession::HandleMessagechatOpcode(WorldPacket & recv_data)
{
uint32 type;
uint32 lang;
recv_data >> type;
recv_data >> lang;
if (type >= MAX_CHAT_MSG_TYPE)
{
sLog->outError("CHAT: Wrong message type received: %u", type);
recv_data.rfinish();
return;
}
Player* sender = GetPlayer();
// prevent talking at unknown language (cheating)
LanguageDesc const* langDesc = GetLanguageDescByID(lang);
if (!langDesc)
{
SendNotification(LANG_UNKNOWN_LANGUAGE);
recv_data.rfinish();
return;
}
bool ignoreChecks = false;
if (lang == LANG_ADDON)
{
// LANG_ADDON is only valid for the following message types
switch (type)
{
case CHAT_MSG_PARTY:
case CHAT_MSG_RAID:
case CHAT_MSG_GUILD:
case CHAT_MSG_BATTLEGROUND:
case CHAT_MSG_WHISPER:
ignoreChecks = true;
break;
default:
sLog->outError("Player %s (GUID: %u) sent a chatmessage with an invalid language/message type combination",
GetPlayer()->GetName(), GetPlayer()->GetGUIDLow());
recv_data.rfinish();
return;
}
}
std::string to, channel, msg, temp;
switch (type)
{
case CHAT_MSG_SAY:
case CHAT_MSG_EMOTE:
case CHAT_MSG_YELL:
case CHAT_MSG_PARTY:
case CHAT_MSG_PARTY_LEADER:
case CHAT_MSG_GUILD:
case CHAT_MSG_OFFICER:
case CHAT_MSG_RAID:
case CHAT_MSG_RAID_LEADER:
case CHAT_MSG_RAID_WARNING:
case CHAT_MSG_BATTLEGROUND:
case CHAT_MSG_BATTLEGROUND_LEADER:
recv_data >> msg;
break;
case CHAT_MSG_WHISPER:
recv_data >> to;
recv_data >> msg;
break;
case CHAT_MSG_CHANNEL:
recv_data >> channel;
recv_data >> msg;
break;
case CHAT_MSG_AFK:
case CHAT_MSG_DND:
recv_data >> msg;
if (checkMsgForCommand(msg, recv_data) || checkMsgForMute(sender, recv_data))
return;
ignoreChecks = true;
break;
}
if (!ignoreChecks)
{
if (msg.empty())
return;
if (checkMsgForCommand(msg, recv_data) || checkMsgForMute(sender, recv_data))
{
if (!AccountMgr::IsVIPorPlayer(GetSecurity()))
{
/*if (Player* pPlayer = sender->GetSelectedPlayer())
sGMQualityManager->OnGMChat(CHAT_MSG_SYSTEM, sender, msg, pPlayer->GetName());
else*/
sGMQualityManager->OnGMChat(CHAT_MSG_SYSTEM, sender, msg);
}
return;
}
StripLineInvisibleChars(msg);
//.........这里部分代码省略.........
开发者ID:Allowed,项目名称:Strawberry335,代码行数:101,代码来源:ChatHandler.cpp
示例2: MAKE_NEW_GUID
/**
* 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
{
uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
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.GetStringForDBCLocale(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);
}
开发者ID:Bootz,项目名称:diamondcore,代码行数:97,代码来源:Mail.cpp
示例3: DEBUG_LOG
//.........这里部分代码省略.........
if (msg.empty())
break;
if (type == CHAT_MSG_SAY)
GetPlayer()->Say(msg, lang);
else if (type == CHAT_MSG_EMOTE)
GetPlayer()->TextEmote(msg);
else if (type == CHAT_MSG_YELL)
GetPlayer()->Yell(msg, lang);
} break;
case CHAT_MSG_WHISPER:
{
std::string to, msg;
recv_data >> to;
recv_data >> msg;
if (msg.empty())
break;
if (ChatHandler(this).ParseCommands(msg.c_str()))
break;
if (!processChatmessageFurtherAfterSecurityChecks(msg, lang))
return;
if (!normalizePlayerName(to))
{
SendPlayerNotFoundNotice(to);
break;
}
Player* player = sObjectMgr.GetPlayer(to.c_str());
uint32 tSecurity = GetSecurity();
uint32 pSecurity = player ? player->GetSession()->GetSecurity() : SEC_PLAYER;
if (!player || (tSecurity == SEC_PLAYER && pSecurity > SEC_PLAYER && !player->isAcceptWhispers()))
{
SendPlayerNotFoundNotice(to);
return;
}
if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT) && tSecurity == SEC_PLAYER && pSecurity == SEC_PLAYER)
{
if (GetPlayer()->GetTeam() != player->GetTeam())
{
SendWrongFactionNotice();
return;
}
}
GetPlayer()->Whisper(msg, lang, player->GetObjectGuid());
} break;
case CHAT_MSG_PARTY:
{
std::string msg;
recv_data >> msg;
if (msg.empty())
break;
if (ChatHandler(this).ParseCommands(msg.c_str()))
break;
if (!processChatmessageFurtherAfterSecurityChecks(msg, lang))
return;
开发者ID:Ccaz,项目名称:mangos-tbc,代码行数:67,代码来源:ChatHandler.cpp
示例4: CHECK_PACKET_SIZE
void WorldSession::HandleCharCreateOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,1+1+1+1+1+1+1+1+1+1);
std::string name;
uint8 race_,class_;
recv_data >> name;
// recheck with known string size
CHECK_PACKET_SIZE(recv_data,(name.size()+1)+1+1+1+1+1+1+1+1+1);
recv_data >> race_;
recv_data >> class_;
WorldPacket data(SMSG_CHAR_CREATE, 1); // returned with diff.values in all cases
if(GetSecurity() == SEC_PLAYER)
{
if(uint32 mask = sWorld.getConfig(CONFIG_CHARACTERS_CREATING_DISABLED))
{
bool disabled = false;
uint32 team = Player::TeamForRace(race_);
switch(team)
{
case ALLIANCE: disabled = mask & (1<<0); break;
case HORDE: disabled = mask & (1<<1); break;
}
if(disabled)
{
data << (uint8)CHAR_CREATE_DISABLED;
SendPacket( &data );
return;
}
}
}
ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(class_);
ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(race_);
if( !classEntry || !raceEntry )
{
data << (uint8)CHAR_CREATE_FAILED;
SendPacket( &data );
sLog.outError("Class: %u or Race %u not found in DBC (Wrong DBC files?) or Cheater?", class_, race_);
return;
}
// prevent character creating Expansion race without Expansion account
if (raceEntry->addon > Expansion())
{
data << (uint8)CHAR_CREATE_EXPANSION;
sLog.outError("Expansion %u account:[%d] tried to Create character with expansion %u race (%u)",Expansion(),GetAccountId(),raceEntry->addon,race_);
SendPacket( &data );
return;
}
// prevent character creating Expansion class without Expansion account
if (classEntry->addon > Expansion())
{
data << (uint8)CHAR_CREATE_EXPANSION_CLASS;
sLog.outError("Expansion %u account:[%d] tried to Create character with expansion %u class (%u)",Expansion(),GetAccountId(),classEntry->addon,class_);
SendPacket( &data );
return;
}
// prevent character creating with invalid name
if(!normalizePlayerName(name))
{
data << (uint8)CHAR_NAME_INVALID_CHARACTER;
SendPacket( &data );
sLog.outError("Account:[%d] but tried to Create character with empty [name] ",GetAccountId());
return;
}
// check name limitations
if(!ObjectMgr::IsValidName(name,true))
{
data << (uint8)CHAR_NAME_INVALID_CHARACTER;
SendPacket( &data );
return;
}
if(GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(name))
{
data << (uint8)CHAR_NAME_RESERVED;
SendPacket( &data );
return;
}
if(objmgr.GetPlayerGUIDByName(name))
{
data << (uint8)CHAR_CREATE_NAME_IN_USE;
SendPacket( &data );
return;
}
QueryResult *resultacct = loginDatabase.PQuery("SELECT SUM(numchars) FROM realmcharacters WHERE acctid = '%d'", GetAccountId());
//.........这里部分代码省略.........
开发者ID:Naicisum,项目名称:mangos,代码行数:101,代码来源:CharacterHandler.cpp
示例5: DEBUG_LOG
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
DEBUG_LOG("WORLD: HandleAuctionSellItem");
ObjectGuid auctioneerGuid;
ObjectGuid itemGuid;
uint32 etime, bid, buyout;
recv_data >> auctioneerGuid;
recv_data.read_skip<uint32>(); // const 1?
recv_data >> itemGuid;
recv_data.read_skip<uint32>(); // stack size
recv_data >> bid;
recv_data >> buyout;
recv_data >> etime;
if (itemGuid.IsEmpty() || !bid || !etime)
return; // check for cheaters
Player *pl = GetPlayer();
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// client send time in minutes, convert to common used sec time
etime *= MINUTE;
// client understand only 3 auction time
switch(etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
Item *it = pl->GetItemByGuid(itemGuid);
// do not allow to sell already auctioned items
if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
{
sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if(!it)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
return;
}
if(!it->CanBeTraded())
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
//we have to take deposit :
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it );
if ( pl->GetMoney() < deposit )
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
return;
}
if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
{
sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
}
pl->ModifyMoney( -int32(deposit) );
uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
AuctionEntry *AH = new AuctionEntry;
AH->Id = sObjectMgr.GenerateAuctionID();
AH->item_guidlow = itemGuid.GetCounter();
AH->item_template = it->GetEntry();
AH->owner = pl->GetGUIDLow();
AH->startbid = bid;
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
//.........这里部分代码省略.........
开发者ID:mfooo,项目名称:Core,代码行数:101,代码来源:AuctionHouseHandler.cpp
示例6: data
void WorldSession::HandleCharCreateOpcode( WorldPacket & recv_data )
{
std::string name;
uint8 race_, class_;
recv_data >> name;
recv_data >> race_;
recv_data >> class_;
// extract other data required for player creating
uint8 gender, skin, face, hairStyle, hairColor, facialHair, outfitId;
recv_data >> gender >> skin >> face;
recv_data >> hairStyle >> hairColor >> facialHair >> outfitId;
WorldPacket data(SMSG_CHAR_CREATE, 1); // returned with diff.values in all cases
if(GetSecurity() == SEC_PLAYER)
{
if(uint32 mask = sWorld.getConfig(CONFIG_UINT32_CHARACTERS_CREATING_DISABLED))
{
bool disabled = false;
Team team = Player::TeamForRace(race_);
switch(team)
{
case ALLIANCE: disabled = mask & (1 << 0); break;
case HORDE: disabled = mask & (1 << 1); break;
}
if(disabled)
{
data << (uint8)CHAR_CREATE_DISABLED;
SendPacket( &data );
return;
}
}
}
ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(class_);
ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(race_);
if( !classEntry || !raceEntry )
{
data << (uint8)CHAR_CREATE_FAILED;
SendPacket( &data );
sLog.outError("Class: %u or Race %u not found in DBC (Wrong DBC files?) or Cheater?", class_, race_);
return;
}
// prevent character creating with invalid name
if (!normalizePlayerName(name))
{
data << (uint8)CHAR_NAME_NO_NAME;
SendPacket( &data );
sLog.outError("Account:[%d] but tried to Create character with empty [name]", GetAccountId());
return;
}
// check name limitations
uint8 res = ObjectMgr::CheckPlayerName(name, true);
if (res != CHAR_NAME_SUCCESS)
{
data << uint8(res);
SendPacket( &data );
return;
}
if (GetSecurity() == SEC_PLAYER && sObjectMgr.IsReservedName(name))
{
data << (uint8)CHAR_NAME_RESERVED;
SendPacket( &data );
return;
}
if (sObjectMgr.GetPlayerGuidByName(name))
{
data << (uint8)CHAR_CREATE_NAME_IN_USE;
SendPacket( &data );
return;
}
QueryResult *resultacct = LoginDatabase.PQuery("SELECT SUM(numchars) FROM realmcharacters WHERE acctid = '%u'", GetAccountId());
if (resultacct)
{
Field *fields=resultacct->Fetch();
uint32 acctcharcount = fields[0].GetUInt32();
delete resultacct;
if (acctcharcount >= sWorld.getConfig(CONFIG_UINT32_CHARACTERS_PER_ACCOUNT))
{
data << (uint8)CHAR_CREATE_ACCOUNT_LIMIT;
SendPacket( &data );
return;
}
}
QueryResult *result = CharacterDatabase.PQuery("SELECT COUNT(guid) FROM characters WHERE account = '%u'", GetAccountId());
uint8 charcount = 0;
if ( result )
//.........这里部分代码省略.........
开发者ID:Swockale,项目名称:portalzero,代码行数:101,代码来源:CharacterHandler.cpp
示例7: DEBUG_LOG
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionSellItem");
ObjectGuid auctioneerGuid;
ObjectGuid itemGuid;
uint32 etime, bid, buyout;
recv_data >> auctioneerGuid;
recv_data >> itemGuid;
recv_data >> bid;
recv_data >> buyout;
recv_data >> etime;
if (!bid || !etime)
return; // check for cheaters
Player* pl = GetPlayer();
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// client send time in minutes, convert to common used sec time
etime *= MINUTE;
// client understand only 3 auction time
switch (etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
if (!itemGuid)
return;
Item* it = pl->GetItemByGuid(itemGuid);
// do not allow to sell already auctioned items
if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
{
sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
return;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if (!it)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
return;
}
if (!it->CanBeTraded())
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
return;
}
if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
return;
}
// check money for deposit
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
if (pl->GetMoney() < deposit)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
return;
}
if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
sLog.outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
}
pl->ModifyMoney(-int32(deposit));
AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, it, etime, bid, buyout, deposit, pl);
DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId);
SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK);
//.........这里部分代码省略.........
开发者ID:Calixa,项目名称:mangos-tbc,代码行数:101,代码来源:AuctionHouseHandler.cpp
示例8: GetPlayer
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_SELL_ITEM");
uint64 auctioneer, item;
uint64 bid, buyout;
uint32 etime, count;
uint32 unk = 1;
recv_data >> auctioneer; // uint64
recv_data >> unk; // 1
recv_data >> item; // uint64
recv_data >> count; // 3.2.2, number of items being auctioned
recv_data >> bid; // uint64, 4.0.6
recv_data >> buyout; // uint64, 4.0.6
recv_data >> etime; // uint32
Player* player = GetPlayer();
if (!item || !bid || !etime)
return; //check for cheaters
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
return;
}
AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
if (!auctionHouseEntry)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer)));
return;
}
// client send time in minutes, convert to common used sec time
etime *= MINUTE;
// client understand only 3 auction time
switch (etime)
{
case 1 * MIN_AUCTION_TIME:
case 2 * MIN_AUCTION_TIME:
case 4 * MIN_AUCTION_TIME:
break;
default:
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
Item* it = player->GetItemByGuid(item);
//do not allow to sell already auctioned items
if (sAuctionMgr->GetAItem(GUID_LOPART(item)))
{
sLog->outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", player->GetName(), GUID_LOPART(item));
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
if (!it)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_ITEM_NOT_FOUND);
return;
}
if (!it->CanBeTraded())
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
if (it->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
if (it->IsNotEmptyBag())
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
//we have to take deposit :
uint64 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, it, count);
if (!player->HasEnoughMoney(deposit))
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_NOT_ENOUGH_MONEY);
return;
}
if (AccountMgr::IsGMAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
{
sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
//.........这里部分代码省略.........
开发者ID:OneB1t,项目名称:SkyfireBG,代码行数:101,代码来源:AuctionHouseHandler.cpp
示例9: CHECK_PACKET_SIZE
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+8+4+4+4);
uint64 auctioneer, item;
uint32 etime, bid, buyout;
recv_data >> auctioneer >> item;
recv_data >> bid >> buyout >> etime;
Player *pl = GetPlayer();
if (!item || !bid || !etime)
return; //check for cheaters
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
if (!pCreature)
{
sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
return;
}
// client send time in minutes, convert to common used sec time
etime *= MINUTE;
// client understand only 3 auction time
switch(etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
Item *it = pl->GetItemByGuid( item );
//do not allow to sell already auctioned items
if(objmgr.GetAItem(GUID_LOPART(item)))
{
sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
if(!it)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
return;
}
if(!it->CanBeTraded())
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
uint32 location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject * mAuctions;
mAuctions = objmgr.GetAuctionsMap( location );
//we have to take deposit :
uint32 deposit = objmgr.GetAuctionDeposit( location, etime, it );
if ( pl->GetMoney() < deposit )
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
return;
}
if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
{
sLog.outCommand("GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount());
}
pl->ModifyMoney( -int32(deposit) );
uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));
AuctionEntry *AH = new AuctionEntry;
AH->Id = objmgr.GenerateAuctionID();
AH->auctioneer = GUID_LOPART(auctioneer);
AH->item_guidlow = GUID_LOPART(item);
AH->item_template = it->GetEntry();
AH->owner = pl->GetGUIDLow();
AH->startbid = bid;
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->time = time(NULL) + auction_time;
AH->deposit = deposit;
//.........这里部分代码省略.........
开发者ID:Artea,项目名称:mangos-svn,代码行数:101,代码来源:AuctionHouse.cpp
示例10: GetLanguageDescByID
//.........这里部分代码省略.........
if(msg.empty())
break;
if(type == CHAT_MSG_SAY)
GetPlayer()->Say(msg, lang);
else if(type == CHAT_MSG_EMOTE)
GetPlayer()->TextEmote(msg);
else if(type == CHAT_MSG_YELL)
GetPlayer()->Yell(msg, lang);
} break;
case CHAT_MSG_WHISPER:
{
std::string to, msg;
recv_data >> to;
recv_data >> msg;
if (!processChatmessageFurtherAfterSecurityChecks(msg, lang))
return;
if(msg.empty())
break;
if(!normalizePlayerName(to))
{
WorldPacket data(SMSG_CHAT_PLAYER_NOT_FOUND, (to.size()+1));
data<<to;
SendPacket(&data);
break;
}
Player *player = sObjectMgr.GetPlayer(to.c_str());
uint32 tSecurity = GetSecurity();
uint32 pSecurity = player ? player->GetSession()->GetSecurity() : SEC_PLAYER;
if (!player || (tSecurity == SEC_PLAYER && pSecurity > SEC_PLAYER && !player->isAcceptWhispers()))
{
WorldPacket data(SMSG_CHAT_PLAYER_NOT_FOUND, (to.size()+1));
data<<to;
SendPacket(&data);
return;
}
if (!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) && tSecurity == SEC_PLAYER && pSecurity == SEC_PLAYER )
{
uint32 sidea = GetPlayer()->GetTeam();
uint32 sideb = player->GetTeam();
if( sidea != sideb )
{
WorldPacket data(SMSG_CHAT_PLAYER_NOT_FOUND, (to.size()+1));
data<<to;
SendPacket(&data);
return;
}
}
// Playerbot mod: handle whispered command to bot
if (player->GetPlayerbotAI())
{
player->GetPlayerbotAI()->HandleCommand(msg, *GetPlayer());
GetPlayer()->m_speakTime = 0;
GetPlayer()->m_speakCount = 0;
}
else
// END Playerbot mod
GetPlayer()->Whisper(msg, lang,player->GetGUID());
开发者ID:Chrissuit33,项目名称:mangos,代码行数:67,代码来源:ChatHandler.cpp
示例11: DEBUG_LOG
//.........这里部分代码省略.........
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// client send time in minutes, convert to common used sec time
etime *= MINUTE;
// client understand only 3 auction time
switch (etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
for (uint32 i = 0; i < itemCount; ++i)
{
ObjectGuid itemGuid = guids[i];
if (!itemGuid)
continue;
uint32 stackSize = stackSizes[i];
Item *it = pl->GetItemByGuid(itemGuid);
// do not allow to sell already auctioned items
if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
{
sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if (!it)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue;
}
if (!it->CanBeTraded())
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue;
}
if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue;
}
// check money for deposit
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
if (pl->GetMoney() < deposit)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
continue;
}
if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
}
if (stackSize == 0)
stackSize = 1;
if (stackSize > it->GetMaxStackCount()) // too big stack size
stackSize = it->GetMaxStackCount();
if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items
continue;
Item *newItem = it->CloneItem(stackSize);
pl->DestroyItemCount(it, stackSize, true);
pl->ModifyMoney(-int32(deposit));
AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl);
DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId);
SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK);
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
}
开发者ID:Tasssadar,项目名称:mangos-arm,代码行数:101,代码来源:AuctionHouseHandler.cpp
示例12: GetPlayer
//.........这里部分代码省略.........
{
pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
return;
}
Player *receive = objmgr.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 = objmgr.GetPlayerTeamByGUID(rc);
QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", GUID_LOPART(rc));
if(result)
{
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;
}
// test the receiver's Faction...
if (!sWorld.getConfig(CONFIG_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 = 0;
if(receive)
rc_account = receive->GetSession()->GetAccountId();
else
rc_account = objmgr.GetPlayerAccountIdByGUID(rc);
if (items_count)
{
for(MailItemMap::iterator mailItemIter = mi.begin(); mailItemIter != mi.end(); ++mailItemIter)
{
MailItem& mailItem = mailItemIter->second;
if(!mailItem.item_guidlow)
{
pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
return;
}
mailItem.item = pl->GetItemByGuid(MAKE_NEW_GUID(mailItem.item_guidlow, 0, HIGHGUID_ITEM));
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
if(!mailItem.item)
{
pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
return;
}
if(!mailItem.item->CanBeTraded(true))
开发者ID:Attractivee,项目名称:dfteam,代码行数:67,代码来源:Mail.cpp
示例13: CHECK_PACKET_SIZE
//.........这里部分代码省略.........
SendPacket( &data );
return;
}
// prevent character creating with invalid name
if(name.size() == 0)
{
data << (uint8)CHAR_NAME_INVALID_CHARACTER;
SendPacket( &data );
sLog.outError("Account:[%d] but tried to Create character with empty [name] ",GetAccountId());
return;
}
normalizePlayerName(name);
if(name.find_first_of(notAllowedChars)!=name.npos)
{
data << (uint8)CHAR_NAME_INVALID_CHARACTER;
SendPacket( &data );
sLog.outError("Account:[%d] tried to Create character whit empty name ",GetAccountId());
return;
}
if(objmgr.GetPlayerGUIDByName(name))
{
data << (uint8)CHAR_CREATE_NAME_IN_USE;
SendPacket( &data );
return;
}
QueryResult *result = sDatabase.PQuery("SELECT COUNT(guid) FROM `character` WHERE `account` = '%d'", GetAccountId());
uint8 charcount = 0;
if ( result )
{
Field *fields=result->Fetch();
charcount = fields[0].GetUInt8();
if (charcount >= 10)
{
data << (uint8)CHAR_CREATE_ACCOUNT_LIMIT;
SendPacket( &data );
delete result;
return;
}
delete result;
}
bool AllowTwoSideAccounts = sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS);
if(sWorld.IsPvPRealm()&&!AllowTwoSideAccounts)
{
QueryResult *result2 = sDatabase.PQuery("SELECT `race` FROM `character` WHERE `account` = '%u' LIMIT 1", GetAccountId());
if(result2)
{
Field * field = result2->Fetch();
uint8 race = field[0].GetUInt32();
delete result2;
uint32 team=0;
if(race > 0)
team = Player::TeamForRace(race);
uint32 team_=0;
//if(race_ > 0)
team_ = Player::TeamForRace(race_);
if(team != team_ && GetSecurity() < SEC_GAMEMASTER)
{
data << (uint8)CHAR_CREATE_PVP_TEAMS_VIOLATION;
SendPacket( &data );
return;
}
}
}
Player * pNewChar = new Player(this);
recv_data.rpos(0);
if(pNewChar->Create( objmgr.GenerateLowGuid(HIGHGUID_PLAYER), recv_data ))
{
// Player create
pNewChar->SaveToDB();
charcount+=1;
loginDatabase.PExecute("INSERT INTO `realmcharacters` (`numchars`, `acctid`, `realmid`) VALUES (%d, %d, %d) ON DUPLICATE KEY UPDATE `numchars` = '%d'", charcount, GetAccountId(), realmID, charcount);
delete pNewChar;
}
else
{
// Player not create (race/class problem?)
delete pNewChar;
data << (uint8)CHAR_CREATE_ERROR;
SendPacket( &data );
return;
}
data << (uint8)CHAR_CREATE_SUCCESS;
SendPacket( &data );
sLog.outBasic("Account: %d Create New Character:[%s]",GetAccountId(),name.c_str());
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:101,代码来源:CharacterHandler.cpp
示例14: GetPlayer
void WorldSession::HandleMessagechatOpcode(WorldPacket & recvData)
{
uint32 type;
uint32 lang;
recvData >> type;
recvData >> lang;
if (type >= MAX_CHAT_MSG_TYPE)
{
sLog->outError("CHAT: Wrong message type received: %u", type);
recvData.rfinish();
return;
}
Player* sender = GetPlayer();
//sLog->outDebug("CHAT: packet received. type %u, lang %u", type, lang);
// pussywizard: chatting on most chat types requires 2 hours played to prevent spam/abuse
if (AccountMgr::IsPlayerAccount(GetSecurity()))
switch (type)
{
case CHAT_MSG_ADDON:
case CHAT_MSG_PARTY:
case CHAT_MSG_RAID:
case CHAT_MSG_GUILD:
case CHAT_MSG_OFFICER:
case CHAT_MSG_AFK:
case CHAT_MSG_DND:
case CHAT_MSG_RAID_LEADER:
case CHAT_MSG_RAID_WARNING:
case CHAT_MSG_BATTLEGROUND:
case CHAT_MSG_BATTLEGROUND_LEADER:
case CHAT_MSG_PARTY_LEADER:
break;
default:
if (sender->GetTotalPlayedTime() < 2*HOUR)
{
SendNotification("Speaking is allowed after playing for at least 2 hours. You may use party and guild chat.");
recvData.rfinish();
return;
}
}
// pussywizard:
switch (type)
{
case CHAT_MSG_SAY:
case CHAT_MSG_YELL:
case CHAT_MSG_EMOTE:
case CHAT_MSG_TEXT_EMOTE:
case CHAT_MSG_AFK:
case CHAT_MSG_DND:
if (sender->IsSpectator())
{
recvData.rfinish();
return;
}
}
// prevent talking at unknown language (cheating)
LanguageDesc const* langDesc = GetLanguageDescByID(lang);
if (!langDesc)
{
SendNotification(LANG_UNKNOWN_LANGUAGE);
recvData.rfinish();
return;
}
if (langDesc->skill_id != 0 && !sender->HasSkill(langDesc->skill_id))
{
// also check SPELL_AURA_COMPREHEND_LANGUAGE (client offers option to speak in that language)
Unit::AuraEffectList const& langAuras = sender->GetAuraEffectsByType(SPELL_AURA_COMPREHEND_LANGUAGE);
bool foundAura = false;
for (Unit::AuraEffectList::const_iterator i = langAuras.begin(); i != langAuras.end(); ++i)
{
if ((*i)->G
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