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C++ AuctionEntry::SaveToDB方法代码示例

本文整理汇总了C++中AuctionEntry::SaveToDB方法的典型用法代码示例。如果您正苦于以下问题:C++ AuctionEntry::SaveToDB方法的具体用法?C++ AuctionEntry::SaveToDB怎么用?C++ AuctionEntry::SaveToDB使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AuctionEntry的用法示例。


在下文中一共展示了AuctionEntry::SaveToDB方法的3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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: HandleAuctionSellItem


//.........这里部分代码省略.........

    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;
    AH->expire_time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->auctionHouseEntry = auctionHouseEntry;

    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, auction_time, AH->GetHouseId());
    auctionHouse->AddAuction(AH);

    sAuctionMgr.AddAItem(it);
    pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);

    CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB();
    it->SaveToDB();                                         // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    AH->SaveToDB();
    pl->SaveInventoryAndGoldToDB();
    CharacterDatabase.CommitTransaction();

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);
}
开发者ID:iorlas,项目名称:one,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例2: HandleAuctionSellItem


//.........这里部分代码省略.........
        return;
    }

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

    Item *it = pl->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",
                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->GetProto()->Flags & ITEM_PROTO_FLAG_CONJURED
            || it->GetUInt32Value(ITEM_FIELD_DURATION)) {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if (it->IsBag() && !((Bag*) it)->IsEmpty()) {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

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

    //we have to take deposit :
    uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime,
            it, count);
    if (!pl->HasEnoughMoney(deposit)) {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM,
                AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if (GetSecurity() > SEC_PLAYER
            && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) {
        sLog->outCommand(GetAccountId(),
                "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                GetPlayerName(), GetAccountId(), it->GetProto()->Name1,
                it->GetEntry(), count);
    }

    pl->ModifyMoney(-int32(deposit));

    uint32 auction_time = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = sObjectMgr->GenerateAuctionID();
    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = 23442;
    else
        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->expire_time = time(NULL) + auction_time;
    AH->deposit = deposit;
    AH->auctionHouseEntry = auctionHouseEntry;

    sLog->outDetail(
            "selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
            GUID_LOPART(item), AH->auctioneer, bid, buyout, auction_time,
            AH->GetHouseId());
    sAuctionMgr->AddAItem(it);
    auctionHouse->AddAuction(AH);

    pl->MoveItemFromInventory(it->GetBagSlot(), it->GetSlot(), true);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    it->DeleteFromInventoryDB(trans);
    it->SaveToDB(trans); // recursive and not have transaction guard into self, not in inventiory and can be save standalone
    AH->SaveToDB(trans);
    pl->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);

    GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(
            ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
开发者ID:Grimfate,项目名称:ArkCORE,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例3: HandleAuctionSellItem


//.........这里部分代码省略.........

        // Required stack size of auction matches to current item stack size, just move item to auctionhouse
        if (itemsCount == 1 && item->GetCount() == count[i])
        {
            if (HasPermission(RBAC_PERM_LOG_GM_TRADE))
            {
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                    GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
            }

            AH->itemGUIDLow = item->GetGUIDLow();
            AH->itemEntry = item->GetEntry();
            AH->itemCount = item->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) "
                "to auctioneer %u with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
                _player->GetName().c_str(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(),
                AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(item);
            auctionHouse->AddAuction(AH);

            _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            item->DeleteFromInventoryDB(trans);
            item->SaveToDB(trans);
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
        else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
        {
            Item* newItem = item->CloneItem(finalCount, _player);
            if (!newItem)
            {
                sLog->outError(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
                return;
            }

            if (HasPermission(RBAC_PERM_LOG_GM_TRADE))
            {
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                    GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount());
            }

            AH->itemGUIDLow = newItem->GetGUIDLow();
            AH->itemEntry = newItem->GetEntry();
            AH->itemCount = newItem->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
开发者ID:AtVirus,项目名称:Forgotten-Lands-Source,代码行数:67,代码来源:AuctionHouseHandler.cpp


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