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C++ Item::GetEntry方法代码示例

本文整理汇总了C++中Item::GetEntry方法的典型用法代码示例。如果您正苦于以下问题:C++ Item::GetEntry方法的具体用法?C++ Item::GetEntry怎么用?C++ Item::GetEntry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Item的用法示例。


在下文中一共展示了Item::GetEntry方法的15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: HandleTransmogrifyItems

void WorldSession::HandleTransmogrifyItems(WorldPackets::Item::TransmogrifyItems& transmogrifyItems)
{
    Player* player = GetPlayer();
    // Validate
    if (!player->GetNPCIfCanInteractWith(transmogrifyItems.Npc, UNIT_NPC_FLAG_TRANSMOGRIFIER))
    {
        TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - %s not found or player can't interact with it.", transmogrifyItems.Npc.ToString().c_str());
        return;
    }

    int64 cost = 0;
    std::unordered_map<Item*, Item*> transmogItems;
    std::unordered_map<Item*, std::pair<VoidStorageItem*, BonusData>> transmogVoidItems;
    std::vector<Item*> resetAppearanceItems;

    for (WorldPackets::Item::TransmogrifyItem const& transmogItem : transmogrifyItems.Items)
    {
        // slot of the transmogrified item
        if (transmogItem.Slot >= EQUIPMENT_SLOT_END)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify wrong slot (%u) when transmogrifying items.", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.Slot);
            return;
        }

        // transmogrified item
        Item* itemTransmogrified = player->GetItemByPos(INVENTORY_SLOT_BAG_0, transmogItem.Slot);
        if (!itemTransmogrified)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify an invalid item in a valid slot (slot: %u).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.Slot);
            return;
        }

        WorldPackets::Item::ItemInstance itemInstance;
        BonusData const* bonus = nullptr;
        if (transmogItem.SrcItemGUID)
        {
            // guid of the transmogrifier item
            Item* itemTransmogrifier = player->GetItemByGuid(*transmogItem.SrcItemGUID);
            if (!itemTransmogrifier)
            {
                TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify with an invalid item (%s).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.SrcItemGUID->ToString().c_str());
                return;
            }

            itemInstance.Initialize(itemTransmogrifier);
            bonus = itemTransmogrifier->GetBonus();
            transmogItems[itemTransmogrified] = itemTransmogrifier;
        }
        else if (transmogItem.SrcVoidItemGUID)
        {
            // guid of the transmogrifier item
            uint8 slot;
            VoidStorageItem* itemTransmogrifier = player->GetVoidStorageItem(transmogItem.SrcVoidItemGUID->GetCounter(), slot);
            if (!itemTransmogrifier)
            {
                TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify with an invalid void storage item (%s).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.SrcVoidItemGUID->ToString().c_str());
                return;
            }

            itemInstance.Initialize(itemTransmogrifier);
            std::pair<VoidStorageItem*, BonusData>& transmogData = transmogVoidItems[itemTransmogrified];
            transmogData.first = itemTransmogrifier;
            transmogData.second.Initialize(itemInstance);
            bonus = &transmogData.second;
        }
        else
        {
            resetAppearanceItems.push_back(itemTransmogrified);
            continue;
        }

        // entry of transmogrifier and from packet
        if (itemInstance != transmogItem.Item)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) tried to transmogrify with an invalid item instance data for %s.", player->GetGUID().ToString().c_str(), player->GetName().c_str(), transmogItem.SrcItemGUID->ToString().c_str());
            return;
        }

        // validity of the transmogrification items
        if (!Item::CanTransmogrifyItemWithItem(itemTransmogrified, transmogItem.Item, bonus))
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (%s, name: %s) failed CanTransmogrifyItemWithItem (%u with %u).", player->GetGUID().ToString().c_str(), player->GetName().c_str(), itemTransmogrified->GetEntry(), transmogItem.Item.ItemID);
            return;
        }

        // add cost
        cost += itemTransmogrified->GetSpecialPrice();
    }

    if (cost) // 0 cost if reverting look
    {
        if (!player->HasEnoughMoney(cost))
            return;
        player->ModifyMoney(-cost);
    }

    // Everything is fine, proceed
    for (auto& transmogPair : transmogItems)
    {
        Item* transmogrified = transmogPair.first;
//.........这里部分代码省略.........
开发者ID:Palabola,项目名称:WoD,代码行数:101,代码来源:ItemHandler.cpp

示例2: HandleWrapItemOpcode

void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;
    // recv_data.hexlike();

    recv_data >> gift_bag >> gift_slot;                     // paper
    recv_data >> item_bag >> item_slot;                     // item

    DEBUG_LOG("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item* gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr);
        return;
    }

    // cheating: non-wrapper wrapper (all empty wrappers is stackable)
    if (!(gift->GetProto()->Flags & ITEM_FLAG_IS_WRAPPER) || gift->GetMaxStackCount() == 1)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, nullptr);
        return;
    }

    Item* item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr);
        return;
    }

    if (item == gift)                                       // not possible with packet from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->GetGuidValue(ITEM_FIELD_GIFTCREATOR))         // HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetProto()->MaxCount > 0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, nullptr);
        return;
    }

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", item->GetOwnerGuid().GetCounter(), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042:  item->SetEntry(5043); break;
        case 5048:  item->SetEntry(5044); break;
        case 17303: item->SetEntry(17302); break;
        case 17304: item->SetEntry(17305); break;
        case 17307: item->SetEntry(17308); break;
        case 21830: item->SetEntry(21831); break;
    }
    item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetObjectGuid());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW)                       // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        item->RemoveFromUpdateQueueOf(_player);
        item->SaveToDB();                                   // item gave inventory record unchanged and can be save standalone
    }
//.........这里部分代码省略.........
开发者ID:sidsukana,项目名称:mangos-classic,代码行数:101,代码来源:ItemHandler.cpp

示例3: Finalize


//.........这里部分代码省略.........
		while(_player == NULL && pitr != m_passRolls.end())
		{
			_player = _mgr->GetPlayer( (*(pitr)) );
			++pitr;
		}

		if( _player != NULL )
		{
			if(_player->InGroup())
				_player->GetGroup()->SendPacketToAll(&data);
			else
				_player->GetSession()->SendPacket(&data);
		}

		/* item can now be looted by anyone :) */
		pLoot->items.at(_slotid).passed = true;
		delete this;
		return;
	}

	pLoot->items.at(_slotid).roll = 0;
	data.Initialize(SMSG_LOOT_ROLL_WON);
	data << _guid << _slotid << _itemid << _randomsuffixid << _randompropertyid;
	data << _player->GetGUID() << uint8(highest) << uint8(hightype);
	if(_player->InGroup())
		_player->GetGroup()->SendPacketToAll(&data);
	else
		_player->GetSession()->SendPacket(&data);

	if(hightype == DISENCHANT)
	{
		//generate Disenchantingloot
		Item * pItem = objmgr.CreateItem( itemid, _player);
		lootmgr.FillItemLoot(&pItem->m_loot, pItem->GetEntry(), _player->GetTeam());

		//add loot
		for(std::vector<__LootItem>::iterator iter=pItem->m_loot.items.begin();iter != pItem->m_loot.items.end();iter++)
		{
			itemid =iter->item.itemproto->ItemId;
			Item * Titem = objmgr.CreateItem( itemid, _player);
			if( Titem == NULLITEM )
				continue;
			if( !_player->GetItemInterface()->AddItemToFreeSlot(Titem) )
			{
				_player->GetSession()->SendNotification("No free slots were found in your inventory, item has been mailed.");
				sMailSystem.DeliverMessage(MAILTYPE_NORMAL, _player->GetGUID(), _player->GetGUID(), "Loot Roll", "Here is your reward.", 0, 0, itemid, 1, true);
			}
			Titem->DeleteMe();
			Titem = NULLITEM;
		}
		pItem->DeleteMe();
		pItem = NULLITEM;

		// Set a looter, doesn't matter who.
		pLoot->items.at(_slotid).has_looted.insert(_player->GetLowGUID());

		//Send "finish" packet
		data.Initialize(SMSG_LOOT_REMOVED);
		data << uint8(_slotid);
		Player* plr;
		for(LooterSet::iterator itr = pLoot->looters.begin(); itr != pLoot->looters.end(); itr++)
		{
			if((plr = _player->GetMapMgr()->GetPlayer(*itr)))
				plr->GetSession()->SendPacket(&data);
		}
开发者ID:SkyFire,项目名称:sandshroud,代码行数:66,代码来源:LootMgr.cpp

示例4: HandleUseItemOpcode

void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    uint8 bagIndex, slot;
    uint8 unk_flags;                                        // flags (if 0x02 - some additional data are received)
    uint8 cast_count;                                       // next cast if exists (single or not)
    uint64 item_guid;
    uint32 glyphIndex;                                      // something to do with glyphs?
    uint32 spellid;                                         // casted spell id

    recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags;

    // TODO: add targets.read() check
    Player* pUser = _player;

    // ignore for remote control state
    if (!pUser->IsSelfMover())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        return;
    }

    // reject fake data
    if (glyphIndex >= MAX_GLYPH_SLOT_INDEX)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    Item *pItem = pUser->GetItemByPos(bagIndex, slot);
    if (!pItem)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    if (pItem->GetGUID() != item_guid)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
        return;
    }

    DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %i", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, unk_flags, (uint32)recvPacket.size());

    ItemPrototype const *proto = pItem->GetProto();
    if (!proto)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // some item classes can be used only in equipped state
    if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    uint8 msg = pUser->CanUseItem(pItem);
    if (msg != EQUIP_ERR_OK)
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError( msg, pItem, NULL );
        return;
    }

    // not allow use item from trade (cheat way only)
    if (pItem->IsInTrade())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
        return;
    }

    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if (proto->Class == ITEM_CLASS_CONSUMABLE &&
        !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) &&
        pUser->InArena())
    {
        recvPacket.rpos(recvPacket.wpos());                 // prevent spam at not read packet tail
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL);
        return;
    }

    if (pUser->isInCombat())
    {
        for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
            {
                if (IsNonCombatSpell(spellInfo))
                {
                    recvPacket.rpos(recvPacket.wpos());     // prevent spam at not read packet tail
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL);
                    return;
                }
//.........这里部分代码省略.........
开发者ID:BlackBarryProject,项目名称:Mangos,代码行数:101,代码来源:SpellHandler.cpp

示例5: HandleAuctionSellItem


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

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
        AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

        uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
        if (!_player->HasEnoughMoney(deposit))
        {
            SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
            return;
        }

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

        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);

        // Required stack size of auction matches to current item stack size, just move item to auctionhouse
        if (itemsCount == 1 && item->GetCount() == count[i])
        {
            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().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 %u with buyout %u 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->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
开发者ID:ForesterDev,项目名称:trinitycore-m4a,代码行数:67,代码来源:AuctionHouseHandler.cpp

示例6: HandleGetMailList

//called when player lists his received mails
void WorldSession::HandleGetMailList(WorldPacket & recv_data )
{
    uint64 mailbox;
    recv_data >> mailbox;

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    // client can't work with packets > max int16 value
    const uint32 maxPacketSize = 32767;

    uint32 mailsCount = 0;                                  // send to client mails amount
    uint32 realCount = 0;                                   // real mails amount

    WorldPacket data(SMSG_MAIL_LIST_RESULT, 200);           // guess size
    data << uint32(0);                                      // real mail's count
    data << uint8(0);                                       // mail's count
    time_t cur_time = time(NULL);

    for(PlayerMails::iterator itr = _player->GetMailBegin(); itr != _player->GetMailEnd(); ++itr)
    {
        // packet send mail count as uint8, prevent overflow
        if(mailsCount >= 254)
        {
            realCount += 1;
            continue;
        }

        // skip deleted or not delivered (deliver delay not expired) mails
        if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time)
            continue;

        uint8 item_count = (*itr)->items.size();            // max count is MAX_MAIL_ITEMS (12)

        size_t next_mail_size = 2+4+1+((*itr)->messageType == MAIL_NORMAL ? 8 : 4)+4*8+((*itr)->subject.size()+1)+1+item_count*(1+4+4+7*3*4+4+4+4+4+4+4+1);

        if(data.wpos()+next_mail_size > maxPacketSize)
        {
            realCount += 1;
            continue;
        }

        uint32 show_flags = 0;
        if ((*itr)->messageType != MAIL_NORMAL)
            show_flags |= MAIL_SHOW_DELETE;
        if ((*itr)->messageType == MAIL_AUCTION)
            show_flags |= MAIL_SHOW_AUCTION;
        if ((*itr)->HasItems() && (*itr)->messageType == MAIL_NORMAL)
            show_flags |= MAIL_SHOW_RETURN;

        data << uint16(next_mail_size);                     // Message size
        data << uint32((*itr)->messageID);                  // Message ID
        data << uint8((*itr)->messageType);                 // Message Type

        switch((*itr)->messageType)
        {
            case MAIL_NORMAL:                               // sender guid
                data << uint64(MAKE_NEW_GUID((*itr)->sender, 0, HIGHGUID_PLAYER));
                break;
            case MAIL_CREATURE:
            case MAIL_GAMEOBJECT:
            case MAIL_AUCTION:
                data << uint32((*itr)->sender);             // creature/gameobject entry, auction id
                break;
            case MAIL_ITEM:                                 // item entry (?) sender = "Unknown", NYI
                data << uint32(0);                          // item entry
                break;
        }

        data << uint32((*itr)->COD);                        // COD
        data << uint32((*itr)->itemTextId);                 // sure about this
        data << uint32(0);                                  // unknown
        data << uint32((*itr)->stationery);                 // stationery (Stationery.dbc)
        data << uint32((*itr)->money);                      // Gold
        data << uint32(show_flags);                         // unknown, 0x4 - auction, 0x10 - normal
        data << float(((*itr)->expire_time-time(NULL))/DAY);// Time
        data << uint32((*itr)->mailTemplateId);             // mail template (MailTemplate.dbc)
        data << (*itr)->subject;                            // Subject string - once 00, when mail type = 3

        data << uint8(item_count);                          // client limit is 0x10

        for(uint8 i = 0; i < item_count; ++i)
        {
            Item *item = _player->GetMItem((*itr)->items[i].item_guid);
            // item index (0-6?)
            data << uint8(i);
            // item guid low?
            data << uint32(item ? item->GetGUIDLow() : 0);
            // entry
            data << uint32(item ? item->GetEntry() : 0);
            for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
            {
                // unsure
                data << uint32(item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0);
                // unsure
                data << uint32(item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0);
                // unsure
                data << uint32(item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0);
            }
//.........这里部分代码省略.........
开发者ID:FLaM666,项目名称:evo-X,代码行数:101,代码来源:Mail.cpp

示例7: Transmogrify

TransmogTrinityStrings Transmogrification::Transmogrify(Player* player, uint64 itemGUID, uint8 slot, /*uint32 newEntry, */bool no_cost)
{
    int32 cost = 0;
    // slot of the transmogrified item
    if (slot >= EQUIPMENT_SLOT_END)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify an item (lowguid: %u) with a wrong slot (%u) when transmogrifying items.", player->GetGUIDLow(), player->GetName().c_str(), GUID_LOPART(itemGUID), slot);
        return LANG_ERR_TRANSMOG_INVALID_SLOT;
    }

    /* // GET FROM itemTransmogrifier
    // entry of the transmogrifier item, if it's not 0
    if (newEntry)
    {
    ItemTemplate const* proto = sObjectMgr->GetItemTemplate(newEntry);
    if (!proto)
    {
    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify to an invalid item (entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), newEntry);
    return LANG_ERR_TRANSMOG_INVALID_SRC_ENTRY;
    }
    }
    */

    Item* itemTransmogrifier = NULL;
    // guid of the transmogrifier item, if it's not 0
    if (itemGUID)
    {
        itemTransmogrifier = player->GetItemByGuid(itemGUID);
        if (!itemTransmogrifier)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify with an invalid item (lowguid: %u).", player->GetGUIDLow(), player->GetName().c_str(), GUID_LOPART(itemGUID));
            return LANG_ERR_TRANSMOG_MISSING_SRC_ITEM;
        }
    }

    // transmogrified item
    Item* itemTransmogrified = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
    if (!itemTransmogrified)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) tried to transmogrify an invalid item in a valid slot (slot: %u).", player->GetGUIDLow(), player->GetName().c_str(), slot);
        return LANG_ERR_TRANSMOG_MISSING_DEST_ITEM;
    }

    // uint16 tempDest;
    //// has to be able to equip item transmogrified item
    //if (!player->CanEquipItem(slot, tempDest, itemTransmogrified, true, true))
    //{
    //    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) can't equip the item to be transmogrified (slot: %u, entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), slot, itemTransmogrified->GetEntry());
    //    return;
    //}
    //
    //// has to be able to equip item transmogrifier item
    //if (!player->CanEquipItem(slot, tempDest, itemTransmogrifier, true, true))
    //{
    //    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) can't equip the transmogrifier item (slot: %u, entry: %u).", player->GetGUIDLow(), player->GetName().c_str(), slot, itemTransmogrifier->GetEntry());
    //    return;
    //}

    if (!itemTransmogrifier) // reset look newEntry
    {
        // itemTransmogrified->ClearEnchantment(TRANSMOGRIFY_ENCHANTMENT_SLOT);
        // player->SetVisibleItemSlot(slot, itemTransmogrified);

        // Custom
        DeleteFakeEntry(player, slot, itemTransmogrified);
    }
    else
    {
        if (!CanTransmogrifyItemWithItem(player, itemTransmogrified->GetTemplate(), itemTransmogrifier->GetTemplate()))
        {
            TC_LOG_DEBUG("network", "WORLD: HandleTransmogrifyItems - Player (GUID: %u, name: %s) failed CanTransmogrifyItemWithItem (%u with %u).", player->GetGUIDLow(), player->GetName().c_str(), itemTransmogrified->GetEntry(), itemTransmogrifier->GetEntry());
            return LANG_ERR_TRANSMOG_INVALID_ITEMS;
        }

        if (!no_cost)
        {
            cost = GetSpecialPrice(itemTransmogrified->GetTemplate());
            cost *= ScaledCostModifier;
            cost += CopperCost;
            if (!player->HasEnoughMoney(cost))
                return LANG_ERR_TRANSMOG_NOT_ENOUGH_MONEY;

            if (RequireToken)
            {
                if (player->HasItemCount(TokenEntry, TokenAmount))
                    player->DestroyItemCount(TokenEntry, TokenAmount, true);
                else
                    return LANG_ERR_TRANSMOG_NOT_ENOUGH_TOKENS;
            }
        }

        // All okay, proceed
        // itemTransmogrified->SetEnchantment(TRANSMOGRIFY_ENCHANTMENT_SLOT, newEntry, 0, 0);
        // player->SetVisibleItemSlot(slot, itemTransmogrified);

        // Custom
        SetFakeEntry(player, itemTransmogrifier->GetEntry(), slot, itemTransmogrified); // newEntry

        itemTransmogrified->UpdatePlayedTime(player);

//.........这里部分代码省略.........
开发者ID:linainvers,项目名称:TrinityCore,代码行数:101,代码来源:Transmogrification.cpp

示例8: HandleSendMail


//.........这里部分代码省略.........

        Item* item = player->GetItemByGuid(itemGUIDs[i]);

        // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
        if (!item)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
            return;
        }

        if (!item->CanBeTraded(true))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (item->IsBoundAccountWide() && item->IsSoulBound() && player->GetSession()->GetAccountId() != rc_account)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            return;
        }

        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
            return;
        }

        if (COD && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
            return;
        }

        if (item->IsNotEmptyBag())
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
            return;
        }

        items[i] = item;
    }

    player->SendMailResult(0, MAIL_SEND, MAIL_OK);

    player->ModifyMoney(-int32(reqmoney));
    player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);

    bool needItemDelay = false;

    MailDraft draft(subject, body);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (items_count > 0 || money > 0)
    {
        if (items_count > 0)
        {
            for (uint8 i = 0; i < items_count; ++i)
            {
                Item* item = items[i];
                if (!AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
                {
                    sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail item: %s (Entry: %u Count: %u) to player: %s (Account: %u)",
                        GetPlayerName(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(), receiver.c_str(), rc_account);
                }

                item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                player->MoveItemFromInventory(items[i]->GetBagSlot(), item->GetSlot(), true);

                item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                item->SetOwnerGUID(rc);
                item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone

                draft.AddItem(item);
            }

            // if item send to character at another account, then apply item delivery delay
            needItemDelay = player->GetSession()->GetAccountId() != rc_account;
        }

        if (money > 0 && !AccountMgr::IsPlayerAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
        {
            sLog->outCommand(GetAccountId(), "GM %s (Account: %u) mail money: %u to player: %s (Account: %u)",
                GetPlayerName(), GetAccountId(), money, receiver.c_str(), rc_account);
        }
    }

    // If theres is an item, there is a one hour delivery delay if sent to another account's character.
    uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;

    // will delete item or place to receiver mail list
    draft
        .AddMoney(money)
        .AddCOD(COD)
        .SendMailTo(trans, MailReceiver(receive, GUID_LOPART(rc)), MailSender(player), body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);

    player->SaveInventoryAndGoldToDB(trans);
    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:BlackWolfsDen,项目名称:Justicar-WoW,代码行数:101,代码来源:MailHandler.cpp

示例9: SendAuctionWonMail

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

    uint32 bidderAccId = 0;
    uint64 bidderGuid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(bidderGuid);
    // data for gm.log
    std::string bidderName;
    bool logGmTrade = false;

    if (bidder)
    {
        bidderAccId = bidder->GetSession()->GetAccountId();
        bidderName = bidder->GetName();
        logGmTrade = bidder->GetSession()->HasPermission(RBAC_PERM_LOG_GM_TRADE);
    }
    else
    {
        bidderAccId = sObjectMgr->GetPlayerAccountIdByGUID(bidderGuid);
        logGmTrade = AccountMgr::HasPermission(bidderAccId, RBAC_PERM_LOG_GM_TRADE, realmID);

        if (logGmTrade && !sObjectMgr->GetPlayerNameByGUID(bidderGuid, bidderName))
            bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
    }

    if (logGmTrade)
    {
        std::string ownerName;
        if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, ownerName))
            ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

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

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

    // receiver exist
    if (bidder || bidderAccId)
    {
        // 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, bidderGuid, 0, 0, auction->itemEntry);
            // 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:Erichcrouser,项目名称:TrinityCore,代码行数:63,代码来源:AuctionHouseMgr.cpp

示例10: AddMessageToListingPacket

bool Mailbox::AddMessageToListingPacket(WorldPacket& data,MailMessage *msg)
{
	uint8 i = 0;
	uint32 j;
	size_t pos;
	vector<uint64>::iterator itr;
	Item* pItem;

	// add stuff
	if(msg->deleted_flag || msg->Expired() || (uint32)UNIXTIME < msg->delivery_time)
		return false;

	uint8 guidsize;
	if( msg->message_type )
		guidsize = 4;
	else
		guidsize = 8;

	size_t msize = 2 + 4 + 1 + guidsize + 7 * 4 + ( msg->subject.size() + 1 ) + ( msg->body.size() + 1 ) + 1 + ( msg->items.size() * ( 1 + 2*4 + 7 * ( 3*4 ) + 6*4 + 1 ) );

	data << uint16(msize);
	data << msg->message_id;
	data << uint8(msg->message_type);
	if(msg->message_type)
		data << uint32(msg->sender_guid);
	else
		data << msg->sender_guid;

	data << msg->cod;
	data << uint32(0);
	data << msg->stationary;
	data << msg->money; // money
	data << uint32(0x10);
	data << float((msg->expire_time - uint32(UNIXTIME)) / 86400.0f);
	data << uint32( 0 );	// mail template
	data << msg->subject;
	data << msg->body; // subjectbody
	pos = data.wpos();
	data << uint8(0);		// item count

	if( !msg->items.empty( ) )
	{
		for( itr = msg->items.begin( ); itr != msg->items.end( ); itr++ )
		{
			pItem = objmgr.LoadItem( *itr );
			if( pItem == NULL )
				continue;

			data << uint8(i++);
			data << pItem->GetLowGUID();
			data << pItem->GetEntry();

			for( j = 0; j < 7; ++j )
			{
				data << pItem->GetUInt32Value( ITEM_FIELD_ENCHANTMENT_1_1 + ( j * 3 ) );
				data << pItem->GetUInt32Value( (ITEM_FIELD_ENCHANTMENT_1_1 + 1) + ( j * 3 ) );
				data << pItem->GetUInt32Value( ITEM_FIELD_ENCHANTMENT_1_3 + ( j * 3 ) );
			}

			data << pItem->GetUInt32Value( ITEM_FIELD_RANDOM_PROPERTIES_ID );
			if( ( (int32)pItem->GetUInt32Value( ITEM_FIELD_RANDOM_PROPERTIES_ID ) ) < 0 )
				data << pItem->GetItemRandomSuffixFactor();
			else
				data << uint32( 0 );

			data << uint32( pItem->GetUInt32Value(ITEM_FIELD_STACK_COUNT) );
			data << uint32( pItem->GetChargesLeft() );
			data << pItem->GetUInt32Value( ITEM_FIELD_MAXDURABILITY );
			data << pItem->GetUInt32Value( ITEM_FIELD_DURABILITY );
			data << uint8(0);
			pItem->DeleteMe();
			pItem = NULLITEM;
		}
		data.put< uint8 >( pos, i );
	}

	return true;
}
开发者ID:Refuge89,项目名称:Hearthstone,代码行数:78,代码来源:MailSystem.cpp

示例11: HandleSendMail


//.........这里部分代码省略.........
	}

	// Check stationary
	if(msg.stationary != STATIONERY_GM && HasGMPermissions())
	{
		msg.stationary = STATIONERY_GM; // GM mail always has GM Stationary.
	}

	if( msg.stationary == STATIONERY_GM && !HasGMPermissions())
	{
		msg.stationary = STATIONERY_NORMAL; // Send stationary as normal instead.
	}

	// Set up the cost
	int32 cost = 0;
	if( !sMailSystem.MailOption( MAIL_FLAG_DISABLE_POSTAGE_COSTS ) && !( GetPermissionCount() && sMailSystem.MailOption( MAIL_FLAG_NO_COST_FOR_GM ) ) )
	{
		cost = 30;
	}
	// Check for attached money
	if( msg.money > 0 )
		cost += msg.money;
	if( cost < 0 )
	{
		SendMailError(MAIL_ERR_INTERNAL_ERROR);
		return;
	}
	// check that we have enough in our backpack
	if( (int32)_player->GetUInt32Value( PLAYER_FIELD_COINAGE ) < cost )
	{
		SendMailError( MAIL_ERR_NOT_ENOUGH_MONEY );
		return;
	}

	// Check we're sending to the same faction (disable this for testing)
	bool interfaction = (sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION ) || (HasGMPermissions() && sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM ) ));
	if(!interfaction)
	{
		if(player->team != _player->GetTeam())
		{
			SendMailError( MAIL_ERR_NOT_YOUR_ALLIANCE );
			return;
		}
	}

	msg.message_id = 0;
	msg.message_type = 0;
	msg.copy_made = false;
	msg.read_flag = false;
	msg.deleted_flag = false;
	msg.returned_flag = false;
	msg.delivery_time = (uint32)UNIXTIME;

	if(msg.money != 0 || msg.cod != 0 || !items.size() && player->acct != _player->GetSession()->GetAccountId())
	{
		if(!sMailSystem.MailOption(MAIL_FLAG_DISABLE_HOUR_DELAY_FOR_ITEMS))
			msg.delivery_time += 3600;  // +1hr
	}

	msg.expire_time = 0;
	if(!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY))
	{
		msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * 30);
	}

	if (items.empty() && msg.money != 0 && HasGMPermissions())
		sWorld.LogGM(this, "sent mail with %u gold to %s (Acct: %u, Charid: %u).", msg.money, player->name, player->acct, player->guid);

	// Sending Message
	// take the money
	_player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -cost);
	// Check for the item, and required item.
	if( !items.empty( ) )
	{
		for( itr = items.begin(); itr != items.end(); itr++ )
		{
			pItem = *itr;
			if( _player->GetItemInterface()->SafeRemoveAndRetreiveItemByGuid(pItem->GetGUID(), false) != pItem )
				continue;		// should never be hit.

			sQuestMgr.OnPlayerDropItem(_player, pItem->GetEntry());
			pItem->RemoveFromWorld();
			pItem->SetOwner( NULLPLR );
			pItem->SaveToDB( INVENTORY_SLOT_NOT_SET, 0, true, NULL );
			msg.items.push_back( pItem->GetUInt32Value(OBJECT_FIELD_GUID) );

			if( HasGMPermissions() )
				sWorld.LogGM(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money);

			pItem->DeleteMe();
			pItem = NULLITEM;
		}
	}

	// Great, all our info is filled in. Now we can add it to the other players mailbox.
	sMailSystem.DeliverMessage(&msg);

	// Success packet :)
	SendMailError(MAIL_OK);
}
开发者ID:Refuge89,项目名称:Hearthstone,代码行数:101,代码来源:MailSystem.cpp

示例12: HandleWrapItem

void WorldSession::HandleWrapItem(WorldPackets::Item::WrapItem& packet)
{
    if (packet.Inv.Items.size() != 2)
    {
        TC_LOG_ERROR("network", "HandleWrapItem - Invalid itemCount (" SZFMTD ")", packet.Inv.Items.size());
        return;
    }

    /// @todo: 6.x find better way for read
    // Gift
    uint8 giftContainerSlot = packet.Inv.Items[0].ContainerSlot;
    uint8 giftSlot          = packet.Inv.Items[0].Slot;
    // Item
    uint8 itemContainerSlot = packet.Inv.Items[1].ContainerSlot;
    uint8 itemSlot          = packet.Inv.Items[1].Slot;

    TC_LOG_DEBUG("network", "HandleWrapItem - Receive giftContainerSlot = %u, giftSlot = %u, itemContainerSlot = %u, itemSlot = %u", giftContainerSlot, giftSlot, itemContainerSlot, itemSlot);

    Item* gift = _player->GetItemByPos(giftContainerSlot, giftSlot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    if (!(gift->GetTemplate()->GetFlags() & ITEM_FLAG_WRAPPER)) // cheating: non-wrapper wrapper
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    Item* item = _player->GetItemByPos(itemContainerSlot, itemSlot);
    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }

    if (item == gift) // not possable with pacjket from real client
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_EQUIPPED, item, NULL);
        return;
    }

    if (!item->GetGuidValue(ITEM_FIELD_GIFTCREATOR).IsEmpty()) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_WRAPPED, item, NULL);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BAGS, item, NULL);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_BOUND, item, NULL);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_STACKABLE, item, NULL);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetTemplate()->GetMaxCount() > 0)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_WRAP_UNIQUE, item, NULL);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GIFT);
    stmt->setUInt64(0, item->GetOwnerGUID().GetCounter());
    stmt->setUInt64(1, item->GetGUID().GetCounter());
    stmt->setUInt32(2, item->GetEntry());
    stmt->setUInt32(3, item->GetUInt32Value(ITEM_FIELD_FLAGS));
    trans->Append(stmt);

    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042:
            item->SetEntry(5043);
            break;
        case 5048:
            item->SetEntry(5044);
            break;
//.........这里部分代码省略.........
开发者ID:Palabola,项目名称:WoD,代码行数:101,代码来源:ItemHandler.cpp

示例13: HandleSellItemOpcode

void WorldSession::HandleSellItemOpcode(WorldPackets::Item::SellItem& packet)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_SELL_ITEM: Vendor %s, Item %s, Amount: %u",
        packet.VendorGUID.ToString().c_str(), packet.ItemGUID.ToString().c_str(), packet.Amount);

    if (packet.ItemGUID.IsEmpty())
        return;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.VendorGUID, UNIT_NPC_FLAG_VENDOR);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleSellItemOpcode - %s not found or you can not interact with him.", packet.VendorGUID.ToString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, packet.ItemGUID);
        return;
    }

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

    Item* pItem = _player->GetItemByGuid(packet.ItemGUID);
    if (pItem)
    {
        // prevent sell not owner item
        if (_player->GetGUID() != pItem->GetOwnerGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID);
            return;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsNotEmptyBag())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID);
            return;
        }

        // prevent sell currently looted item
        if (_player->GetLootGUID() == pItem->GetGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID);
            return;
        }

        // prevent selling item for sellprice when the item is still refundable
        // this probably happens when right clicking a refundable item, the client sends both
        // CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified)
        if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE))
            return; // Therefore, no feedback to client

        // special case at auto sell (sell all)
        if (packet.Amount == 0)
            packet.Amount = pItem->GetCount();
        else
        {
            // prevent sell more items that exist in stack (possible only not from client)
            if (packet.Amount > pItem->GetCount())
            {
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID);
                return;
            }
        }

        ItemTemplate const* pProto = pItem->GetTemplate();
        if (pProto)
        {
            if (pProto->GetSellPrice() > 0)
            {
                if (packet.Amount < pItem->GetCount())               // need split items
                {
                    Item* pNewItem = pItem->CloneItem(packet.Amount, _player);
                    if (!pNewItem)
                    {
                        TC_LOG_ERROR("network", "WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), packet.Amount);
                        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, creature, packet.ItemGUID);
                        return;
                    }

                    pItem->SetCount(pItem->GetCount() - packet.Amount);
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), packet.Amount);
                    if (_player->IsInWorld())
                        pItem->SendUpdateToPlayer(_player);
                    pItem->SetState(ITEM_CHANGED, _player);

                    _player->AddItemToBuyBackSlot(pNewItem);
                    if (_player->IsInWorld())
                        pNewItem->SendUpdateToPlayer(_player);
                }
                else
                {
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(_player);
                    _player->AddItemToBuyBackSlot(pItem);
                }

                uint32 money = pProto->GetSellPrice() * packet.Amount;
                _player->ModifyMoney(money);
                _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
            }
//.........这里部分代码省略.........
开发者ID:Palabola,项目名称:WoD,代码行数:101,代码来源:ItemHandler.cpp

示例14: HandleUseCritterItem

void WorldSession::HandleUseCritterItem(WorldPackets::Item::UseCritterItem& useCritterItem)
{
    Item* item = _player->GetItemByGuid(useCritterItem.ItemGuid);
    if (!item)
        return;

    ItemToBattlePetSpeciesEntry const* itemToBattlePetSpecies = sItemToBattlePetSpeciesStore.LookupEntry(item->GetEntry());
    if (!itemToBattlePetSpecies)
        return;

    BattlePetSpeciesEntry const* battlePetSpecies = sBattlePetSpeciesStore.LookupEntry(itemToBattlePetSpecies->BattlePetSpeciesID);
    if (!battlePetSpecies)
        return;

    GetBattlePetMgr()->AddPet(battlePetSpecies->ID, battlePetSpecies->CreatureID, BattlePetMgr::RollPetBreed(battlePetSpecies->ID), BattlePetMgr::GetDefaultPetQuality(battlePetSpecies->ID));
    _player->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
}
开发者ID:Palabola,项目名称:WoD,代码行数:17,代码来源:ItemHandler.cpp

示例15: HandleMailTakeItem

//called when player takes item attached in 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_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.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(!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:FLaM666,项目名称:evo-X,代码行数:95,代码来源:Mail.cpp


注:本文中的Item::GetEntry方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。