本文整理汇总了C++中Mail类的典型用法代码示例。如果您正苦于以下问题:C++ Mail类的具体用法?C++ Mail怎么用?C++ Mail使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Mail类的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: draft
void WorldSession::HandleMailReturnToSender(WorldPacket & recv_data)
{
uint64 mailbox;
uint32 mailId;
recv_data >> mailbox;
recv_data >> mailId;
recv_data.read_skip<uint64>(); // original sender GUID for return to, not used
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_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
return;
}
//we can return mail now
//so firstly delete the old one
SQLTransaction trans = CharacterDatabase.BeginTransaction();
trans->PAppend("DELETE FROM mail WHERE id = '%u'", mailId); // needed?
trans->PAppend("DELETE FROM mail_items WHERE mail_id = '%u'", mailId);
CharacterDatabase.CommitTransaction(trans);
pl->RemoveMail(mailId);
// only return mail if the player exists (and delete if not existing)
if (m->messageType == MAIL_NORMAL && m->sender)
{
MailDraft draft(m->subject, m->body);
if (m->mailTemplateId)
draft = MailDraft(m->mailTemplateId, false); // items already included
if (m->HasItems())
{
for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
{
Item *item = pl->GetMItem(itr2->item_guid);
if (item)
draft.AddItem(item);
else
{
//WTF?
}
pl->RemoveMItem(itr2->item_guid);
}
}
draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender);
}
delete m; //we can deallocate old mail
pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
示例2: ObjectGuid
/**
* Handles the Packet sent by the client when returning a mail to sender.
* This method is called when a player chooses to return a mail to its sender.
* It will create a new MailDraft and add the items, money, etc. associated with the mail
* and then send the mail to the original sender.
*
* @param recv_data The packet containing information about the mail being returned.
*
*/
void WorldSession::HandleMailReturnToSender(WorldPacket & recv_data )
{
uint64 mailbox;
uint32 mailId;
recv_data >> mailbox;
recv_data >> mailId;
recv_data.read_skip<uint64>(); // original sender GUID for return to, not used
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_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
return;
}
//we can return mail now
//so firstly delete the old one
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mailId);
// needed?
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mailId);
CharacterDatabase.CommitTransaction();
pl->RemoveMail(mailId);
// send back only to existing players and simple drop for other cases
if (m->messageType == MAIL_NORMAL && m->sender)
{
MailDraft draft;
if (m->mailTemplateId)
draft.SetMailTemplate(m->mailTemplateId, false);// items already included
else
draft.SetSubjectAndBody(m->subject, m->body);
if(m->HasItems())
{
for(MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
{
if(Item *item = pl->GetMItem(itr2->item_guid))
draft.AddItem(item);
pl->RemoveMItem(itr2->item_guid);
}
}
draft.SetMoney(m->money).SendReturnToSender(GetAccountId(), m->receiverGuid, ObjectGuid(HIGHGUID_PLAYER, m->sender));
}
delete m; // we can deallocate old mail
pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
示例3: CHECK_PACKET_SIZE
void WorldSession::HandleReturnToSender(WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+4);
uint64 mailbox;
uint32 mailId;
recv_data >> mailbox;
recv_data >> mailId;
Player *pl = _player;
Mail *m = pl->GetMail(mailId);
if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
{
pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
return;
}
//we can return mail now
//so firstly delete the old one
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mailId);
// needed?
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mailId);
CharacterDatabase.CommitTransaction();
pl->RemoveMail(mailId);
MailItemsInfo mi;
if(m->HasItems())
{
for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
{
Item *item = pl->GetMItem(itr2->item_guid);
if(item)
mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
else
{
//WTF?
}
pl->RemoveMItem(itr2->item_guid);
}
}
if (m->sender == auctionbot.GetAHBplayerGUID())
{
SendReturnToSender(MAIL_CREATURE, GetAccountId(), m->receiver, m->sender, m->subject, m->itemTextId, &mi, m->money, m->mailTemplateId);
}
else
{
SendReturnToSender(MAIL_NORMAL, GetAccountId(), m->receiver, m->sender, m->subject, m->itemTextId, &mi, m->money, m->mailTemplateId);
}
delete m; //we can deallocate old mail
pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, 0);
}
示例4: test_mail_full
/** Test mail empty
Given a mail of uint32_t data with size of 1
before data is inserted the mail shouldn't be full
after data is inserted the mail should be full
*/
void test_mail_full()
{
Mail<mail_t, 1> m;
mail_t *mail = m.alloc();
TEST_ASSERT_EQUAL(false, m.full());
m.put(mail);
TEST_ASSERT_EQUAL(true, m.full());
}
示例5: test_serial_line_coding_change
/** Test Serial / CDC line coding change
*
* Given the device transmits a set of line coding params to host
* When the host updates serial port settings
* Then line_coding_changed() callback is called
* and the line coding is set as expected
*/
void test_serial_line_coding_change()
{
TestUSBSerial usb_serial(USB_SERIAL_VID, USB_SERIAL_PID, 1, usb_dev_sn);
usb_serial.connect();
greentea_send_kv(MSG_KEY_CHANGE_LINE_CODING, MSG_VALUE_DUMMY);
#if LINUX_HOST_DTR_FIX
usb_serial.wait_ready();
wait_ms(LINUX_HOST_DTR_FIX_DELAY_MS);
#endif
usb_serial.wait_ready();
usb_serial.attach(line_coding_changed_cb);
size_t num_line_codings = sizeof test_codings / sizeof test_codings[0];
line_coding_t *lc_prev = &default_lc;
line_coding_t *lc_expected = NULL;
line_coding_t *lc_actual = NULL;
int num_expected_callbacks, rc;
for (size_t i = 0; i < num_line_codings; i++) {
lc_expected = &(test_codings[i]);
num_expected_callbacks = lc_prev->get_num_diffs(*lc_expected);
rc = usb_serial.printf("%06i,%02i,%01i,%01i", lc_expected->baud, lc_expected->bits, lc_expected->parity,
lc_expected->stop);
TEST_ASSERT_EQUAL_INT(LINE_CODING_STRLEN, rc);
// The pyserial Python module does not update all line coding params
// at once. It updates params one by one instead, and since every
// update is followed by port reconfiguration we get multiple
// calls to line_coding_changed callback on the device.
while (num_expected_callbacks > 0) {
num_expected_callbacks--;
osEvent event = lc_mail.get();
TEST_ASSERT_EQUAL_UINT32(osEventMail, event.status);
lc_actual = (line_coding_t *) event.value.p;
if (lc_expected->get_num_diffs(*lc_actual) == 0) {
break;
} else if (num_expected_callbacks > 0) {
// Discard lc_actual only if there is still a chance to get new
// set of params.
lc_mail.free(lc_actual);
}
}
TEST_ASSERT_EQUAL_INT(lc_expected->baud, lc_actual->baud);
TEST_ASSERT_EQUAL_INT(lc_expected->bits, lc_actual->bits);
TEST_ASSERT_EQUAL_INT(lc_expected->parity, lc_actual->parity);
TEST_ASSERT_EQUAL_INT(lc_expected->stop, lc_actual->stop);
lc_mail.free(lc_actual);
lc_prev = lc_expected;
}
// Wait for the host to close its port.
while (usb_serial.ready()) {
wait_ms(1);
}
usb_serial.disconnect();
}
示例6: draft
void WorldSession::HandleMailReturnToSender(WorldPackets::Mail::MailReturnToSender& packet)
{
//TODO: find a proper way to replace this check. Idea: Save Guid form MailGetList until CMSG_CLOSE_INTERACTION is sent
/*if (!CanOpenMailBox(mailbox))
return;*/
Player* player = _player;
Mail* m = player->GetMail(packet.MailID);
if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr) || m->sender != packet.SenderGUID.GetCounter())
{
player->SendMailResult(packet.MailID, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
return;
}
//we can return mail now, so firstly delete the old one
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
stmt->setUInt32(0, packet.MailID);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, packet.MailID);
trans->Append(stmt);
player->RemoveMail(packet.MailID);
// only return mail if the player exists (and delete if not existing)
if (m->messageType == MAIL_NORMAL && m->sender)
{
MailDraft draft(m->subject, m->body);
if (m->mailTemplateId)
draft = MailDraft(m->mailTemplateId, false); // items already included
if (m->HasItems())
{
for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
{
if (Item* const item = player->GetMItem(itr2->item_guid))
draft.AddItem(item);
player->RemoveMItem(itr2->item_guid);
}
}
draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender, trans);
}
CharacterDatabase.CommitTransaction(trans);
delete m; //we can deallocate old mail
player->SendMailResult(packet.MailID, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
示例7: main
int main (void) {
Thread thread(send_thread);
while (true) {
osEvent evt = mail_box.get();
if (evt.status == osEventMail) {
mail_t *mail = (mail_t*)evt.value.p;
printf("\nVoltage: %.2f V\n\r" , mail->voltage);
printf("Current: %.2f A\n\r" , mail->current);
printf("Number of cycles: %u\n\r", mail->counter);
mail_box.free(mail);
}
}
}
示例8: it
QScriptValue Mail::constructor(QScriptContext *context, QScriptEngine *engine)
{
Mail *mail = new Mail;
QScriptValueIterator it(context->argument(0));
while(it.hasNext())
{
it.next();
if(it.name() == "username")
mail->setUsername(it.value().toString());
else if(it.name() == "password")
mail->setPassword(it.value().toString());
else if(it.name() == "onConnected")
mail->mOnConnected = it.value();
else if(it.name() == "onConnectionFailed")
mail->mOnConnectionFailed = it.value();
else if(it.name() == "onEncrypted")
mail->mOnEncrypted = it.value();
else if(it.name() == "onEncryptionFailed")
mail->mOnEncryptionFailed = it.value();
else if(it.name() == "onAuthenticated")
mail->mOnAuthenticated = it.value();
else if(it.name() == "onAuthenticationFailed")
mail->mOnAuthenticationFailed = it.value();
else if(it.name() == "onSenderRejected")
mail->mOnSenderRejected = it.value();
else if(it.name() == "onRecipientRejected")
mail->mOnRecipientRejected = it.value();
else if(it.name() == "onMailFailed")
mail->mOnMailFailed = it.value();
else if(it.name() == "onMailSent")
mail->mOnMailSent = it.value();
else if(it.name() == "onFinished")
mail->mOnFinished = it.value();
else if(it.name() == "onDisconnected")
mail->mOnDisconnected = it.value();
}
return CodeClass::constructor(mail, context, engine);
}
示例9: context
// ---------------------------------------------------------------------------------
void KReportTable::export_data_to_file()
{
Uuid const&id = _M_data_model->report().reportType().id();
//fetching the target file name from the most recent representation of the report type (instead of using the cached report type definition):
QString filename = context()->reportManager()->load ( id ).exportDataFileName ( _M_data_model->report() );
filename = KFileDialog::getSaveFileName ( detail::url ( filename ), QString(), 0, i18n ( "Export Report Data to" ) );
if ( filename.isEmpty() ) {return;}
QFile out ( filename );
QFileInfo out_info ( out );
if ( out_info.exists() )
{
if ( KMessageBox::questionYesNo ( 0, i18n ( "The target file <b>'%1'</b> already exists. Do you really want to overwrite it?" ).arg ( filename ), i18n ( "File already exists - Don't Panik" ) ) == KMessageBox::No )
{
return;
}
}
if ( !out.open ( QIODevice::WriteOnly ) )
{
KMessageBox::error ( 0, i18n ( "Unable to export Report Data to file <b>'%1'</b>." ).arg ( filename ), i18n ( "Report Export Error" ) );
return;
}
out.write ( _M_data_model->report().reportData().exportDataString().toAscii() );
out.close();
KDialog *dlg = new ReportExportedSuccessfullyDialog ( out_info, this );
int result = KMessageBox::createKMessageBox ( dlg
, QMessageBox::Information
, i18n ( "Report exported successfully to <b>'%1'</b>." ).arg ( filename )
, QStringList()
, QString ( "" )
, 0
, KMessageBox::Notify );
if ( result == KDialog::User1 )
{
Mail mail;
mail.setSubject ( out_info.fileName() );
mail.addAttachement ( out_info.absoluteFilePath() );
MailInterface interface;
interface.send ( mail );
}
}
示例10: main
int32_t main (int32_t argc,char *argv[]) {
// we need 2 or 4 arguments!
if (argc!=2 && argc!=4) {
cout << "Usage: ./eval_flow result_sha [user_sha email]" << endl;
return 1;
}
// read arguments
string result_sha = argv[1];
// init notification mail
Mail *mail;
if (argc==4) mail = new Mail(argv[3]);
else mail = new Mail();
mail->msg("Thank you for participating in our evaluation!");
// run evaluation
if (eval(result_sha,mail)) {
mail->msg("Your evaluation results are available at:");
mail->msg("http://www.cvlibs.net/datasets/kitti/user_submit_check_login.php?benchmark=flow&user=%s&result=%s",argv[2], result_sha.c_str());
} else {
system(("rm -r results/" + result_sha).c_str());
mail->msg("An error occured while processing your results.");
mail->msg("Please make sure that the data in your zip archive has the right format!");
}
// send mail and exit
delete mail;
return 0;
}
示例11: sendToMail
// Send speed, accelerometer and brake values to a 100 element MAIL queue
// car mail semaphore used to protect messages
// average speed and input semphore used to fix vales
// Repetition rate 0.2 Hz = 5 seconds
void sendToMail(void const *args){
while(true){
mail_t *mail = mail_box.alloc();
CAR_MAIL_SEM.wait();
AVR_SPEED_SEM.wait();
mail->speedVal = averageSpeed;
AVR_SPEED_SEM.release();
INPUT_SEM.wait();
mail->accelerometerVal = accelerationValue;
mail->breakVal = brakeValue;
INPUT_SEM.release();
write++;
mail_box.put(mail);
CAR_MAIL_SEM.release();
Thread::wait(5000);
}
}
示例12: thread1
//Normal priority thread (consumer)
void thread1()
{
static int count = 0;
while (true) {
//Block on the queue
osEvent evt = mail_box.get();
//Check status
if (evt.status == osEventMail) {
message_t *pMessage = (message_t*)evt.value.p; //This is the pointer (address)
//Make a copy
message_t msg(pMessage->adcValue, pMessage->sw1State, pMessage->sw2State);
//We are done with this, so give back the memory to the pool
mail_box.free(pMessage);
//Echo to the terminal
printf("ADC Value: %.2f\t", msg.adcValue);
printf("SW1: %u\t", msg.sw1State);
printf("SW2: %u\n\r", msg.sw2State);
//Update state
if ((msg.sw1State == 1) && (msg.sw2State == 1)) {
count++;
} else {
count = 0;
}
if (count == 10) {
greenLED = !greenLED;
count = 0;
}
} else {
printf("ERROR: %x\n\r", evt.status);
}
} //end while
}
示例13: prepareItems
void MailDraft::SendMailTo(SQLTransaction& trans, MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
Player* pReceiver = receiver.GetPlayer(); // can be NULL
Player* pSender = sObjectMgr->GetPlayerByLowGUID(sender.GetSenderId());
if (pReceiver)
prepareItems(pReceiver, trans); // generate mail template items
uint32 mailId = sObjectMgr->GenerateMailID();
time_t deliver_time = time(NULL) + deliver_delay;
//expire time if COD 3 days, if no COD 30 days, if auction sale pending 1 hour
uint32 expire_delay;
// auction mail without any items and money
if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
expire_delay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY);
// mail from battlemaster (rewardmarks) should last only one day
else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattlegroundMgr->GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
expire_delay = DAY;
// default case: expire time if COD 3 days, if no COD 30 days (or 90 days if sender is a game master)
else
{
if (m_COD)
expire_delay = 3 * DAY;
else
expire_delay = pSender && pSender->IsGameMaster() ? 90 * DAY : 30 * DAY;
}
time_t expire_time = deliver_time + expire_delay;
// Add to DB
uint8 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL);
stmt->setUInt32( index, mailId);
stmt->setUInt8 (++index, uint8(sender.GetMailMessageType()));
stmt->setInt8 (++index, int8(sender.GetStationery()));
stmt->setUInt16(++index, GetMailTemplateId());
stmt->setUInt32(++index, sender.GetSenderId());
stmt->setUInt32(++index, receiver.GetPlayerGUIDLow());
stmt->setString(++index, GetSubject());
stmt->setString(++index, GetBody());
stmt->setBool (++index, !m_items.empty());
stmt->setUInt64(++index, uint64(expire_time));
stmt->setUInt64(++index, uint64(deliver_time));
stmt->setUInt32(++index, m_money);
stmt->setUInt32(++index, m_COD);
stmt->setUInt8 (++index, uint8(checked));
trans->Append(stmt);
for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* pItem = mailItemIter->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL_ITEM);
stmt->setUInt32(0, mailId);
stmt->setUInt32(1, pItem->GetGUID().GetCounter());
stmt->setUInt32(2, receiver.GetPlayerGUIDLow());
trans->Append(stmt);
}
// For online receiver update in game mail status and data
if (pReceiver)
{
pReceiver->AddNewMailDeliverTime(deliver_time);
if (pReceiver->IsMailsLoaded())
{
Mail* m = new Mail;
m->messageID = mailId;
m->mailTemplateId = GetMailTemplateId();
m->subject = GetSubject();
m->body = GetBody();
m->money = GetMoney();
m->COD = GetCOD();
for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
m->AddItem(item->GetGUID().GetCounter(), item->GetEntry());
}
m->messageType = sender.GetMailMessageType();
m->stationery = sender.GetStationery();
m->sender = sender.GetSenderId();
m->receiver = receiver.GetPlayerGUIDLow();
m->expire_time = expire_time;
m->deliver_time = deliver_time;
m->checked = checked;
m->state = MAIL_STATE_UNCHANGED;
pReceiver->AddMail(m); // to insert new mail to beginning of maillist
if (!m_items.empty())
{
for (MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
pReceiver->AddMItem(mailItemIter->second);
}
}
else if (!m_items.empty())
//.........这里部分代码省略.........
示例14: CHECK_PACKET_SIZE
//called when player takes item attached in mail
void WorldSession::HandleTakeItem(WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8+4+4);
uint64 mailbox;
uint32 mailId;
uint32 itemId;
recv_data >> mailbox;
recv_data >> mailId;
recv_data >> itemId; // item guid low?
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 = objmgr.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 = objmgr.GetPlayerAccountIdByGUID(sender_guid);
if(!objmgr.GetPlayerNameByGUID(sender_guid,sender_name))
sender_name = objmgr.GetTrinityStringForDBCLocale(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 = objmgr.GetPlayerAccountIdByGUID(sender_guid);
// check player existence
if(receive || sender_accId)
{
WorldSession::SendMailTo(receive, MAIL_NORMAL, MAIL_STATIONERY_NORMAL, m->receiver, m->sender, m->subject, 0, NULL, m->COD, 0, 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_BAG_FULL, msg);
}
示例15: ObjectGuid
/**
* Handles the packet sent by the client when taking an item from the mail.
*/
void WorldSession::HandleMailTakeItem(WorldPacket& recv_data)
{
ObjectGuid mailboxGuid;
uint32 mailId;
recv_data >> mailboxGuid;
recv_data >> mailId;
if (!CheckMailBox(mailboxGuid))
return;
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;
}
uint32 itemId = m->items[0].item_template;
uint32 itemGuid = m->items[0].item_guid;
Item* it = pl->GetMItem(itemGuid);
ItemPosCountVec dest;
InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
if (msg == EQUIP_ERR_OK)
{
m->RemoveItem(itemGuid);
m->removedItems.push_back(itemGuid);
if (m->COD > 0) // if there is COD, take COD money from player and send them to sender by mail
{
ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender);
Player* sender = sObjectMgr.GetPlayer(sender_guid);
uint32 sender_accId = 0;
if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
std::string sender_name;
if (sender)
{
sender_accId = sender->GetSession()->GetAccountId();
sender_name = sender->GetName();
}
else if (sender_guid)
{
// can be calculated early
sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);
if (!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name))
sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
}
sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
}
else if (!sender)
sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);
// check player existence
if (sender || sender_accId)
{
MailDraft(m->subject)
.SetMoney(m->COD)
.SendMailTo(MailReceiver(sender, sender_guid), _player, MAIL_CHECK_MASK_COD_PAYMENT);
}
// pl->ModifyMoney(-int32(m->COD));
}
m->COD = 0;
m->state = MAIL_STATE_CHANGED;
pl->m_mailsUpdated = true;
pl->RemoveMItem(it->GetGUIDLow());
uint32 count = it->GetCount(); // save counts before store and possible merge with deleting
pl->MoveItemToInventory(dest, it, true);
CharacterDatabase.BeginTransaction();
pl->SaveInventoryAndGoldToDB();
pl->_SaveMail();
CharacterDatabase.CommitTransaction();
pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
}
else
pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}