本文整理汇总了C++中PreparedStatement::setUInt32方法的典型用法代码示例。如果您正苦于以下问题:C++ PreparedStatement::setUInt32方法的具体用法?C++ PreparedStatement::setUInt32怎么用?C++ PreparedStatement::setUInt32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类PreparedStatement
的用法示例。
在下文中一共展示了PreparedStatement::setUInt32方法的1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: HandleAuctionPlaceBid
//this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid(WorldPacket& recvData)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_PLACE_BID");
uint64 auctioneer;
uint32 auctionId;
uint32 price;
recvData >> auctioneer;
recvData >> auctionId >> price;
if (!auctionId || !price)
return; //check for cheaters
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
Player* player = GetPlayer();
if (!auction || auction->owner == player->GetGUIDLow())
{
//you cannot bid your own auction:
SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
return;
}
// impossible have online own another character (use this for speedup check in case online owner)
Player* auction_owner = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER));
if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == player->GetSession()->GetAccountId())
{
//you cannot bid your another character auction:
SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
return;
}
// cheating
if (price <= auction->bid || price < auction->startbid)
return;
// price too low for next bid if not buyout
if ((price < auction->buyout || auction->buyout == 0) &&
price < auction->bid + auction->GetAuctionOutBid())
{
//auction has already higher bid, client tests it!
return;
}
if (!player->HasEnoughMoney(price))
{
//you don't have enought money!, client tests!
//SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???);
return;
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
if (price < auction->buyout || auction->buyout == 0)
{
if (auction->bidder > 0)
{
if (auction->bidder == player->GetGUIDLow())
player->ModifyMoney(-int32(price - auction->bid));
else
{
// mail to last bidder and return money
sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans);
player->ModifyMoney(-int32(price));
}
}
else
player->ModifyMoney(-int32(price));
auction->bidder = player->GetGUIDLow();
auction->bid = price;
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
stmt->setUInt32(0, auction->bidder);
stmt->setUInt32(1, auction->bid);
stmt->setUInt32(2, auction->Id);
trans->Append(stmt);
SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK, 0);
}
else
{
//buyout:
if (player->GetGUIDLow() == auction->bidder)
player->ModifyMoney(-int32(auction->buyout - auction->bid));
//.........这里部分代码省略.........