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C++ WorldSession::SendPacket方法代码示例

本文整理汇总了C++中WorldSession::SendPacket方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldSession::SendPacket方法的具体用法?C++ WorldSession::SendPacket怎么用?C++ WorldSession::SendPacket使用的例子?那么恭喜您, 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WorldSession的用法示例。


在下文中一共展示了WorldSession::SendPacket方法的12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: HandleChangePlayerNameOpcodeCallBack

void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResult *result, uint32 accountId, std::string newname)
{
    WorldSession * session = sWorld.FindSession(accountId);
    if(!session)
    {
        if(result) delete result;
        return;
    }

    if (!result)
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << uint8(CHAR_CREATE_ERROR);
        session->SendPacket( &data );
        return;
    }

    uint32 guidLow = result->Fetch()[0].GetUInt32();
    uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
    std::string oldname = result->Fetch()[1].GetCppString();

    delete result;

    CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME), guidLow);
    CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", guidLow);

    sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());

    WorldPacket data(SMSG_CHAR_RENAME, 1+8+(newname.size()+1));
    data << uint8(RESPONSE_SUCCESS);
    data << uint64(guid);
    data << newname;
    session->SendPacket(&data);
}
开发者ID:Golgotha29,项目名称:mangos,代码行数:34,代码来源:CharacterHandler.cpp

示例2: HandleChangePlayerNameOpcodeCallBack

void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResult *result, uint32 accountId, std::string newname)
{
    WorldSession * session = sWorld.FindSession(accountId);
    if(!session)
        return;

    if (!result || result->GetRowCount() != 1)
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << (uint8)CHAR_CREATE_ERROR;
        session->SendPacket( &data );
        return;
    }

    Field *fields = result->Fetch();
    uint32 guidLow = fields[0].GetUInt32();
    uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
    uint32 at_loginFlags = fields[1].GetUInt32();
    std::string oldname = fields[2].GetCppString();
    delete result;
    if(oldname == newname)
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << (uint8)CHAR_CREATE_ERROR;
        session->SendPacket( &data );
        return;
    }

    // we have to check character at_login_flag & AT_LOGIN_RENAME also (fake packets hehe)
    if (!(at_loginFlags & AT_LOGIN_RENAME))
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << (uint8)CHAR_CREATE_ERROR;
        session->SendPacket( &data );
        return;
    }

    CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME),guidLow);
    CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", guidLow);

    sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s",session->GetAccountId(),session->GetRemoteAddress().c_str(),oldname.c_str(),guidLow,newname.c_str());

    WorldPacket data(SMSG_CHAR_RENAME,1+8+(newname.size()+1));
    data << (uint8)RESPONSE_SUCCESS;
    data << guid;
    data << newname;
    session->SendPacket(&data);
}
开发者ID:benzin97,项目名称:mangos,代码行数:48,代码来源:CharacterHandler.cpp

示例3: BroadcastToFriendListers

void SocialMgr::BroadcastToFriendListers(Player* player, WorldPacket const* packet)
{
    ASSERT(player);

    AccountTypes gmSecLevel = AccountTypes(sWorld->getIntConfig(CONFIG_GM_LEVEL_IN_WHO_LIST));
    for (SocialMap::const_iterator itr = _socialMap.begin(); itr != _socialMap.end(); ++itr)
    {
        PlayerSocial::PlayerSocialMap::const_iterator itr2 = itr->second._playerSocialMap.find(player->GetGUID());
        if (itr2 != itr->second._playerSocialMap.end() && (itr2->second.Flags & SOCIAL_FLAG_FRIEND) != 0)
        {
            Player* target = ObjectAccessor::FindPlayer(itr->first);
            if (!target)
                continue;

            WorldSession* session = target->GetSession();
            if (!session->HasPermission(rbac::RBAC_PERM_WHO_SEE_ALL_SEC_LEVELS) && player->GetSession()->GetSecurity() > gmSecLevel)
                continue;

            if (target->GetTeam() != player->GetTeam() && !session->HasPermission(rbac::RBAC_PERM_TWO_SIDE_WHO_LIST))
                continue;

            if (player->IsVisibleGloballyFor(target))
                session->SendPacket(packet);
        }
    }
}
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:26,代码来源:SocialMgr.cpp

示例4: SendNameQueryOpcodeFromDBCallBack

void WorldSession::SendNameQueryOpcodeFromDBCallBack(QueryResult* result, uint32 accountId)
{
    if (!result)
        { return; }

    WorldSession* session = sWorld.FindSession(accountId);
    if (!session)
    {
        delete result;
        return;
    }

    Field* fields = result->Fetch();
    uint32 lowguid      = fields[0].GetUInt32();
    std::string name = fields[1].GetCppString();
    uint8 pRace = 0, pGender = 0, pClass = 0;
    if (!name.empty())
    {
        pRace        = fields[2].GetUInt8();
        pGender      = fields[3].GetUInt8();
        pClass       = fields[4].GetUInt8();
    }

    // guess size
    WorldPacket data(SMSG_NAME_QUERY_RESPONSE, (8 + (name.size()+1) + 1 + 4 + 4 + 4));
    data << ObjectGuid(HIGHGUID_PLAYER, lowguid);
    data << name;
    data << uint8(0);                                       // realm name for cross realm BG usage
    data << uint32(pRace);                                  // race
    data << uint32(pGender);                                // gender
    data << uint32(pClass);                                 // class

    session->SendPacket(&data);
    delete result;
}
开发者ID:billy1arm,项目名称:serverZero,代码行数:35,代码来源:QueryHandler.cpp

示例5: SendMessageToSet

void Object::SendMessageToSet(WorldPacket *data, bool bToSelf)
{
#ifndef ENABLE_GRID_SYSTEM
    if (bToSelf && GetTypeId() == TYPEID_PLAYER)
    {
        // has to be a player to send to self
        ((Player*)this)->GetSession()->SendPacket(data);
    }

    std::set<Object*>::iterator itr;
    for (itr = m_objectsInRange.begin(); itr != m_objectsInRange.end(); ++itr)
    {
        ASSERT(*itr);

        if ((*itr)->GetTypeId() == TYPEID_PLAYER)
        {
            WorldSession *session = ((Player*)(*itr))->GetSession();
            WPWarning( session, "Null client in message set!" );
            session->SendPacket(data);
        }
    }
#else
    MapManager::Instance().GetMap(m_mapId)->MessageBoardcast(this, data);
#endif
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:25,代码来源:Object.cpp

示例6: HandleChangePlayerNameOpcodeCallBack

void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResultAutoPtr result, uint32 accountId, std::string newname)
{
    WorldSession * session = sWorld.FindSession(accountId);
    if (!session)
        return;

    if (!result)
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << uint8(CHAR_CREATE_ERROR);
        session->SendPacket(&data);
        return;
    }

    uint32 guidLow = result->Fetch()[0].GetUInt32();
    uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
    std::string oldname = result->Fetch()[1].GetCppString();

    static SqlStatementID changeCharName;
    static SqlStatementID deleteDeclinedName;

    RealmDataDatabase.BeginTransaction();

    SqlStatement stmt = RealmDataDatabase.CreateStatement(changeCharName, "UPDATE characters set name = ?, at_login = at_login & ~ ? WHERE guid = ?");
    stmt.addString(newname);
    stmt.addUInt32(uint32(AT_LOGIN_RENAME));
    stmt.addUInt32(guidLow);
    stmt.Execute();

    stmt = RealmDataDatabase.CreateStatement(deleteDeclinedName, "DELETE FROM character_declinedname WHERE guid = ?");
    stmt.PExecute(guidLow);

    RealmDataDatabase.CommitTransaction();

    sLog.outLog(LOG_CHAR, "Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());

    WorldPacket data(SMSG_CHAR_RENAME, 1+8+(newname.size()+1));
    data << uint8(RESPONSE_SUCCESS);
    data << uint64(guid);
    data << newname;
    session->SendPacket(&data);
}
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:42,代码来源:CharacterHandler.cpp

示例7: HandleChangePlayerNameOpcodeCallBack

void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResult* result, uint32 accountId, std::string newname)
{
    WorldSession* session = sWorld.FindSession(accountId);
    if (!session)
    {
        delete result;
        return;
    }

    if (!result)
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << uint8(CHAR_CREATE_ERROR);
        session->SendPacket(data, true);
        return;
    }

    uint32 guidLow = result->Fetch()[0].GetUInt32();
    ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, guidLow);
    std::string oldname = result->Fetch()[1].GetCppString();

    delete result;

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME), guidLow);
    CharacterDatabase.CommitTransaction();

    sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());

    WorldPacket data(SMSG_CHAR_RENAME, 1 + 8 + (newname.size() + 1));
    data << uint8(RESPONSE_SUCCESS);
    data << guid;
    data << newname;
    session->SendPacket(data, true);

    sWorld.InvalidatePlayerDataToAllClient(guid);
}
开发者ID:cmangos,项目名称:mangos-classic,代码行数:37,代码来源:CharacterHandler.cpp

示例8: SendNameQueryOpcodeFromDBCallBack

void WorldSession::SendNameQueryOpcodeFromDBCallBack(QueryResult *result, uint32 accountId)
{
    if(!result)
        return;

    WorldSession * session = sWorld.FindSession(accountId);
    if(!session)
    {
        delete result;
        return;
    }

    Field *fields = result->Fetch();
    uint32 guid      = fields[0].GetUInt32();
    std::string name = fields[1].GetCppString();
    uint8 pRace = 0, pGender = 0, pClass = 0;
    if(name == "")
        name         = session->GetMangosString(LANG_NON_EXIST_CHARACTER);
    else
    {
        pRace        = fields[2].GetUInt8();
        pGender      = fields[3].GetUInt8();
        pClass       = fields[4].GetUInt8();
    }

                                                            // guess size
    WorldPacket data( SMSG_NAME_QUERY_RESPONSE, (8+1+1+1+1+1+1+10) );
    data.appendPackGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
    data << uint8(0);                                       // added in 3.1
    data << name;
    data << uint8(0);                                       // realm name for cross realm BG usage
    data << uint8(pRace);                                   // race
    data << uint8(pGender);                                 // gender
    data << uint8(pClass);                                  // class

    // if the first declined name field (5) is empty, the rest must be too
    if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && fields[5].GetCppString() != "")
    {
        data << uint8(1);                                   // is declined
        for(int i = 5; i < MAX_DECLINED_NAME_CASES+5; ++i)
            data << fields[i].GetCppString();
    }
    else
        data << uint8(0);                                   // is not declined

    session->SendPacket( &data );
    delete result;
}
开发者ID:Aemu,项目名称:mangos,代码行数:48,代码来源:QueryHandler.cpp

示例9: SendNameQueryOpcodeFromDBCallBack

void WorldSession::SendNameQueryOpcodeFromDBCallBack(QueryResult *result, uint32 accountId)
{
    if(!result)
        return;

    WorldSession * session = sWorld.FindSession(accountId);
    if(!session)
    {
        delete result;
        return;
    }

    Field *fields = result->Fetch();
    uint32 guid      = fields[0].GetUInt32();
    std::string name = fields[1].GetCppString();
    uint8 pRace = 0, pGender = 0, pClass = 0;
    if(name == "")
        name         = session->GetMangosString(LANG_NON_EXIST_CHARACTER);
    else
    {
        pRace        = fields[2].GetUInt8();
        pGender      = fields[3].GetUInt8();
        pClass       = fields[4].GetUInt8();
    }

                                                            // guess size
    WorldPacket data( SMSG_NAME_QUERY_RESPONSE, (8+1+4+4+4+10) );
    data << MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER);
    data << name;
    data << uint8(0);                                       // realm name for cross realm BG usage
    data << uint32(pRace);                                  // race
    data << uint32(pGender);                                // gender
    data << uint32(pClass);                                 // class

    session->SendPacket( &data );
    delete result;
}
开发者ID:dythzer,项目名称:mangoszero,代码行数:37,代码来源:QueryHandler.cpp

示例10: HandleTeleportResult

void ClusterInterface::HandleTeleportResult(WorldPacket & pck)
{
	uint32 sessionid;
	uint8 result;
	uint32 mapid, instanceid;
	LocationVector vec;
	float o;

	pck >> sessionid;

	WorldSession* s = GetSession(sessionid);

	if (!s)
	{
		//tell the realm-server we have no session
		WorldPacket data(ICMSG_ERROR_HANDLER, 5);
		data << uint8(1); //1 = no session
		data << sessionid;
		sClusterInterface.SendPacket(&data);
		return;
	}

	pck >> result >> mapid >> instanceid >> vec >> o;

	//the destination is on the same server
	if (result == 1)
	{
		if (s->GetPlayer() != NULL)
			sEventMgr.AddEvent(s->GetPlayer(), &Player::EventClusterMapChange, mapid, instanceid, vec, EVENT_UNK, 1, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
	}
	else
	{
		//make this non-async, needs redone to support packing the player
		//since were saving it HAS TO BE HERE so the new server has the correct data
		WorldPacket nw(SMSG_NEW_WORLD);
		nw << mapid << vec << o;
		s->SendPacket(&nw);

		uint32 oldmapid = s->GetPlayer()->GetMapId();
		uint32 oldinstanceid = s->GetPlayer()->GetInstanceID();
		uint32 playerlowguid = s->GetPlayer()->GetLowGUID();
		s->GetPlayer()->SetMapId(mapid);
		s->GetPlayer()->SetInstanceID(instanceid);
		s->GetPlayer()->SetPosition(vec.x, vec.y, vec.z, o);
		s->GetPlayer()->SaveToDB(true);

		//need to shift back to old ones for removing from world :)
		s->GetPlayer()->SetMapId(oldmapid);
		s->GetPlayer()->SetInstanceID(oldinstanceid);

		WorldPacket data(ICMSG_SWITCH_SERVER, 100);
		data << sessionid << playerlowguid << mapid << instanceid << vec << o;
		sClusterInterface.SendPacket(&data);

		RPlayerInfo * pRPlayer = GetPlayer(playerlowguid);
		bool newRplr = false;
		if(pRPlayer == NULL)
		{
			pRPlayer = new RPlayerInfo;
			newRplr = true;
		}
		s->GetPlayer()->UpdateRPlayerInfo(pRPlayer, newRplr);
		pRPlayer->MapId = mapid;
		pRPlayer->InstanceId = instanceid;
		data.Initialize(ICMSG_PLAYER_INFO);
		pRPlayer->Pack(data);
		sClusterInterface.SendPacket(&data);

		sEventMgr.AddEvent(s->GetPlayer(), &Player::HandleClusterRemove, EVENT_UNK, 1, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
	}
}
开发者ID:,项目名称:,代码行数:71,代码来源:

示例11: UpdateRoleCheck

/// <summary>
/// Update the Role check info with the player selected role.
/// </summary>
/// <param name="grp">Group</param>
/// <param name="plr">Player</param>
void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
{
    assert(grp);

    uint32 rolecheckId = GUID_LOPART(grp->GetGUID());
    LfgRoleCheck *pRoleCheck = NULL;
    LfgRolesMap check_roles;
    LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(rolecheckId);
    bool newRoleCheck = itRoleCheck == m_RoleChecks.end();
    if (newRoleCheck)
    {
        if (!grp->IsLeader(plr->GetGUID()))
            return;

        pRoleCheck = new LfgRoleCheck();
        pRoleCheck->cancelTime = time_t(time(NULL)) + LFG_TIME_ROLECHECK;
        pRoleCheck->result = LFG_ROLECHECK_INITIALITING;
        pRoleCheck->leader = plr->GetGUID();
        
        for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
            if (Player *plrg = itr->getSource())
                pRoleCheck->roles[plrg->GetGUID()] = 0;

        pRoleCheck->dungeons = plr->m_lookingForGroup.applyDungeons;
    }
    else
        pRoleCheck = itRoleCheck->second;

    LfgLockStatusMap *playersLockMap = NULL;
    if (plr)
    {
        // Player selected no role.
        if (plr->m_lookingForGroup.roles < ROLE_TANK)
            pRoleCheck->result = LFG_ROLECHECK_NO_ROLE;
        else
        {
            // Check if all players have selected a role
            pRoleCheck->roles[plr->GetGUID()] = plr->m_lookingForGroup.roles;
            uint8 size = 0;
            for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end() && itRoles->second != ROLE_NONE; ++itRoles)
                ++size;

            if (pRoleCheck->roles.size() == size)
            {
                // use temporal var to check roles, CheckGroupRoles modifies the roles
                for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
                    check_roles[itRoles->first] = itRoles->second;

                if (!CheckGroupRoles(check_roles))              // Group is not posible
                    pRoleCheck->result = LFG_ROLECHECK_WRONG_ROLES;
                else
                {
                    // Check if we can find a dungeon for that group
                    pRoleCheck->result = LFG_ROLECHECK_FINISHED;
                    if (pRoleCheck->dungeons.size() > 1)
                        playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
                    else
                    {
                        LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin();
                        LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(*it);
                        if (dungeon && dungeon->type == LFG_TYPE_RANDOM)
                            playersLockMap = GetPartyLockStatusDungeons(plr, m_DungeonsMap[*it]);
                        else
                            playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
                    }
                }
            }
        }
    }
    else
        pRoleCheck->result = LFG_ROLECHECK_ABORTED;

    WorldSession *session;
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
    DEBUG_LOG("SMSG_LFG_ROLE_CHECK_UPDATE");
    BuildLfgRoleCheck(data, pRoleCheck);

    Player *plrg = NULL;
    for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        plrg = itr->getSource();
        if (!plrg)
            continue;

        session = plrg->GetSession();
        if (!newRoleCheck && plr)
            session->SendLfgRoleChosen(plr->GetGUID(), plr->m_lookingForGroup.roles);
        session->SendPacket(&data);

        switch (pRoleCheck->result)
        {
        case LFG_ROLECHECK_INITIALITING:
            continue;
        case LFG_ROLECHECK_FINISHED:
            if (!playersLockMap)
//.........这里部分代码省略.........
开发者ID:Subv,项目名称:diamondcore,代码行数:101,代码来源:LFGMgr.cpp

示例12: OnGossipSelect


//.........这里部分代码省略.........
                    player->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_INTERACT_1, (std::string)"Remove from "+slotname, SENDER_REMOVE_ONE, slot, ss.str().c_str(), 0, false);
                }
                player->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_INTERACT_1, "Remove all transmogrifications", SENDER_REMOVE_ALL, 0, "Are you sure you want to remove all transmogrifications?", 0, false);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, "Back..", SENDER_BACK, 0);
                player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, creature->GetGUID());
            } break;
        default: // Show items you can use
            {
                if (sender >= MAX_ITEM_QUALITY) // sender = quality, action = iterator
                    return false; // cheat
                if (selData.find(player->GetGUIDLow()) == selData.end())
                    return false; // cheat
                if (selData[player->GetGUIDLow()].offset != 0 || selData[player->GetGUIDLow()].quality != 0)
                    return false; // cheat (something is off)
                selData[player->GetGUIDLow()].offset = action;
                selData[player->GetGUIDLow()].quality = sender;
                uint32 slot = selData[player->GetGUIDLow()].slot; // slot
                if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
                {
                    if (!TransmogDisplayVendorMgr::AllowedQuality(item->GetTemplate()->Quality))
                    {
                        session->SendNotification("Equipped item has wrong quality");
                        OnGossipSelect(player, creature, SENDER_SELECT_VENDOR, slot);
                        return true;
                    }
                    optionDataList oM = optionMap[(item->GetTemplate()->Class == ITEM_CLASS_WEAPON ? MAX_ITEM_SUBCLASS_WEAPON : 0)+item->GetTemplate()->SubClass][getCorrectInvType(item->GetTemplate()->InventoryType)][sender];
                    uint32 itemCount = (oM.size()-action);
                    if (itemCount > MAX_VENDOR_ITEMS)
                        itemCount = MAX_VENDOR_ITEMS;
                    if (!itemCount)
                    {
                        session->SendAreaTriggerMessage("No items found");
                        OnGossipSelect(player, creature, SENDER_SELECT_VENDOR, slot);
                        return true;
                    }
                    player->CLOSE_GOSSIP_MENU();

                    TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_LIST_INVENTORY");

                    Creature* vendor = player->GetNPCIfCanInteractWith(creature->GetGUID(), UNIT_NPC_FLAG_VENDOR);
                    if (!vendor)
                    {
                        TC_LOG_DEBUG(LOG_FILTER_NETWORKIO, "WORLD: SendListInventory - Unit (GUID: %u) not found or you can not interact with him.", creature->GetGUIDLow());
                        player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
                        return true;
                    }

                    if (player->HasUnitState(UNIT_STATE_DIED))
                        player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

                    if (vendor->HasUnitState(UNIT_STATE_MOVING))
                        vendor->StopMoving();
                    uint8 count = 0;

                    WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + itemCount * 8 * 4);
                    data << uint64(creature->GetGUID());

                    size_t countPos = data.wpos();
                    data << uint8(count);

                    bool added = false;
                    optionDataList::iterator it = oM.begin();
                    std::advance(it, action);
                    for (; it != oM.end() && count < itemCount; ++it, ++count)
                    {
                        if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(*it))
                        {
                            data << uint32(count + 1);
                            data << uint32(itemTemplate->ItemId);
                            data << uint32(itemTemplate->DisplayInfoID);
                            data << int32(0xFFFFFFFF);
                            data << uint32(0);
                            data << uint32(itemTemplate->MaxDurability);
                            data << uint32(itemTemplate->BuyCount);
                            data << uint32(0);
                            added = true;
                        }
                    }

                    if (!added)
                    {
                        data << uint8(0);
                        session->SendPacket(&data);
                    }
                    else
                    {
                        data.put<uint8>(countPos, count);
                        session->SendPacket(&data);
                    }
                }
                else
                {
                    session->SendNotification("No item equipped");
                    OnGossipSelect(player, creature, SENDER_SELECT_VENDOR, slot);
                    return true;
                }
            } break;
        }
        return true;
    }
开发者ID:ddark,项目名称:ecl,代码行数:101,代码来源:TransmogDisplayVendor.cpp


注:本文中的WorldSession::SendPacket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。