Beispiel #1
0
void WorldSession::HandleSendMail(WorldPacket& recvData)
{
    MailMessage msg;
    ObjectGuid mailbox;
    uint32_t unk1, unk2;
    uint64_t money, COD;

    std::vector< Item* > items;
    Item* pItem;

    recvData >> unk1;
    recvData >> unk2;

    recvData >> COD;
    recvData >> money;

    uint32_t bodyLength = recvData.readBits(12);
    uint32_t subjectLength = recvData.readBits(9);

    uint8_t items_count = static_cast<uint8_t>(recvData.readBits(5));              // attached items count

    if (items_count > MAIL_MAX_ITEM_SLOT)
    {
        SendMailError(MAIL_ERR_TOO_MANY_ATTACHMENTS);
        return;
    }

    mailbox[0] = recvData.readBit();

    ObjectGuid itemGUIDs[MAIL_MAX_ITEM_SLOT];

    for (uint8_t i = 0; i < items_count; ++i)
    {
        itemGUIDs[i][2] = recvData.readBit();
        itemGUIDs[i][6] = recvData.readBit();
        itemGUIDs[i][3] = recvData.readBit();
        itemGUIDs[i][7] = recvData.readBit();
        itemGUIDs[i][1] = recvData.readBit();
        itemGUIDs[i][0] = recvData.readBit();
        itemGUIDs[i][4] = recvData.readBit();
        itemGUIDs[i][5] = recvData.readBit();
    }

    mailbox[3] = recvData.readBit();
    mailbox[4] = recvData.readBit();
    uint32_t receiverLength = recvData.readBits(7);
    mailbox[2] = recvData.readBit();
    mailbox[6] = recvData.readBit();
    mailbox[1] = recvData.readBit();
    mailbox[7] = recvData.readBit();
    mailbox[5] = recvData.readBit();

    recvData.ReadByteSeq(mailbox[4]);

    for (uint8_t i = 0; i < items_count; ++i)
    {
        recvData.ReadByteSeq(itemGUIDs[i][6]);
        recvData.ReadByteSeq(itemGUIDs[i][1]);
        recvData.ReadByteSeq(itemGUIDs[i][7]);
        recvData.ReadByteSeq(itemGUIDs[i][2]);
        recvData.read_skip<uint8_t>();            // item slot in mail, not used
        recvData.ReadByteSeq(itemGUIDs[i][3]);
        recvData.ReadByteSeq(itemGUIDs[i][0]);
        recvData.ReadByteSeq(itemGUIDs[i][4]);
        recvData.ReadByteSeq(itemGUIDs[i][5]);
    }

    recvData.ReadByteSeq(mailbox[7]);
    recvData.ReadByteSeq(mailbox[3]);
    recvData.ReadByteSeq(mailbox[6]);
    recvData.ReadByteSeq(mailbox[5]);

    std::string subject = recvData.ReadString(subjectLength);
    std::string receiver = recvData.ReadString(receiverLength);

    recvData.ReadByteSeq(mailbox[2]);
    recvData.ReadByteSeq(mailbox[0]);

    std::string body = recvData.ReadString(bodyLength);

    recvData.ReadByteSeq(mailbox[1]);

    // Search for the recipient
    PlayerInfo* player_info = ObjectMgr::getSingleton().GetPlayerInfoByName(receiver.c_str());
    if (!player_info)
    {
        SendMailError(MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    for (uint8_t i = 0; i < items_count; ++i)
    {
        pItem = _player->GetItemInterface()->GetItemByGUID(itemGUIDs[i]);
        if (pItem == nullptr || pItem->isSoulbound() || pItem->hasFlags(ITEM_FLAG_CONJURED))
        {
            SendMailError(MAIL_ERR_INTERNAL_ERROR);
            return;
        }
        if (pItem->isAccountbound() && GetAccountId() != player_info->acct) // don't mail account-bound items to another account
        {
            WorldPacket data(SMSG_SEND_MAIL_RESULT, 16);
            data << uint32_t(0);
            data << uint32_t(0);
            data << uint32_t(MAIL_ERR_BAG_FULL);
            data << uint32_t(INV_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            SendPacket(&data);
            return;
        }

        items.push_back(pItem);
    }

    if (receiver.empty())
        return;

    bool interfaction = false;
    if (sMailSystem.MailOption(MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION) || (HasGMPermissions() && sMailSystem.MailOption(MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM)))
    {
        interfaction = true;
    }

    // Check we're sending to the same faction (disable this for testing)
    if (player_info->team != _player->GetTeam() && !interfaction)
    {
        SendMailError(MAIL_ERR_NOT_YOUR_ALLIANCE);
        return;
    }

    // Check if we're sending mail to ourselves
    if (strcmp(player_info->name, _player->GetName()) == 0 && !GetPermissionCount())
    {
        SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    if (msg.stationery == MAIL_STATIONERY_GM && !HasGMPermissions())
    {
        SendMailError(MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // Instant delivery time by default.
    msg.delivery_time = (uint32_t)UNIXTIME;

    // Set up the cost
    uint32_t cost = items_count ? 30 * items_count : 30;  // price hardcoded in client

    if (!sMailSystem.MailOption(MAIL_FLAG_DISABLE_POSTAGE_COSTS) && !(GetPermissionCount() && sMailSystem.MailOption(MAIL_FLAG_NO_COST_FOR_GM)))
    {
        cost += 30;
    }

    // check that we have enough in our backpack
    if (!_player->HasGold(cost))
    {
        SendMailError(MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    // Check for the item, and required item.
    if (!items.empty())
    {
        for (std::vector< Item* >::iterator itr = items.begin(); itr != items.end(); ++itr)
        {
            pItem = *itr;
            if (_player->GetItemInterface()->SafeRemoveAndRetreiveItemByGuid(pItem->getGuid(), false) != pItem)
                continue;        // should never be hit.

            pItem->RemoveFromWorld();
            pItem->setOwner(NULL);
            pItem->SaveToDB(INVENTORY_SLOT_NOT_SET, 0, true, NULL);
            msg.items.push_back(pItem->getGuidLow());

            if (GetPermissionCount() > 0)
            {
                /* log the message */
                sGMLog.writefromsession(this, "sent mail with item entry %u to %s, with gold %u.", pItem->getEntry(), player_info->name, money);
            }

            pItem->DeleteMe();
        }
    }

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

    // take the money
    _player->ModGold(-static_cast<int32_t>(cost));

    // Fill in the rest of the info
    msg.player_guid = player_info->guid;
    msg.sender_guid = _player->getGuid();
    msg.money = static_cast<uint32_t>(money);
    msg.cod = static_cast<uint32_t>(COD);
    msg.subject = subject;
    msg.body = body;

    // 30 day expiry time for unread mail
    if (!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY))
        msg.expire_time = (uint32_t)UNIXTIME + (TIME_DAY * MAIL_DEFAULT_EXPIRATION_TIME);
    else
        msg.expire_time = 0;

    msg.deleted_flag = false;
    msg.message_type = 0;
    msg.checked_flag = msg.body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY;

    // Great, all our info is filled in. Now we can add it to the other players mailbox.
    sMailSystem.DeliverMessage(player_info->guid, &msg);
    // Save/Update character's gold if they've received gold that is. This prevents a rollback.
    CharacterDatabase.Execute("UPDATE characters SET gold = %u WHERE guid = %u", _player->GetGold(), _player->m_playerInfo->guid);
    // Success packet :)
    SendMailError(MAIL_OK);
}
Beispiel #2
0
void WorldSession::HandleSendMail(WorldPacket & recv_data )
{
	MailMessage msg;
	uint64 gameobject;
	uint32 unk2;
	uint8 itemcount;
	uint8 itemslot;
	uint8 i;
	uint64 itemguid;
	vector< Item* > items;
	vector< Item* >::iterator itr;
	string recepient;
	Item * pItem;
	//uint32 err = MAIL_OK;

	recv_data >> gameobject >> recepient;
	recv_data >> msg.subject >> msg.body >> msg.stationary;
	recv_data >> unk2 >> itemcount;

	//he simply ads ' ' after each '%' to string so that vsnprintf function would not find tokens in string
	char *t=(char*)msg.subject.c_str();
	if( t[0] != 0 ) //if not an empty string
	{
		int ind=1;
		//make sure we do not have any recognizable tokens here
		while(t[ind]!=0 && ind<5000)
		{
			if(t[ind-1]=='%')
				t[ind]=' ';//just remove chars that could be interpreted
			ind++;
		}
	}
	msg.subject = t;
	t=(char*)msg.body.c_str();
	if( t[0] != 0 ) //if not an empty string
	{
		int ind=1;
		while(t[ind]!=0 && ind<5000)
		{
			if(t[ind-1]=='%')
				t[ind]=' ';//just remove chars that could be interpreted
			ind++;
		}
	}
	msg.body = t;


	if( itemcount > 12 )
	{
		//SystemMessage("Sorry, Ascent does not support sending multiple items at this time. (don't want to lose your item do you) Remove some items, and try again.");
		SendMailError(MAIL_ERR_INTERNAL_ERROR);
		return;
	}

	for( i = 0; i < itemcount; ++i )
	{
		recv_data >> itemslot;
		recv_data >> itemguid;

        pItem = _player->GetItemInterface()->GetItemByGUID( itemguid );
		if( pItem == NULL || pItem->IsSoulbound() || pItem->HasFlag( ITEM_FIELD_FLAGS, ITEM_FLAG_CONJURED ) )
		{
			SendMailError( MAIL_ERR_INTERNAL_ERROR );
			return;
		}

		items.push_back( pItem );
	}
	
	recv_data >> msg.money;
	recv_data >> msg.cod;
	// left over: (TODO- FIX ME BURLEX!)
	// uint32
	// uint32
	// uint8
	
	// Search for the recipient
	PlayerInfo* player = ObjectMgr::getSingleton().GetPlayerInfoByName(recepient.c_str());
	if( player == NULL )
	{
		SendMailError( MAIL_ERR_RECIPIENT_NOT_FOUND );
		return;
	}

	bool interfaction = false;
	if( sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION ) || (HasGMPermissions() && sMailSystem.MailOption( MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM ) ) )
	{
		interfaction = true;
	}

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

	// Check if we're sending mail to ourselves
	if( strcmp(player->name, _player->GetName()) == 0 && !GetPermissionCount())
	{
		SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF);
		return;
	}

	if( msg.stationary == 0x3d || msg.stationary == 0x3d && !HasGMPermissions())
	{
		SendMailError(MAIL_ERR_INTERNAL_ERROR);
		return;
	}

	// Instant delivery time by default.
	msg.delivery_time = (uint32)UNIXTIME;

	// 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 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.

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

			if( GetPermissionCount() > 0 )
			{
				/* log the message */
				sGMLog.writefromsession(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money);
			}

			pItem->DeleteMe();
		}
	}

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

	// take the money
	_player->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -cost);

	// Fill in the rest of the info
	msg.player_guid = player->guid;
	msg.sender_guid = _player->GetGUID();
	
	// 30 day expiry time for unread mail mail
	if(!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY))
		msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * MAIL_DEFAULT_EXPIRATION_TIME);
	else
		msg.expire_time = 0;

	msg.copy_made = false;
	msg.read_flag = false;
	msg.deleted_flag = false;
	msg.message_type = 0;

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

	// Success packet :)
	SendMailError(MAIL_OK);
}
Beispiel #3
0
void WorldSession::HandleSendMail(WorldPacket& recv_data)
{
    CHECK_INWORLD_RETURN

    MailMessage msg;
    uint64 gameobject;
    uint32 unk2;
    uint8 itemcount;
    uint8 itemslot;
    uint8 i;
    uint64 itemguid;
    std::vector< Item* > items;
    std::vector< Item* >::iterator itr;
    std::string recepient;
    Item* pItem;
    //uint32 err = MAIL_OK;

    recv_data >> gameobject >> recepient;
    recv_data >> msg.subject >> msg.body >> msg.stationery;
    recv_data >> unk2 >> itemcount;

    if (itemcount > MAIL_MAX_ITEM_SLOT || msg.body.find("%") != std::string::npos || msg.subject.find("%") != std::string::npos)
    {
        SendMailError(MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // Search for the recipient
    PlayerInfo* player = ObjectMgr::getSingleton().GetPlayerInfoByName(recepient.c_str());
    if (player == NULL)
    {
        SendMailError(MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    for (i = 0; i < itemcount; ++i)
    {
        recv_data >> itemslot;
        recv_data >> itemguid;

        pItem = _player->GetItemInterface()->GetItemByGUID(itemguid);
        if (pItem == NULL || pItem->IsSoulbound() || pItem->IsConjured())
        {
            SendMailError(MAIL_ERR_INTERNAL_ERROR);
            return;
        }
        if (pItem->IsAccountbound() && GetAccountId() != player->acct) // don't mail account-bound items to another account
        {
            WorldPacket data(SMSG_SEND_MAIL_RESULT, 16);
            data << uint32(0);
            data << uint32(0);
            data << uint32(MAIL_ERR_BAG_FULL);
            data << uint32(INV_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
            SendPacket(&data);
            return;
        }

        items.push_back(pItem);
    }

    recv_data >> msg.money;
    recv_data >> msg.cod;
    ///\todo left over: (TODO- FIX ME BURLEX!)
    // uint32
    // uint32
    // uint8

    bool interfaction = false;
    if (sMailSystem.MailOption(MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION) || (HasGMPermissions() && sMailSystem.MailOption(MAIL_FLAG_CAN_SEND_TO_OPPOSITE_FACTION_GM)))
    {
        interfaction = true;
    }

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

    // Check if we're sending mail to ourselves
    if (strcmp(player->name, _player->GetName()) == 0 && !GetPermissionCount())
    {
        SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    if (msg.stationery == MAIL_STATIONERY_GM && !HasGMPermissions())
    {
        SendMailError(MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // Instant delivery time by default.
    msg.delivery_time = (uint32)UNIXTIME;

    // Set up the cost
    int32 cost = 0;

    // Check for attached money
    if (msg.money > 0)
        cost += msg.money;


    if (!sMailSystem.MailOption(MAIL_FLAG_DISABLE_POSTAGE_COSTS) && !(GetPermissionCount() && sMailSystem.MailOption(MAIL_FLAG_NO_COST_FOR_GM)))
    {
        cost += 30;
    }

    // check that we have enough in our backpack
    if (!_player->HasGold(cost))
    {
        SendMailError(MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    // 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.

            pItem->RemoveFromWorld();
            pItem->SetOwner(NULL);
            pItem->SaveToDB(INVENTORY_SLOT_NOT_SET, 0, true, NULL);
            msg.items.push_back(pItem->GetLowGUID());

            if (GetPermissionCount() > 0)
            {
                /* log the message */
                sGMLog.writefromsession(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money);
            }

            pItem->DeleteMe();
        }
    }

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

    // take the money
    _player->ModGold(-cost);

    // Fill in the rest of the info
    msg.player_guid = player->guid;
    msg.sender_guid = _player->GetGUID();

    // 30 day expiry time for unread mail
    if (!sMailSystem.MailOption(MAIL_FLAG_NO_EXPIRY))
        msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * MAIL_DEFAULT_EXPIRATION_TIME);
    else
        msg.expire_time = 0;

    msg.deleted_flag = false;
    msg.message_type = 0;
    msg.checked_flag = msg.body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY;

    // Great, all our info is filled in. Now we can add it to the other players mailbox.
    sMailSystem.DeliverMessage(player->guid, &msg);
    // Save/Update character's gold if they've received gold that is. This prevents a rollback.
    CharacterDatabase.Execute("UPDATE characters SET gold = %u WHERE guid = %u", _player->GetGold(), _player->m_playerInfo->guid);
    // Success packet :)
    SendMailError(MAIL_OK);
}
Beispiel #4
0
void WorldSession::HandleSendMail(WorldPacket & recv_data )
{
	MailMessage msg;
	uint64 gameobject;
	uint32 unk2;
	uint8 itemcount;
	uint8 itemslot;
	uint8 i;
	uint64 itemguid;
	vector< ItemPointer > items;
	vector< ItemPointer >::iterator itr;
	string recepient;
	ItemPointer pItem;
	int8 real_item_slot;

	recv_data >> gameobject >> recepient;
	// Search for the recipient
	PlayerInfo* player = ObjectMgr::getSingleton().GetPlayerInfoByName(recepient.c_str());
	if( player == NULL )
	{
		SendMailError(MAIL_ERR_RECIPIENT_NOT_FOUND);
		return;
	}
	msg.player_guid = player->guid;
	msg.sender_guid = _player->GetGUID();

	recv_data >> msg.subject >> msg.body >> msg.stationary;

	// Check attached items
	recv_data >> unk2 >> itemcount;
	for( i = 0; i < itemcount; ++i )
	{
		recv_data >> itemslot;
		recv_data >> itemguid;

        pItem = _player->GetItemInterface()->GetItemByGUID( itemguid );
		real_item_slot = _player->GetItemInterface()->GetInventorySlotByGuid( itemguid );
		if( pItem == NULL || pItem->IsSoulbound() || pItem->HasFlag( ITEM_FIELD_FLAGS, ITEM_FLAG_CONJURED ) || 
			( pItem->IsContainer() && (TO_CONTAINER( pItem ))->HasItems() ) || real_item_slot >= 0 && real_item_slot < INVENTORY_SLOT_ITEM_START )
		{
			SendMailError(MAIL_ERR_INTERNAL_ERROR);
			return;
		}
		items.push_back( pItem );
	}
	if( items.size() > 12 || msg.body.find("%") != string::npos || msg.subject.find("%") != string::npos)
	{
		SendMailError(MAIL_ERR_INTERNAL_ERROR);
		return;
	}

	recv_data >> msg.money;
	recv_data >> msg.cod;
	// left over: (TODO- FIX ME BURLEX!)
	// uint32
	// uint32
	// uint8

	// Check if we're sending mail to ourselves
	if(msg.player_guid == msg.sender_guid && !GetPermissionCount())
	{
		SendMailError(MAIL_ERR_CANNOT_SEND_TO_SELF);
		return;
	}

	// Check stationary
	if( msg.stationary == 0x3d && !HasGMPermissions())
	{
		SendMailError(MAIL_ERR_INTERNAL_ERROR);
		return;
	}

	// 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 (msg.cod != 0)
		{
			msg.expire_time = (uint32)UNIXTIME + (TIME_DAY * 3);
		}
	}

	// 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.

			pItem->RemoveFromWorld();
			pItem->SetOwner( NULLPLR );
			pItem->SaveToDB( INVENTORY_SLOT_NOT_SET, 0, true, NULL );
			msg.items.push_back( pItem->GetUInt32Value(OBJECT_FIELD_GUID) );
				
			if( GetPermissionCount() > 0 )
			{
				/* log the message */
				sGMLog.writefromsession(this, "sent mail with item entry %u to %s, with gold %u.", pItem->GetEntry(), player->name, msg.money);
			}

			pItem->Destructor();
		}
	}

	// 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);
}