Example #1
0
void WorldSession::HandleReturnToSender(WorldPacket & recv_data)
{
    CHECK_PACKET_SIZE(recv_data,8+4);

    ObjectGuid mailboxGuid;
    uint32 mailId;
    recv_data >> mailboxGuid;
    recv_data >> mailId;
    recv_data.read_skip<uint64>();                          // original sender GUID for return to, not used

    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_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    //we can return mail now
    //so firstly delete the old one
    RealmDataDatabase.BeginTransaction();
    RealmDataDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mailId);
                                                            // needed?
    RealmDataDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mailId);
    RealmDataDatabase.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.SetSubjectAndBodyId(m->subject, m->itemTextId);

        if(m->HasItems())
        {
            for(MailItemInfoVec::iterator itr = m->items.begin(); itr != m->items.end(); ++itr)
            {
                if(Item *item = pl->GetMItem(itr->item_guid))
                    draft.AddItem(item);
                else
                {
                    //WTF?
                }

                pl->RemoveMItem(itr->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);
}
Example #2
0
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 players and simple drop for other cases
    if (m->messageType == MAIL_NORMAL)
    {
        MailDraft draft(m->subject, m->itemTextId);
        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);
            }
        }
        if (m->sender == auctionbot.GetAHBplayerGUID())
            draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, auctionbot.GetAHBplayerGUID());
        else
            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);
}
Example #3
0
void WorldSession::HandleMailReturnToSender(WorldPacket& recvData)
{
    ObjectGuid mailbox;
    uint32 mailId;

    recvData >> mailId;

    recvData.ReadGuidMask(mailbox, 2, 0, 4, 6, 3, 1, 7, 5);

    recvData.ReadGuidBytes(mailbox, 5, 6, 2, 0, 3, 1, 4, 7);

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

    Player* player = _player;
    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->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();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
    stmt->setUInt32(0, mailId);
    trans->Append(stmt);

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
    stmt->setUInt32(0, mailId);
    trans->Append(stmt);

    player->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 (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(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
Example #4
0
void WorldSession::HandleReturnToSender(WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8+4);

    uint64 mailbox;
    uint32 mailId;
    recv_data >> mailbox;

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

    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 == AHBplayerGUID)
    {
        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);
}
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))
        if (!GetPlayer()->GetNPCIfCanInteractWith(mailbox, UNIT_NPC_FLAG_MAILBOX))
			return;

    Player* player = _player;
    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->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);
    player->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 (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
            {
                Item* item = player->GetMItem(itr2->item_guid);
                if (item)
                    draft.AddItem(item);
                else
                {
                    //WTF?
                }

                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(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
Example #6
0
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);
}
Example #7
0
void WorldSession::HandleMailReturnToSender(WorldPacket & recvData)
{
    uint64 mailbox;
    uint32 mailId;
    recvData >> mailbox;
    recvData >> mailId;
    recvData.read_skip<uint64>();                          // original sender GUID for return to, not used

    if (!CanOpenMailBox(mailbox))
        return;

    Player* player = _player;
    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->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();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
    stmt->setUInt32(0, mailId);
    trans->Append(stmt);

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
    stmt->setUInt32(0, mailId);
    trans->Append(stmt);

    player->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 (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
            {
                Item* item = player->GetMItem(itr2->item_guid);
                if (item)
                    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(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);

	// xinef: update global data
	sWorld->UpdateGlobalPlayerMails(player->GetGUIDLow(), -1);
}