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); }
/** * 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.SetSubjectAndBodyId(m->subject, m->itemTextId); if(m->HasItems()) { for(std::vector<MailItemInfo>::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); }