void WorldSession::HandleMailReturnToSender(WorldPacket& recvData) { ObjectGuid mailbox; uint32 mailId; recvData >> mailId; mailbox[2] = recvData.ReadBit(); mailbox[0] = recvData.ReadBit(); mailbox[4] = recvData.ReadBit(); mailbox[6] = recvData.ReadBit(); mailbox[3] = recvData.ReadBit(); mailbox[1] = recvData.ReadBit(); mailbox[7] = recvData.ReadBit(); mailbox[5] = recvData.ReadBit(); recvData.ReadByteSeq(mailbox[5]); recvData.ReadByteSeq(mailbox[6]); recvData.ReadByteSeq(mailbox[2]); recvData.ReadByteSeq(mailbox[0]); recvData.ReadByteSeq(mailbox[3]); recvData.ReadByteSeq(mailbox[1]); recvData.ReadByteSeq(mailbox[4]); recvData.ReadByteSeq(mailbox[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); }
void WorldSession::HandleMailReturnToSender(WorldPacket& recvData) { ObjectGuid 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); 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); }