本文整理汇总了C++中CHECK_PACKET_SIZE函数的典型用法代码示例。如果您正苦于以下问题:C++ CHECK_PACKET_SIZE函数的具体用法?C++ CHECK_PACKET_SIZE怎么用?C++ CHECK_PACKET_SIZE使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CHECK_PACKET_SIZE函数的13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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: CHECK_PACKET_SIZE
void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data,1+1+1+1);
sLog.outDebug("Received opcode CMSG_WRAP_ITEM");
uint8 gift_bag, gift_slot, item_bag, item_slot;
//recv_data.hexlike();
recv_data >> gift_bag >> gift_slot; // paper
recv_data >> item_bag >> item_slot; // item
sLog.outDebug("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);
Item *gift = _player->GetItemByPos( gift_bag, gift_slot );
if(!gift)
{
_player->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL );
return;
}
if(!gift->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPER))// cheating: non-wrapper wrapper
{
_player->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL );
return;
}
Item *item = _player->GetItemByPos( item_bag, item_slot );
if( !item )
{
_player->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, item, NULL );
return;
}
if(item==gift) // not possable with pacjket from real client
{
_player->SendEquipError( EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->IsEquipped())
{
_player->SendEquipError( EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR)) // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
{
_player->SendEquipError( EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->IsBag())
{
_player->SendEquipError( EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->IsSoulBound())
{
_player->SendEquipError( EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL );
return;
}
if(item->GetMaxStackCount() != 1)
{
_player->SendEquipError( EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL );
return;
}
// maybe not correct check (it is better than nothing)
if(item->GetProto()->MaxCount>0)
{
_player->SendEquipError( EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL );
return;
}
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", GUID_LOPART(item->GetOwnerGUID()), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
item->SetEntry(gift->GetEntry());
switch (item->GetEntry())
{
case 5042: item->SetEntry( 5043); break;
case 5048: item->SetEntry( 5044); break;
case 17303: item->SetEntry(17302); break;
case 17304: item->SetEntry(17305); break;
case 17307: item->SetEntry(17308); break;
case 21830: item->SetEntry(21831); break;
}
item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
item->SetState(ITEM_CHANGED, _player);
if(item->GetState()==ITEM_NEW) // save new item, to have alway for `character_gifts` record in `item_instance`
{
// after save it will be impossible to remove the item from the queue
item->RemoveFromUpdateQueueOf(_player);
item->SaveToDB(); // item gave inventory record unchanged and can be save standalone
//.........这里部分代码省略.........
开发者ID:Anderss,项目名称:mangos,代码行数:101,代码来源:ItemHandler.cpp
示例2: CHECK_PACKET_SIZE
void WorldSession::HandleAreaTriggerOpcode(WorldPacket & recv_data)
{
CHECK_PACKET_SIZE(recv_data, 4);
uint32 id = 0;
WorldPacket data(80);
AreaTrigger *pAreaTrigger = NULL;
recv_data >> id;
sLog.outDebug("AreaTrigger: %u", id);
pAreaTrigger = sWorld.GetAreaTrigger(id);
// Search quest log, find any exploration quests
sQuestMgr.OnPlayerExploreArea(GetPlayer(),id);
// if in BG handle is triggers
if(GetPlayer()->m_bgInBattleground && GetPlayer()->GetCurrentBattleground() != NULL)
{
GetPlayer()->GetCurrentBattleground()->HandleBattlegroundAreaTrigger(GetPlayer(), id);
return;
}
if(pAreaTrigger && pAreaTrigger->Type == ATTYPE_BATTLEGROUND)
{
if(pAreaTrigger->Mapid == 489) // hack fix
pAreaTrigger->Mapid = 2;
else if(pAreaTrigger->Mapid == 529)
pAreaTrigger->Mapid = 3;
else if(pAreaTrigger->Mapid == 30)
pAreaTrigger->Mapid = 1;
WorldPacket *pkt = sBattlegroundMgr.BuildBattlegroundListPacket(GetPlayer()->GetGUID(), _player,
pAreaTrigger->Mapid);
SendPacket(pkt);
delete pkt;
return;
}
if(pAreaTrigger)
{
bool bFailedPre = false;
std::string failed_reason;
if(pAreaTrigger->required_level)
{
if(GetPlayer()->getLevel() < pAreaTrigger->required_level)
{
bFailedPre = true;
if(failed_reason.size() > 0)
failed_reason += ", and ";
else
failed_reason = "You must be ";
// mm hacky
char lvltext[30];
sprintf(lvltext, "at least level %d", pAreaTrigger->required_level);
failed_reason += lvltext;
}
}
if(bFailedPre)
{
failed_reason += " before you're allowed through here.";
WorldPacket msg;
msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
msg << uint32(0) << failed_reason << uint8(0);
SendPacket(&msg);
sLog.outDebug("Player %s failed areatrigger prereq - %s", GetPlayer()->GetName(), failed_reason.c_str());
return;
}
switch(pAreaTrigger->Type)
{
case ATTYPE_INSTANCE:
{
if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
{
GetPlayer()->SaveEntryPoint();
//death system check.
Corpse *pCorpse = NULL;
CorpseData *pCorpseData = NULL;
MapInfo *pMapinfo = NULL;
pMapinfo = sWorld.GetMapInformation(pAreaTrigger->Mapid);
if(pMapinfo && !pMapinfo->HasFlag(WMI_INSTANCE_ENABLED))
{
WorldPacket msg;
msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
msg << uint32(0) << "This instance is currently unavailable." << uint8(0) << uint8(0);
SendPacket(&msg);
return;
}
if(pMapinfo && pMapinfo->HasFlag(WMI_INSTANCE_XPACK_01) && !HasFlag(ACCOUNT_FLAG_XPACK_01))
{
WorldPacket msg;
msg.Initialize(SMSG_BROADCAST_MSG);
msg << uint32(3) << "You must have The Burning Crusade Expansion to access this content." << uint8(0);
SendPacket(&msg);
return;
}
if(!GetPlayer()->isAlive())
//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:WoWD,代码行数:101,代码来源:AreaTrigger.cpp
示例3: CHECK_PACKET_SIZE
//////////////////////////////////////////////////////////////
/// This function handles CMSG_CREATURE_QUERY:
//////////////////////////////////////////////////////////////
void WorldSession::HandleCreatureQueryOpcode(WorldPacket & recv_data)
{
CHECK_INWORLD_RETURN
CHECK_PACKET_SIZE(recv_data, 12);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 250); //VLack: thanks Aspire, this was 146 before
uint32 entry;
uint64 guid;
CreatureInfo* ci;
recv_data >> entry;
recv_data >> guid;
if(entry == 300000)
{
data << (uint32)entry;
data << "WayPoint";
data << uint8(0) << uint8(0) << uint8(0);
data << "Level is WayPoint ID";
for(uint32 i = 0; i < 8; i++)
{
data << uint32(0);
}
data << uint8(0);
}
else
{
ci = CreatureNameStorage.LookupEntry(entry);
if(ci == NULL)
return;
LocalizedCreatureName* lcn = (language > 0) ? sLocalizationMgr.GetLocalizedCreatureName(entry, language) : NULL;
if(lcn == NULL)
{
LOG_DETAIL("WORLD: CMSG_CREATURE_QUERY '%s'", ci->Name);
data << (uint32)entry;
data << ci->Name; // name of the creature
data << uint8(0); // name2, always seems to be empty
data << uint8(0); // name3, always seems to be empty
data << uint8(0); // name4, always seems to be empty
data << ci->SubName; // this is the title/guild of the creature
}
else
{
LOG_DETAIL("WORLD: CMSG_CREATURE_QUERY '%s' (localized to %s)", ci->Name, lcn->Name);
data << (uint32)entry;
data << lcn->Name;
data << uint8(0);
data << uint8(0);
data << uint8(0);
data << lcn->SubName;
}
data << ci->info_str; //!!! this is a string in 2.3.0 Example: stormwind guard has : "Direction"
data << ci->Flags1; // flags like skinnable
data << ci->Type; // humanoid, beast, etc
data << ci->Family; // petfamily
data << ci->Rank; // normal, elite, etc
data << ci->killcredit[0]; // quest kill credit 1
data << ci->killcredit[1]; // quest kill credit 2
data << ci->Male_DisplayID;
data << ci->Female_DisplayID;
data << ci->Male_DisplayID2;
data << ci->Female_DisplayID2;
data << ci->unkfloat1;
data << ci->unkfloat2;
data << ci->Leader; // faction leader
// these are the 6 seperate quest items a creature can drop
for(uint32 i = 0; i < 6; ++i)
{
data << uint32(ci->QuestItems[i]);
}
data << ci->waypointid;
}
SendPacket(&data);
}
开发者ID:DebugProject,项目名称:Lua-Other,代码行数:82,代码来源:QueryHandler.cpp
示例4: CHECK_PACKET_SIZE
void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
{
CHECK_PACKET_SIZE(recvPacket,1+1);
sLog.outDetail("WORLD: CMSG_OPEN_ITEM packet, data length = %i",recvPacket.size());
Player* pUser = _player;
uint8 bagIndex, slot;
recvPacket >> bagIndex >> slot;
sLog.outDetail("bagIndex: %u, slot: %u",bagIndex,slot);
Item *pItem = pUser->GetItemByPos(bagIndex, slot);
if(!pItem)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
return;
}
ItemPrototype const *proto = pItem->GetProto();
if(!proto)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL );
return;
}
// locked item
uint32 lockId = proto->LockID;
if(lockId)
{
LockEntry const *lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, pItem, NULL );
sLog.outError( "WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", pItem->GetGUIDLow() , lockId);
return;
}
// required picklocking
if(lockInfo->requiredlockskill || lockInfo->requiredminingskill)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, pItem, NULL );
return;
}
}
if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))// wrapped?
{
QueryResult *result = CharacterDatabase.PQuery("SELECT entry, flags FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
if (result)
{
Field *fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 flags = fields[1].GetUInt32();
pItem->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, 0);
pItem->SetEntry(entry);
pItem->SetUInt32Value(ITEM_FIELD_FLAGS, flags);
pItem->SetState(ITEM_CHANGED, pUser);
delete result;
}
else
{
sLog.outError("Wrapped item %u don't have record in character_gifts table and will deleted", pItem->GetGUIDLow());
pUser->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
return;
}
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
}
else
pUser->SendLoot(pItem->GetGUID(),LOOT_CORPSE);
}
开发者ID:Canno,项目名称:mangos,代码行数:74,代码来源:SpellHandler.cpp
示例5: CHECK_PACKET_SIZE
void WorldSession::HandleBattleGroundPlayerPortOpcode( WorldPacket &recv_data )
{
CHECK_PACKET_SIZE(recv_data, 1+1+4+2+1);
sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");
uint8 type; // arenatype if arena
uint8 unk2; // unk, can be 0x0 (may be if was invited?) and 0x1
uint32 instanceId;
uint32 bgTypeId_; // type id from dbc
uint16 unk; // 0x1F90 constant?
uint8 action; // enter battle 0x1, leave queue 0x0
recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;
if(!sBattlemasterListStore.LookupEntry(bgTypeId_))
{
sLog.outError("Battleground: invalid bgtype (%u) received.",bgTypeId_);
// update battleground slots for the player to fix his UI and sent data.
// this is a HACK, I don't know why the client starts sending invalid packets in the first place.
// it usually happens with extremely high latency (if debugging / stepping in the code for example)
if(_player->InBattleGroundQueue())
{
// update all queues, send invitation info if player is invited, queue info if queued
for (uint32 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
{
BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i);
if(!bgQueueTypeId)
continue;
BattleGroundTypeId bgTypeId = BattleGroundMgr::BGTemplateId(bgQueueTypeId);
uint32 queue_id = _player->GetBattleGroundQueueIdFromLevel(bgTypeId);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[queue_id];
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
// if the player is not in queue, continue
if(itrPlayerStatus == qpMap.end())
continue;
// no group information, this should never happen
if(!itrPlayerStatus->second.GroupInfo)
continue;
BattleGround * bg = NULL;
// get possibly needed data from groupinfo
uint8 arenatype = itrPlayerStatus->second.GroupInfo->ArenaType;
uint8 israted = itrPlayerStatus->second.GroupInfo->IsRated;
uint8 status = 0;
if(!itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID)
{
// not invited to bg, get template
bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
status = STATUS_WAIT_QUEUE;
}
else
{
// get the bg we're invited to
BattleGround * bg = sBattleGroundMgr.GetBattleGround(itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID);
status = STATUS_WAIT_JOIN;
}
// if bg not found, then continue
if(!bg)
continue;
// don't invite if already in the instance
if(_player->InBattleGround() && _player->GetBattleGround() && _player->GetBattleGround()->GetInstanceID() == bg->GetInstanceID())
continue;
// re - invite player with proper data
WorldPacket data;
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, bg, itrPlayerStatus->second.GroupInfo->Team?itrPlayerStatus->second.GroupInfo->Team:_player->GetTeam(), i, status, INVITE_ACCEPT_WAIT_TIME, 0, arenatype, israted);
SendPacket(&data);
}
}
return;
}
BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
BattleGroundQueueTypeId bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
// get the bg what we were invited to
bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId,type);
BattleGroundQueue::QueuedPlayersMap& qpMap = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId].m_QueuedPlayers[_player->GetBattleGroundQueueIdFromLevel(bgTypeId)];
BattleGroundQueue::QueuedPlayersMap::iterator itrPlayerStatus = qpMap.find(_player->GetGUID());
if(itrPlayerStatus == qpMap.end())
{
sLog.outError("Battleground: itrplayerstatus not found.");
return;
}
instanceId = itrPlayerStatus->second.GroupInfo->IsInvitedToBGInstanceGUID;
// if action == 1, then instanceId is _required_
if(!instanceId && action == 1)
{
sLog.outError("Battleground: instance not found.");
return;
}
//.........这里部分代码省略.........
开发者ID:Diaken,项目名称:mangos,代码行数:101,代码来源:BattleGroundHandler.cpp
示例6: CHECK_PACKET_SIZE
void WorldSession::HandleCharCustomize(WorldPacket& recv_data)
{
CHECK_PACKET_SIZE(recv_data, 8+1);
uint64 guid;
std::string newname;
recv_data >> guid;
recv_data >> newname;
CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+1+1+1+1+1+1);
uint8 gender, skin, face, hairStyle, hairColor, facialHair;
recv_data >> gender >> skin >> face >> hairStyle >> hairColor >> facialHair;
QueryResult *result = CharacterDatabase.PQuery("SELECT at_login FROM characters WHERE guid ='%u'", GUID_LOPART(guid));
if (!result)
{
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
data << uint8(CHAR_CREATE_ERROR);
SendPacket( &data );
return;
}
Field *fields = result->Fetch();
uint32 at_loginFlags = fields[0].GetUInt32();
delete result;
if (!(at_loginFlags & AT_LOGIN_CUSTOMIZE))
{
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
data << uint8(CHAR_CREATE_ERROR);
SendPacket( &data );
return;
}
// prevent character rename to invalid name
if(!normalizePlayerName(newname))
{
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
data << uint8(CHAR_NAME_NO_NAME);
SendPacket( &data );
return;
}
if(!ObjectMgr::IsValidName(newname,true))
{
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
data << uint8(CHAR_NAME_INVALID_CHARACTER);
SendPacket( &data );
return;
}
// check name limitations
if(GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(newname))
{
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
data << uint8(CHAR_NAME_RESERVED);
SendPacket( &data );
return;
}
if(objmgr.GetPlayerGUIDByName(newname)) // character with this name already exist
{
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1);
data << uint8(CHAR_CREATE_NAME_IN_USE);
SendPacket( &data );
return;
}
CharacterDatabase.escape_string(newname);
Player::Customize(guid, gender, skin, face, hairStyle, hairColor, facialHair);
CharacterDatabase.PExecute("UPDATE characters set name = '%s', at_login = at_login & ~ %u WHERE guid ='%u'", newname.c_str(), uint32(AT_LOGIN_CUSTOMIZE), GUID_LOPART(guid));
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid ='%u'", GUID_LOPART(guid));
std::string IP_str = GetRemoteAddress();
sLog.outChar("Account: %d (IP: %s), Character guid: %u Customized to: %s", GetAccountId(), IP_str.c_str(), GUID_LOPART(guid), newname.c_str());
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1+8+(newname.size()+1)+6);
data << uint8(RESPONSE_SUCCESS);
data << uint64(guid);
data << newname;
data << uint8(gender);
data << uint8(skin);
data << uint8(face);
data << uint8(hairStyle);
data << uint8(hairColor);
data << uint8(facialHair);
SendPacket(&data);
}
开发者ID:kalendaar,项目名称:pandore,代码行数:90,代码来源:CharacterHandler.cpp
示例7: CHECK_PACKET_SIZE
//MIT
void WorldSession::HandleCreatureQueryOpcode(WorldPacket& recv_data)
{
CHECK_INWORLD_RETURN
CHECK_PACKET_SIZE(recv_data, 12);
uint32 entry;
uint64 guid;
recv_data >> entry;
recv_data >> guid;
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 150);
if (entry == 300000)
{
data << entry;
data << "WayPoint";
data << uint8(0);
data << uint8(0);
data << uint8(0);
data << "Level is WayPoint ID";
for (uint8 i = 0; i < 8; i++)
{
data << uint32(0);
}
data << uint8(0);
}
else
{
CreatureProperties const* ci = sMySQLStore.getCreatureProperties(entry);
if (ci == nullptr)
{
return;
}
MySQLStructure::LocalesCreature const* lcn = (language > 0) ? sMySQLStore.getLocalizedCreature(entry, language) : nullptr;
if (lcn == nullptr)
{
data << entry;
data << ci->Name; // name of the creature
data << uint8(0); // name2, always seems to be empty
data << uint8(0); // name3, always seems to be empty
data << uint8(0); // name4, always seems to be empty
data << ci->SubName; // this is the title/guild of the creature
}
else
{
data << entry;
data << lcn->name;
data << uint8(0);
data << uint8(0);
data << uint8(0);
data << lcn->subName;
}
data << ci->info_str; // this is a string in 2.3.0 Example: stormwind guard has : "Direction"
data << ci->typeFlags; // flags like skinnable
data << ci->Type; // humanoid, beast, etc
data << ci->Family; // petfamily
data << ci->Rank; // normal, elite, etc
data << ci->killcredit[0]; // quest kill credit 1
data << ci->killcredit[1]; // quest kill credit 2
data << ci->Male_DisplayID;
data << ci->Female_DisplayID;
data << ci->Male_DisplayID2;
data << ci->Female_DisplayID2;
data << ci->baseAttackMod;
data << ci->rangeAttackMod;
data << ci->Leader; // faction leader
}
SendPacket(&data);
}
开发者ID:armm77,项目名称:AscEmu,代码行数:76,代码来源:QueryHandler.Legacy.cpp
示例8: CHECK_PACKET_SIZE
void WorldSession::HandleChangePlayerNameOpcode(WorldPacket& recv_data)
{
uint64 guid;
std::string newname;
std::string oldname;
CHECK_PACKET_SIZE(recv_data, 8+1);
recv_data >> guid;
recv_data >> newname;
if(!objmgr.GetPlayerNameByGUID(guid, oldname)) // character not exist, because we have no name for this guid
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_LOGIN_NO_CHARACTER;
SendPacket( &data );
return;
}
// prevent character rename to invalid name
if(newname.empty()) // checked by client
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_NAME_NO_NAME;
SendPacket( &data );
return;
}
normalizePlayerName(newname);
if(newname.find_first_of(notAllowedChars) != newname.npos)
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_NAME_INVALID_CHARACTER;;
SendPacket( &data );
return;
}
// check name limitations
if(GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(newname))
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_NAME_RESERVED;
SendPacket( &data );
return;
}
if(objmgr.GetPlayerGUIDByName(newname)) // character with this name already exist
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_CREATE_ERROR;
SendPacket( &data );
return;
}
if(newname == oldname) // checked by client
{
WorldPacket data(SMSG_CHAR_RENAME, 1);
data << (uint8)CHAR_NAME_FAILURE;
SendPacket( &data );
return;
}
CharacterDatabase.escape_string(newname);
CharacterDatabase.PExecute("UPDATE `character` set `name` = '%s', `at_login` = `at_login` & ~ '%u' WHERE `guid` ='%u'", newname.c_str(), uint32(AT_LOGIN_RENAME),GUID_LOPART(guid));
std::string IP_str = _socket ? _socket->GetRemoteAddress().c_str() : "-";
sLog.outChar("Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %p",GetAccountId(),IP_str.c_str(),oldname.c_str(),GUID_LOPART(guid),newname.c_str());
WorldPacket data(SMSG_CHAR_RENAME,1+8+(newname.size()+1));
data << (uint8)RESPONSE_SUCCESS;
data << guid;
data << newname;
SendPacket(&data);
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:75,代码来源:CharacterHandler.cpp
示例9: CHECK_PACKET_SIZE
//called when player lists his received mails
void WorldSession::HandleGetMail(WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data,8);
uint64 mailbox;
recv_data >> mailbox;
//GameObject* obj = ObjectAccessor::GetGameObject(_player, mailbox);
//if(!obj || !obj->IsMailBox())
// return;
Player* pl = _player;
//load players mails, and mailed items
if(!pl->m_mailsLoaded)
pl ->_LoadMail();
// client can't work with packets > max int16 value
const uint32 maxPacketSize = 32767;
uint32 mails_count = 0; // real send to client mails amount
WorldPacket data(SMSG_MAIL_LIST_RESULT, (200)); // guess size
data << uint8(0); // mail's count
time_t cur_time = time(NULL);
for(PlayerMails::iterator itr = pl->GetmailBegin(); itr != pl->GetmailEnd(); ++itr)
{
// skip deleted or not delivered (deliver delay not expired) mails
if ((*itr)->state == MAIL_STATE_DELETED || cur_time < (*itr)->deliver_time)
continue;
uint8 item_count = (*itr)->items.size(); // max count is MAX_MAIL_ITEMS (12)
size_t next_mail_size = 2+4+1+8+4*8+((*itr)->subject.size()+1)+1+item_count*(1+4+4+6*3*4+4+4+1+4+4+4);
if(data.wpos()+next_mail_size > maxPacketSize)
break;
data << (uint16) 0x0040; // unknown 2.3.0, different values
data << (uint32) (*itr)->messageID; // Message ID
data << (uint8) (*itr)->messageType; // Message Type
switch((*itr)->messageType)
{
case MAIL_NORMAL: // sender guid
data << uint64(MAKE_NEW_GUID((*itr)->sender, 0, HIGHGUID_PLAYER));
break;
case MAIL_CREATURE:
case MAIL_GAMEOBJECT:
case MAIL_AUCTION:
data << (uint32) (*itr)->sender; // creature/gameobject entry, auction id
break;
case MAIL_ITEM: // item entry (?) sender = "Unknown", NYI
break;
}
data << (uint32) (*itr)->COD; // COD
data << (uint32) (*itr)->itemTextId; // sure about this
data << (uint32) 0; // unknown
data << (uint32) (*itr)->stationery; // stationery (Stationery.dbc)
data << (uint32) (*itr)->money; // Gold
data << (uint32) 0x04; // unknown, 0x4 - auction, 0x10 - normal
// Time
data << (float) ((*itr)->expire_time-time(NULL))/DAY;
data << (uint32) (*itr)->mailTemplateId; // mail template (MailTemplate.dbc)
data << (*itr)->subject; // Subject string - once 00, when mail type = 3
data << (uint8) item_count;
for(uint8 i = 0; i < item_count; ++i)
{
Item *item = pl->GetMItem((*itr)->items[i].item_guid);
// item index (0-6?)
data << (uint8) i;
// item guid low?
data << (uint32) (item ? item->GetGUIDLow() : 0);
// entry
data << (uint32) (item ? item->GetEntry() : 0);
for(uint8 j = 0; j < 6; ++j)
{
// unsure
data << (uint32) (item ? item->GetEnchantmentCharges((EnchantmentSlot)j) : 0);
// unsure
data << (uint32) (item ? item->GetEnchantmentDuration((EnchantmentSlot)j) : 0);
// unsure
data << (uint32) (item ? item->GetEnchantmentId((EnchantmentSlot)j) : 0);
}
// can be negative
data << (uint32) (item ? item->GetItemRandomPropertyId() : 0);
// unk
data << (uint32) (item ? item->GetItemSuffixFactor() : 0);
// stack count
data << (uint8) (item ? item->GetCount() : 0);
// charges
data << (uint32) (item ? item->GetSpellCharges() : 0);
// durability
data << (uint32) (item ? item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY) : 0);
// durability
//.........这里部分代码省略.........
开发者ID:Bootz,项目名称:TC-One,代码行数:101,代码来源:Mail.cpp
示例10: CHECK_PACKET_SIZE
//////////////////////////////////////////////////////////////
/// This function handles CMSG_GROUP_INVITE
//////////////////////////////////////////////////////////////
void WorldSession::HandleGroupInviteOpcode(WorldPacket & recv_data)
{
CHECK_INWORLD_RETURN;
CHECK_PACKET_SIZE(recv_data, 1);
WorldPacket data(100);
std::string membername;
Group* group = NULL;
recv_data >> membername;
if(_player->HasBeenInvited())
return;
Player* player = objmgr.GetPlayer(membername.c_str(), false);
if(player == NULL)
{
SendPartyCommandResult(_player, 0, membername, ERR_PARTY_CANNOT_FIND);
return;
}
if(player == _player)
{
return;
}
if (player->GetMapId() == 750 || _player->GetMapId() == 750)
return;
if(_player->InGroup() && !_player->IsGroupLeader())
{
SendPartyCommandResult(_player, 0, "", ERR_PARTY_YOU_ARE_NOT_LEADER);
return;
}
group = _player->GetGroup();
if(group != NULL)
{
if(group->IsFull())
{
SendPartyCommandResult(_player, 0, "", ERR_PARTY_IS_FULL);
return;
}
}
if(player->InGroup())
{
SendPartyCommandResult(_player, player->GetGroup()->GetGroupType(), membername, ERR_PARTY_ALREADY_IN_GROUP);
data.SetOpcode(SMSG_GROUP_INVITE);
data << uint8(0);
data << GetPlayer()->GetName();
player->GetSession()->SendPacket(&data);
return;
}
if(player->GetTeam() != _player->GetTeam() && _player->GetSession()->GetPermissionCount() == 0 && !sWorld.interfaction_group)
{
SendPartyCommandResult(_player, 0, membername, ERR_PARTY_WRONG_FACTION);
return;
}
if(player->HasBeenInvited())
{
SendPartyCommandResult(_player, 0, membername, ERR_PARTY_ALREADY_IN_GROUP);
return;
}
if(player->Social_IsIgnoring(_player->GetLowGUID()))
{
SendPartyCommandResult(_player, 0, membername, ERR_PARTY_IS_IGNORING_YOU);
return;
}
if(player->HasFlag(PLAYER_FLAGS, PLAYER_FLAG_GM) && !_player->GetSession()->HasPermissions())
{
SendPartyCommandResult(_player, 0, membername, ERR_PARTY_CANNOT_FIND);
return;
}
data.SetOpcode(SMSG_GROUP_INVITE);
data << uint8(1);
data << GetPlayer()->GetName();
player->GetSession()->SendPacket(&data);
SendPartyCommandResult(_player, 0, membername, ERR_PARTY_NO_ERROR);
// 16/08/06 - change to guid to prevent very unlikely event of a crash in deny, etc
player->SetInviter(_player->GetLowGUID());
}
开发者ID:Desch,项目名称:Edge-of-Chaos,代码行数:92,代码来源:GroupHandler.cpp
示例11: CHECK_PACKET_SIZE
/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode( WorldPacket &recv_data )
{
CHECK_PACKET_SIZE(recv_data, 8);
sLog.outDebug("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
uint64 Guid;
recv_data >> Guid;
Player *player = objmgr.GetPlayer(Guid);
if(!player)
{
WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
data << uint8(0); // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
data.appendPackGUID(Guid);
data << (uint32) GROUP_UPDATE_FLAG_STATUS;
data << (uint16) MEMBER_STATUS_OFFLINE;
SendPacket(&data);
return;
}
Unit *pet = player->GetCharmOrPet();
WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4+2+2+2+1+2*6+8+1+8);
data << uint8(0); // only for SMSG_PARTY_MEMBER_STATS_FULL, probably arena/bg related
data.append(player->GetPackGUID());
uint32 mask1 = 0x00040BFF; // common mask, real flags used 0x000040BFF
if(pet)
mask1 = 0xFFFFFFFF; // for hunters and other classes with pets
Powers powerType = player->getPowerType();
data << (uint32) mask1; // group update mask
data << (uint16) MEMBER_STATUS_ONLINE; // member's online status
data << (uint32) player->GetHealth(); // GROUP_UPDATE_FLAG_CUR_HP
data << (uint32) player->GetMaxHealth(); // GROUP_UPDATE_FLAG_MAX_HP
data << (uint8) powerType; // GROUP_UPDATE_FLAG_POWER_TYPE
data << (uint16) player->GetPower(powerType); // GROUP_UPDATE_FLAG_CUR_POWER
data << (uint16) player->GetMaxPower(powerType); // GROUP_UPDATE_FLAG_MAX_POWER
data << (uint16) player->getLevel(); // GROUP_UPDATE_FLAG_LEVEL
data << (uint16) player->GetZoneId(); // GROUP_UPDATE_FLAG_ZONE
data << (uint16) player->GetPositionX(); // GROUP_UPDATE_FLAG_POSITION
data << (uint16) player->GetPositionY(); // GROUP_UPDATE_FLAG_POSITION
uint64 auramask = 0;
size_t maskPos = data.wpos();
data << (uint64) auramask; // placeholder
for(uint8 i = 0; i < MAX_AURAS; ++i)
{
if(uint32 aura = player->GetVisibleAura(i))
{
auramask |= (uint64(1) << i);
data << (uint32) aura;
data << (uint8) 1;
}
}
data.put<uint64>(maskPos,auramask); // GROUP_UPDATE_FLAG_AURAS
if(pet)
{
Powers petpowertype = pet->getPowerType();
data << (uint64) pet->GetGUID(); // GROUP_UPDATE_FLAG_PET_GUID
data << pet->GetName(); // GROUP_UPDATE_FLAG_PET_NAME
data << (uint16) pet->GetDisplayId(); // GROUP_UPDATE_FLAG_PET_MODEL_ID
data << (uint32) pet->GetHealth(); // GROUP_UPDATE_FLAG_PET_CUR_HP
data << (uint32) pet->GetMaxHealth(); // GROUP_UPDATE_FLAG_PET_MAX_HP
data << (uint8) petpowertype; // GROUP_UPDATE_FLAG_PET_POWER_TYPE
data << (uint16) pet->GetPower(petpowertype); // GROUP_UPDATE_FLAG_PET_CUR_POWER
data << (uint16) pet->GetMaxPower(petpowertype); // GROUP_UPDATE_FLAG_PET_MAX_POWER
uint64 petauramask = 0;
size_t petMaskPos = data.wpos();
data << (uint64) petauramask; // placeholder
for(uint8 i = 0; i < MAX_AURAS; ++i)
{
if(uint32 petaura = pet->GetVisibleAura(i))
{
petauramask |= (uint64(1) << i);
data << (uint32) petaura;
data << (uint8) 1;
}
}
data.put<uint64>(petMaskPos,petauramask); // GROUP_UPDATE_FLAG_PET_AURAS
data << (uint32) player->m_SeatData.dbc_seat;
}
else
{
data << (uint8) 0; // GROUP_UPDATE_FLAG_PET_NAME
data << (uint64) 0; // GROUP_UPDATE_FLAG_PET_AURAS
}
SendPacket(&data);
}
开发者ID:Trizzor,项目名称:uecore,代码行数:93,代码来源:GroupHandler.cpp
示例12: CHECK_PACKET_SIZE
void WorldSession::HandleCharacterCustomization( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 16);
uint64 guid;
recv_data >> guid;
PlayerInfo * pInfo = objmgr.GetPlayerInfo((uint32)guid);
if(pInfo == NULL)
return;
if(pInfo->acct != _accountId)
{
Disconnect(); // Cheater
return;
}
QueryResult * result = CharacterDatabase.Query("SELECT recustomize FROM characters WHERE guid = %u AND acct = %u", (uint32)guid, _accountId);
if(result == 0)
{
delete result;
return;
}
uint32 recustomize = result[0].Fetch()[0].GetUInt32();
if(recustomize == 0 && !CanUseCommand('z'))
{
delete result;
return;
}
delete result;
string name;
recv_data >> name;
if(!VerifyName(name.c_str(), name.length()))
{
uint8 err = CHAR_NAME_INVALID_CHARACTER;
OutPacket(SMSG_CHAR_CUSTOMIZE, 1, &err);
return;
}
if(g_characterNameFilter->Parse(name, false))
{
uint8 err = CHAR_NAME_RESERVED;
OutPacket(SMSG_CHAR_CUSTOMIZE, 1, &err);
return;
}
if(strcmp(pInfo->name, name.c_str()) && objmgr.GetPlayerInfoByName(name.c_str()) != 0)
{
uint8 err = CHAR_CREATE_NAME_IN_USE;
OutPacket(SMSG_CHAR_CUSTOMIZE, 1, &err);
return;
}
result = CharacterDatabase.Query("SELECT COUNT(*) FROM banned_names WHERE name = '%s'", CharacterDatabase.EscapeString(name).c_str());
if(result)
{
if(result->Fetch()[0].GetUInt32() > 0)
{
// That name is banned!
uint8 err = CHAR_CREATE_NAME_IN_USE;
OutPacket(SMSG_CHAR_CUSTOMIZE, 1, &err); // You cannot use that name
delete result;
return;
}
delete result;
}
CapitalizeString(name); // Correct capitalization
uint8 gender,skin,face,hairStyle,hairColor,facialHair;
recv_data >> gender >> skin >> hairColor >> hairStyle >> facialHair >> face;
result = CharacterDatabase.Query("SELECT bytes2 FROM characters WHERE guid = '%u'", (uint32)guid);
if(result == NULL)
return;
Field * f = result->Fetch();
uint32 bytes2 = f[0].GetUInt32();
bytes2 &= 0xFFFFFF00; // Delete facial hair
bytes2 |= facialHair;
uint32 bytes = ((skin) | (face << 8) | (hairStyle << 16) | (hairColor << 24));
pInfo->gender = gender;
objmgr.RenamePlayerInfo(pInfo, pInfo->name, name.c_str());
CharacterDatabase.WaitExecute("UPDATE characters SET name = '%s', gender = '%u', bytes = '%u', bytes2 = '%u', recustomize = 0 WHERE guid = '%u'", name.c_str(), gender, bytes, bytes2, (uint32)guid);
WorldPacket data(SMSG_CHAR_CUSTOMIZE, 15+(name.size()+1));
data << uint8(RESPONSE_SUCCESS);
data << uint64(guid);
data << name;
data << uint8(gender);
data << uint8(skin);
data << uint8(face);
data << uint8(hairStyle);
//.........这里部分代码省略.........
开发者ID:Refuge89,项目名称:Arc_Mind,代码行数:101,代码来源:CharacterHandler.cpp
示例13: CHECK_PACKET_SIZE
//////////////////////////////////////////////////////////////
/// This function handles CMSG_CREATURE_QUERY:
//////////////////////////////////////////////////////////////
void WorldSession::HandleCreatureQueryOpcode( WorldPacket & recv_data )
{
CHECK_PACKET_SIZE(recv_data, 12);
WorldPacket data(SMSG_CREATURE_QUERY_RESPONSE, 150);
uint32 entry;
uint64 guid;
CreatureInfo *ci;
recv_data >> entry;
recv_data >> guid;
if(entry == 300000)
{
data << (uint32)entry;
data << "WayPoint";
data << uint8(0) << uint8(0) << uint8(0);
data << "Level is WayPoint ID";
for(uint32 i = 0; i < 8;i++)
{
data << uint32(0);
}
data << uint8(0);
}
else
{
ci = CreatureNameStorage.LookupEntry(entry);
if(ci == NULL)
return;
LocalizedCreatureName * lcn = (language>0) ? sLocalizationMgr.GetLocalizedCreatureName(entry, language) : NULL;
if(lcn == NULL)
{
sLog.outDetail("WORLD: CMSG_CREATURE_QUERY '%s'", ci->Name);
data << (uint32)entry;
data << ci->Name;
data << uint8(0) << uint8(0) << uint8(0);
data << ci->SubName;
}
else
{
sLog.outDetail("WORLD: CMSG_CREATURE_QUERY '%s' (localized to %s)", ci->Name, lcn->Name);
data << (uint32)entry;
data << lcn->Name;
data << uint8(0) << uint8(0) << uint8(0);
data << lcn->SubName;
}
data << ci->info_str; //!!! this is a string in 2.3.0 Example: stormwind guard has : "Direction"
data << ci->Flags1;
data << ci->Type;
data << ci->Family;
data << ci->Rank;
data << ci->Unknown1;
data << ci->SpellDataID;
data << ci->Male_DisplayID;
data << ci->Female_DisplayID;
data << ci->Male_DisplayID2;
data << ci->Female_DisplayID2;
data << ci->unkfloat1;
data << ci->unkfloat2;
data << ci->Leader;
}
SendPacket( &data );
}
开发者ID:Chero,项目名称:abcwow,代码行数:68,代码来源:QueryHandler.cpp
注:本文中的CHECK_PACKET_SIZE函数示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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