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本文整理汇总了C++中GetCheckedAuctionHouseForAuctioneer函数的典型用法代码示例。如果您正苦于以下问题:C++ GetCheckedAuctionHouseForAuctioneer函数的具体用法?C++ GetCheckedAuctionHouseForAuctioneer怎么用?C++ GetCheckedAuctionHouseForAuctioneer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GetCheckedAuctionHouseForAuctioneer函数的6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: DEBUG_LOGvoid WorldSession::HandleAuctionListPendingSales( WorldPacket & recv_data ){ DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES"); ObjectGuid auctioneerGuid; recv_data >> auctioneerGuid; // auctioneer guid AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; uint32 count = 0; WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4); data << uint32(count); // count /*for(uint32 i = 0; i < count; ++i) { data << ""; // string data << ""; // string data << uint32(0); data << uint32(0); data << float(0); }*/ SendPacket(&data);}
开发者ID:Warlord123,项目名称:mangos-current,代码行数:26,
示例2: DEBUG_LOGvoid WorldSession::HandleAuctionListPendingSales(WorldPacket& recv_data){ DEBUG_LOG("WORLD: CMSG_AUCTION_LIST_PENDING_SALES"); ObjectGuid auctioneerGuid; recv_data >> auctioneerGuid; // auctioneer guid AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; uint32 count = 0; WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4); data << uint32(count); // count // pending list include all auction house entries for character for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i) sAuctionMgr.GetAuctionsMap(AuctionHouseType(i))->BuildListPendingSales(data, _player, count); data.put<uint32>(0, count); SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_AUCTION_LIST_PENDING_SALES");}
开发者ID:Jojo2323,项目名称:mangos3,代码行数:25,
示例3: DEBUG_LOG// this void is called when player clicks on search buttonvoid WorldSession::HandleAuctionListItems(WorldPacket& recv_data){ DEBUG_LOG("WORLD: HandleAuctionListItems"); ObjectGuid auctioneerGuid; std::string searchedname; uint8 levelmin, levelmax, usable; uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; recv_data >> auctioneerGuid; recv_data >> listfrom; // start, used for page control listing by 50 elements recv_data >> searchedname; recv_data >> levelmin >> levelmax; recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality; recv_data >> usable; AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", // auctioneerGuid.GetString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable); WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4 + 4)); uint32 count = 0; uint32 totalcount = 0; data << uint32(0); // converting string that we try to find to lower case std::wstring wsearchedname; if (!Utf8toWStr(searchedname, wsearchedname)) return; wstrToLower(wsearchedname); auctionHouse->BuildListAuctionItems(data, _player, wsearchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount); data.put<uint32>(0, count); data << uint32(totalcount); SendPacket(data);}
开发者ID:killerwife,项目名称:mangos-classic,代码行数:49,
示例4: DEBUG_LOGvoid WorldSession::HandleAuctionListPendingSales( WorldPacket & recv_data ){ DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES"); ObjectGuid auctioneerGuid; recv_data >> auctioneerGuid; // auctioneer guid AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); uint32 count = 0; WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4); data << uint32(count); // count auctionHouse->BuildListPendingSales(data, _player, count); data.put<uint32>(0, count); SendPacket(&data);}
开发者ID:xiaojie,项目名称:mangos,代码行数:23,
示例5: DEBUG_LOG// this void is called when auction_owner cancels his auctionvoid WorldSession::HandleAuctionRemoveItem(WorldPacket& recv_data){ DEBUG_LOG("WORLD: HandleAuctionRemoveItem"); ObjectGuid auctioneerGuid; uint32 auctionId; recv_data >> auctioneerGuid; recv_data >> auctionId; // DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); AuctionEntry* auction = auctionHouse->GetAuction(auctionId); Player* pl = GetPlayer(); if (!auction || auction->owner != pl->GetGUIDLow()) { SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE); sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId); return; } Item* pItem = sAuctionMgr.GetAItem(auction->itemGuidLow); if (!pItem) { sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->itemGuidLow); SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); return; } if (auction->bid) // If we have a bid, we have to send him the money he paid { uint32 auctionCut = auction->GetAuctionCut(); if (pl->GetMoney() < auctionCut) // player doesn't have enough money, maybe message needed return; if (auction->bidder) // if auction have real existed bidder send mail SendAuctionCancelledToBidderMail(auction); pl->ModifyMoney(-int32(auctionCut)); } // Return the item by mail std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELED; // item will deleted or added to received mail list MailDraft(msgAuctionCanceledOwner.str()) .AddItem(pItem) .SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED); // inform player, that auction is removed SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK); // Now remove the auction CharacterDatabase.BeginTransaction(); auction->DeleteFromDB(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); sAuctionMgr.RemoveAItem(auction->itemGuidLow); // used by eluna sHookMgr->OnRemove(auctionHouse); auctionHouse->RemoveAuction(auction->Id); delete auction;}
开发者ID:monstermosh,项目名称:ZeroServer,代码行数:73,
示例6: DEBUG_LOG// this void is called when player clicks on search buttonvoid WorldSession::HandleAuctionListItems(WorldPacket & recv_data){ DEBUG_LOG("WORLD: HandleAuctionListItems"); ObjectGuid auctioneerGuid; std::string searchedname; uint8 levelmin, levelmax, usable, isFull, sortCount; uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; recv_data >> auctioneerGuid; recv_data >> listfrom; // start, used for page control listing by 50 elements recv_data >> searchedname; recv_data >> levelmin >> levelmax; recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality; recv_data >> usable >> isFull >> sortCount; if (sortCount >= MAX_AUCTION_SORT) return; uint8 Sort[MAX_AUCTION_SORT]; memset(Sort, MAX_AUCTION_SORT, MAX_AUCTION_SORT); // auction columns sorting for (uint32 i = 0; i < sortCount; ++i) { uint8 column, reversed; recv_data >> column; if (column >= MAX_AUCTION_SORT) return; recv_data >> reversed; Sort[i] = (reversed > 0) ? (column |= AUCTION_SORT_REVERSED) : column; } AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // Sort AuctionHouseObject::AuctionEntryMap const& aucs = auctionHouse->GetAuctions(); std::vector<AuctionEntry*> auctions; auctions.reserve(aucs.size()); for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs.begin(); itr != aucs.end(); ++itr) auctions.push_back(itr->second); AuctionSorter sorter(Sort, GetPlayer()); std::sort(auctions.begin(), auctions.end(), sorter); // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); //DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", // auctioneerGuid.GetString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable); WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4)); uint32 count = 0; uint32 totalcount = 0; data << uint32(0); // converting string that we try to find to lower case std::wstring wsearchedname; if (!Utf8toWStr(searchedname, wsearchedname)) return; wstrToLower(wsearchedname); BuildListAuctionItems(auctions, data, wsearchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount, isFull); data.put<uint32>(0, count); data << uint32(totalcount); data << uint32(300); // 2.3.0 delay for next isFull request? SendPacket(&data);}
开发者ID:AngelX,项目名称:mangos,代码行数:82,
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