More auction related code refactoring,

This commit is contained in:
VladimirMangos 2009-02-11 08:35:10 +03:00
parent 7c3ab4b453
commit 4fd34bf101
5 changed files with 233 additions and 201 deletions

View file

@ -78,41 +78,6 @@ void WorldSession::SendAuctionHello( uint64 guid, Creature* unit )
SendPacket( &data );
}
//this function inserts to WorldPacket auction's data
bool WorldSession::SendAuctionInfo(WorldPacket & data, AuctionEntry* auction)
{
Item *pItem = auctionmgr.GetAItem(auction->item_guidlow);
if (!pItem)
{
sLog.outError("auction to item, that doesn't exist !!!!");
return false;
}
data << (uint32) auction->Id;
data << (uint32) pItem->GetEntry();
for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
{
data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i));
data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i));
data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i));
}
data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id
data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor
data << (uint32) pItem->GetCount(); //item->count
data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF
data << (uint32) 0; //Unknown
data << (uint64) auction->owner; //Auction->owner
data << (uint32) auction->startbid; //Auction->startbid (not sure if useful)
data << (uint32) ((auction->bid)? auctionmgr.GetAuctionOutBid(auction->bid) : 0);
//minimal outbid
data << (uint32) auction->buyout; //auction->buyout
data << (uint32) (auction->time - time(NULL)) * 1000; //time left
data << (uint64) auction->bidder; //auction->bidder current
data << (uint32) auction->bid; //current bid
return true;
}
//call this method when player bids, creates, or deletes auction
void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError )
{
@ -170,7 +135,7 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPri
msgAuctionOutbiddedSubject << auction->item_template << ":0:" << AUCTION_OUTBIDDED;
if (oldBidder)
oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, auctionmgr.GetAuctionOutBid(auction->bid), auction->item_template);
oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
}
@ -294,7 +259,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->time = time(NULL) + auction_time;
AH->expire_time = time(NULL) + auction_time;
AH->deposit = deposit;
AH->location = location;
@ -309,7 +274,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone
CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')",
AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->expire_time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
@ -371,7 +336,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
// price too low for next bid if not buyout
if ((price < auction->buyout || auction->buyout == 0) &&
price < auction->bid + auctionmgr.GetAuctionOutBid(auction->bid))
price < auction->bid + auction->GetAuctionOutBid())
{
//auction has already higher bid, client tests it!
return;
@ -483,7 +448,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
{
if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
{
uint32 auctionCut = auctionmgr.GetAuctionCut( auction->location, auction->bid);
uint32 auctionCut = auction->GetAuctionCut();
if ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed
return;
//some auctionBidderNotification would be needed, but don't know that parts..
@ -557,7 +522,7 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject* mAuctions = auctionmgr.GetAuctionsMap( location );
AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( location );
WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) );
Player *pl = GetPlayer();
@ -569,23 +534,15 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
--outbiddedCount;
uint32 outbiddedAuctionId;
recv_data >> outbiddedAuctionId;
AuctionEntry * auction = mAuctions->GetAuction( outbiddedAuctionId );
if ( auction && SendAuctionInfo(data, auction))
AuctionEntry * auction = auctionHouse->GetAuction( outbiddedAuctionId );
if ( auction && auction->BuildAuctionInfo(data))
{
++totalcount;
++count;
}
}
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->bidder == pl->GetGUIDLow() )
{
if (SendAuctionInfo(data, itr->second))
++count;
++totalcount;
}
}
auctionHouse->BuildListBidderItems(data,pl,count,totalcount);
data.put<uint32>( 0, count ); // add count to placeholder
data << totalcount;
data << (uint32)300; //unk 2.3.0
@ -616,23 +573,15 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject* mAuctions = auctionmgr.GetAuctionsMap( location );
AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( location );
WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) );
data << (uint32) 0; // amount place holder
uint32 count = 0;
uint32 totalcount = 0;
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->owner == _player->GetGUIDLow() )
{
if(SendAuctionInfo(data, itr->second))
++count;
++totalcount;
}
}
auctionHouse->BuildListOwnerItems(data,_player,count,totalcount);
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 0;
@ -672,7 +621,7 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject * mAuctions = auctionmgr.GetAuctionsMap( location );
AuctionHouseObject * auctionHouse = auctionmgr.GetAuctionsMap( location );
//sLog.outDebug("Auctionhouse search guid: " I64FMTD ", list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", guid, listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
@ -688,62 +637,11 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
wstrToLower(wsearchedname);
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
Item *item = auctionmgr.GetAItem(Aentry->item_guidlow);
if( item )
{
ItemPrototype const *proto = item->GetProto();
if( proto )
{
if( auctionMainCategory == (0xffffffff) || proto->Class == auctionMainCategory )
{
if( auctionSubCategory == (0xffffffff) || proto->SubClass == auctionSubCategory )
{
if( auctionSlotID == (0xffffffff) || proto->InventoryType == auctionSlotID )
{
if( quality == (0xffffffff) || proto->Quality == quality )
{
if( usable == (0x00) || _player->CanUseItem( item ) == EQUIP_ERR_OK )
{
if( ( levelmin == (0x00) || proto->RequiredLevel >= levelmin ) && ( levelmax == (0x00) || proto->RequiredLevel <= levelmax ) )
{
std::string name = proto->Name1;
auctionHouse->BuildListAuctionItems(data,_player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count,totalcount);
// local name
int loc_idx = GetSessionDbLocaleIndex();
if ( loc_idx >= 0 )
{
ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
if (il)
{
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
name = il->Name[loc_idx];
}
}
if(name.empty())
continue;
if( wsearchedname.empty() || Utf8FitTo(name, wsearchedname) )
{
if ((count < 50) && (totalcount >= listfrom))
{
++count;
SendAuctionInfo( data, Aentry);
}
++totalcount;
}
}
}
}
}
}
}
}
}
}
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 300; // unk 2.3.0 const?