[11396] Auction: server side sorting and get all auctions feature.

This commit is contained in:
TOM_RUS 2011-04-26 04:04:05 +04:00
parent 0f7aaa865a
commit 66ba7d2c49
5 changed files with 394 additions and 186 deletions

View file

@ -34,7 +34,7 @@
// post-incrementation is always slower than pre-incrementation ! // post-incrementation is always slower than pre-incrementation !
// void called when player click on auctioneer npc // void called when player click on auctioneer npc
void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data ) void WorldSession::HandleAuctionHelloOpcode(WorldPacket & recv_data)
{ {
ObjectGuid auctioneerGuid; // NPC guid ObjectGuid auctioneerGuid; // NPC guid
recv_data >> auctioneerGuid; recv_data >> auctioneerGuid;
@ -47,7 +47,7 @@ void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data )
} }
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
SendAuctionHello(unit); SendAuctionHello(unit);
@ -59,7 +59,7 @@ void WorldSession::SendAuctionHello(Unit* unit)
// always return pointer // always return pointer
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit); AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit);
WorldPacket data( MSG_AUCTION_HELLO, 12 ); WorldPacket data(MSG_AUCTION_HELLO, 12);
data << unit->GetObjectGuid(); data << unit->GetObjectGuid();
data << uint32(ahEntry->houseId); data << uint32(ahEntry->houseId);
data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
@ -67,17 +67,17 @@ void WorldSession::SendAuctionHello(Unit* unit)
} }
// call this method when player bids, creates, or deletes auction // call this method when player bids, creates, or deletes auction
void WorldSession::SendAuctionCommandResult(AuctionEntry *auc, AuctionAction Action, AuctionError ErrorCode, InventoryResult invError ) void WorldSession::SendAuctionCommandResult(AuctionEntry *auc, AuctionAction Action, AuctionError ErrorCode, InventoryResult invError)
{ {
WorldPacket data( SMSG_AUCTION_COMMAND_RESULT, 16 ); WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16);
data << uint32(auc ? auc->Id : 0); data << uint32(auc ? auc->Id : 0);
data << uint32(Action); data << uint32(Action);
data << uint32(ErrorCode); data << uint32(ErrorCode);
switch(ErrorCode) switch (ErrorCode)
{ {
case AUCTION_OK: case AUCTION_OK:
if(Action == AUCTION_BID_PLACED) if (Action == AUCTION_BID_PLACED)
data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid? data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid?
break; break;
case AUCTION_ERR_INVENTORY: case AUCTION_ERR_INVENTORY:
@ -125,7 +125,7 @@ void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid? data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid?
ObjectGuid guid = ObjectGuid(); ObjectGuid guid = ObjectGuid();
if(!auction->moneyDeliveryTime) // not sold yet if (!auction->moneyDeliveryTime) // not sold yet
guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);// bidder==0 and moneyDeliveryTime==0 for expired auctions, so it will show error message properly guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);// bidder==0 and moneyDeliveryTime==0 for expired auctions, so it will show error message properly
// if guid!=0, client updates auctions with new bid, outbid and bidderGuid, else it shows error messages as described above // if guid!=0, client updates auctions with new bid, outbid and bidderGuid, else it shows error messages as described above
@ -170,7 +170,7 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid); oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid);
// old bidder exist // old bidder exist
if(oldBidder || oldBidder_accId) if (oldBidder || oldBidder_accId)
{ {
std::ostringstream msgAuctionOutbiddedSubject; std::ostringstream msgAuctionOutbiddedSubject;
msgAuctionOutbiddedSubject << auction->itemTemplate << ":0:" << AUCTION_OUTBIDDED << ":0:0"; msgAuctionOutbiddedSubject << auction->itemTemplate << ":0:" << AUCTION_OUTBIDDED << ":0:0";
@ -185,22 +185,22 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
} }
// this function sends mail, when auction is cancelled to old bidder // this function sends mail, when auction is cancelled to old bidder
void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction ) void WorldSession::SendAuctionCancelledToBidderMail(AuctionEntry* auction)
{ {
ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder); ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
Player *bidder = sObjectMgr.GetPlayer(bidder_guid); Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
uint32 bidder_accId = 0; uint32 bidder_accId = 0;
if(!bidder) if (!bidder)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
// bidder exist // bidder exist
if(bidder || bidder_accId) if (bidder || bidder_accId)
{ {
std::ostringstream msgAuctionCancelledSubject; std::ostringstream msgAuctionCancelledSubject;
msgAuctionCancelledSubject << auction->itemTemplate << ":0:" << AUCTION_CANCELLED_TO_BIDDER << ":0:0"; msgAuctionCancelledSubject << auction->itemTemplate << ":0:" << AUCTION_CANCELLED_TO_BIDDER << ":0:0";
if(bidder) if (bidder)
bidder->GetSession()->SendAuctionRemovedNotification(auction); bidder->GetSession()->SendAuctionRemovedNotification(auction);
MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body
@ -242,7 +242,7 @@ AuctionHouseEntry const* WorldSession::GetCheckedAuctionHouseForAuctioneer(Objec
} }
// this void creates new auction and adds auction to some auctionhouse // this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data ) void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{ {
DEBUG_LOG("WORLD: HandleAuctionSellItem"); DEBUG_LOG("WORLD: HandleAuctionSellItem");
@ -254,7 +254,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
recv_data >> auctioneerGuid; recv_data >> auctioneerGuid;
recv_data >> itemCount; recv_data >> itemCount;
if(itemCount > MAX_BAG_SIZE * 5) if (itemCount > MAX_BAG_SIZE * 5)
{ {
recv_data.rpos(recv_data.wpos()); // should not happen recv_data.rpos(recv_data.wpos()); // should not happen
return; return;
@ -263,7 +263,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
guids.resize(itemCount); guids.resize(itemCount);
stackSizes.resize(itemCount); stackSizes.resize(itemCount);
for(uint32 i = 0; i < itemCount; ++i) for (uint32 i = 0; i < itemCount; ++i)
{ {
recv_data >> guids[i]; // item guid recv_data >> guids[i]; // item guid
recv_data >> stackSizes[i]; // stack size recv_data >> stackSizes[i]; // stack size
@ -289,7 +289,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
etime *= MINUTE; etime *= MINUTE;
// client understand only 3 auction time // client understand only 3 auction time
switch(etime) switch (etime)
{ {
case 1*MIN_AUCTION_TIME: case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME:
@ -300,14 +300,14 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
} }
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
for(uint32 i = 0; i < itemCount; ++i) for (uint32 i = 0; i < itemCount; ++i)
{ {
ObjectGuid itemGuid = guids[i]; ObjectGuid itemGuid = guids[i];
if(itemGuid.IsEmpty()) if (itemGuid.IsEmpty())
continue; continue;
uint32 stackSize = stackSizes[i]; uint32 stackSize = stackSizes[i];
@ -323,13 +323,13 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
} }
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction) // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if(!it) if (!it)
{ {
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue; continue;
} }
if(!it->CanBeTraded()) if (!it->CanBeTraded())
{ {
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue; continue;
@ -342,33 +342,33 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
} }
// check money for deposit // check money for deposit
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it ); uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
if ( pl->GetMoney() < deposit ) if (pl->GetMoney() < deposit)
{ {
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
continue; continue;
} }
if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) ) if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{ {
sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount()); GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
} }
if(stackSize == 0) if (stackSize == 0)
stackSize = 1; stackSize = 1;
if(stackSize > it->GetMaxStackCount()) // too big stack size if (stackSize > it->GetMaxStackCount()) // too big stack size
stackSize = it->GetMaxStackCount(); stackSize = it->GetMaxStackCount();
if(!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items
continue; continue;
Item *newItem = it->CloneItem(stackSize, pl); Item *newItem = it->CloneItem(stackSize, pl);
pl->DestroyItemCount(it, stackSize, true); pl->DestroyItemCount(it, stackSize, true);
pl->ModifyMoney( -int32(deposit) ); pl->ModifyMoney(-int32(deposit));
uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME)); uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
@ -405,7 +405,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
} }
// this function is called when client bids or buys out auction // this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data ) void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
{ {
DEBUG_LOG("WORLD: HandleAuctionPlaceBid"); DEBUG_LOG("WORLD: HandleAuctionPlaceBid");
@ -426,16 +426,16 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionEntry *auction = auctionHouse->GetAuction(auctionId); AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
Player *pl = GetPlayer(); Player *pl = GetPlayer();
if( !auction || auction->owner == pl->GetGUIDLow() ) if (!auction || auction->owner == pl->GetGUIDLow())
{ {
// you cannot bid your own auction: // you cannot bid your own auction:
SendAuctionCommandResult( NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN ); SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
return; return;
} }
@ -446,12 +446,12 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
if (!auction_owner && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId()) if (!auction_owner && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId())
{ {
// you cannot bid your another character auction: // you cannot bid your another character auction:
SendAuctionCommandResult( NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN ); SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
return; return;
} }
// cheating // cheating
if(price <= auction->bid || price < auction->startbid) if (price <= auction->bid || price < auction->startbid)
return; return;
// price too low for next bid if not buyout // price too low for next bid if not buyout
@ -485,7 +485,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
auction->bidder = pl->GetGUIDLow(); auction->bidder = pl->GetGUIDLow();
auction->bid = price; auction->bid = price;
if(auction_owner) if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(auction); auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
@ -527,7 +527,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
} }
// this void is called when auction_owner cancels his auction // this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data ) void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
{ {
DEBUG_LOG("WORLD: HandleAuctionRemoveItem"); DEBUG_LOG("WORLD: HandleAuctionRemoveItem");
@ -535,7 +535,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
uint32 auctionId; uint32 auctionId;
recv_data >> auctioneerGuid; recv_data >> auctioneerGuid;
recv_data >> auctionId; recv_data >> auctionId;
//DEBUG_LOG( "Cancel AUCTION AuctionID: %u", auctionId); //DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId);
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry) if (!auctionHouseEntry)
@ -545,7 +545,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionEntry *auction = auctionHouse->GetAuction(auctionId); AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
@ -559,11 +559,11 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
{ {
uint32 auctionCut = auction->GetAuctionCut(); uint32 auctionCut = auction->GetAuctionCut();
if ( pl->GetMoney() < auctionCut ) // player doesn't have enough money, maybe message needed if (pl->GetMoney() < auctionCut) // player doesn't have enough money, maybe message needed
return; return;
SendAuctionCancelledToBidderMail( auction ); SendAuctionCancelledToBidderMail(auction);
pl->ModifyMoney( -int32(auctionCut) ); pl->ModifyMoney(-int32(auctionCut));
} }
// Return the item by mail // Return the item by mail
std::ostringstream msgAuctionCanceledOwner; std::ostringstream msgAuctionCanceledOwner;
@ -577,32 +577,32 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
else else
{ {
sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->itemGuidLow); 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 ); SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
return; return;
} }
} }
else else
{ {
SendAuctionCommandResult( NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE ); SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE);
// this code isn't possible ... maybe there should be ASSERT // this code isn't possible ... maybe there should be ASSERT
sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId); sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId);
return; return;
} }
// inform player, that auction is removed // inform player, that auction is removed
SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK ); SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK);
// Now remove the auction // Now remove the auction
CharacterDatabase.BeginTransaction(); CharacterDatabase.BeginTransaction();
auction->DeleteFromDB(); auction->DeleteFromDB();
pl->SaveInventoryAndGoldToDB(); pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction(); CharacterDatabase.CommitTransaction();
sAuctionMgr.RemoveAItem( auction->itemGuidLow ); sAuctionMgr.RemoveAItem(auction->itemGuidLow);
auctionHouse->RemoveAuction( auction->Id ); auctionHouse->RemoveAuction(auction->Id);
delete auction; delete auction;
} }
// called when player lists his bids // called when player lists his bids
void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data ) void WorldSession::HandleAuctionListBidderItems(WorldPacket & recv_data)
{ {
DEBUG_LOG("WORLD: HandleAuctionListBidderItems"); DEBUG_LOG("WORLD: HandleAuctionListBidderItems");
@ -613,9 +613,9 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
recv_data >> auctioneerGuid; recv_data >> auctioneerGuid;
recv_data >> listfrom; // not used in fact (this list not have page control in client) recv_data >> listfrom; // not used in fact (this list not have page control in client)
recv_data >> outbiddedCount; recv_data >> outbiddedCount;
if (recv_data.size() != (16 + outbiddedCount * 4 )) if (recv_data.size() != (16 + outbiddedCount * 4))
{ {
sLog.outError("Client sent bad opcode!!! with count: %u and size : %lu (must be: %u)", outbiddedCount, (unsigned long)recv_data.size(),(16 + outbiddedCount * 4 )); sLog.outError("Client sent bad opcode!!! with count: %u and size : %u (must be: %u)", outbiddedCount, (uint32)recv_data.size(), (16 + outbiddedCount * 4));
outbiddedCount = 0; outbiddedCount = 0;
} }
@ -627,21 +627,21 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) ); WorldPacket data(SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4));
Player *pl = GetPlayer(); Player *pl = GetPlayer();
data << uint32(0); // add 0 as count data << uint32(0); // add 0 as count
uint32 count = 0; uint32 count = 0;
uint32 totalcount = 0; uint32 totalcount = 0;
while ( outbiddedCount > 0) // add all data, which client requires while (outbiddedCount > 0) // add all data, which client requires
{ {
--outbiddedCount; --outbiddedCount;
uint32 outbiddedAuctionId; uint32 outbiddedAuctionId;
recv_data >> outbiddedAuctionId; recv_data >> outbiddedAuctionId;
AuctionEntry * auction = auctionHouse->GetAuction( outbiddedAuctionId ); AuctionEntry *auction = auctionHouse->GetAuction(outbiddedAuctionId);
if ( auction && auction->BuildAuctionInfo(data)) if (auction && auction->BuildAuctionInfo(data))
{ {
++totalcount; ++totalcount;
++count; ++count;
@ -649,14 +649,14 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
} }
auctionHouse->BuildListBidderItems(data, pl, count, totalcount); auctionHouse->BuildListBidderItems(data, pl, count, totalcount);
data.put<uint32>( 0, count ); // add count to placeholder data.put<uint32>(0, count); // add count to placeholder
data << uint32(totalcount); data << uint32(totalcount);
data << uint32(300); // unk 2.3.0 delay for next list request? data << uint32(300); // unk 2.3.0 delay for next isFull request?
SendPacket(&data); SendPacket(&data);
} }
// this void sends player info about his auctions // this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data ) void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recv_data)
{ {
DEBUG_LOG("WORLD: HandleAuctionListOwnerItems"); DEBUG_LOG("WORLD: HandleAuctionListOwnerItems");
@ -674,11 +674,11 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) ); WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4));
data << (uint32) 0; // amount place holder data << uint32(0); // amount place holder
uint32 count = 0; uint32 count = 0;
uint32 totalcount = 0; uint32 totalcount = 0;
@ -686,12 +686,12 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
auctionHouse->BuildListOwnerItems(data, _player, count, totalcount); auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
data.put<uint32>(0, count); data.put<uint32>(0, count);
data << uint32(totalcount); data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next list request? data << uint32(300); // 2.3.0 delay for next isFull request?
SendPacket(&data); SendPacket(&data);
} }
// this void is called when player clicks on search button // this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems( WorldPacket & recv_data ) void WorldSession::HandleAuctionListItems(WorldPacket & recv_data)
{ {
DEBUG_LOG("WORLD: HandleAuctionListItems"); DEBUG_LOG("WORLD: HandleAuctionListItems");
@ -708,11 +708,23 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality; recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality;
recv_data >> usable >> isFull >> sortCount; 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 // auction columns sorting
for(uint32 i = 0; i < sortCount; ++i) for (uint32 i = 0; i < sortCount; ++i)
{ {
recv_data.read_skip<uint8>(); // column? uint8 column, reversed;
recv_data.read_skip<uint8>(); // direction? 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); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
@ -722,37 +734,43 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
// always return pointer // always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// Sort
AuctionHouseObject::AuctionEntryMap *aucs = auctionHouse->GetAuctions();
std::list<AuctionEntry*> auctions;
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs->begin(); itr != aucs->end(); ++itr)
auctions.push_back(itr->second);
AuctionSorter sorter(Sort);
auctions.sort(sorter);
// remove fake death // remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); 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", //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); // auctioneerGuid.GetString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) ); WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4));
uint32 count = 0; uint32 count = 0;
uint32 totalcount = 0; uint32 totalcount = 0;
data << uint32(0); data << uint32(0);
// converting string that we try to find to lower case // converting string that we try to find to lower case
std::wstring wsearchedname; std::wstring wsearchedname;
if(!Utf8toWStr(searchedname,wsearchedname)) if (!Utf8toWStr(searchedname, wsearchedname))
return; return;
wstrToLower(wsearchedname); wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player, BuildListAuctionItems(auctions, data, wsearchedname, listfrom, levelmin, levelmax, usable,
wsearchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount, isFull);
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count); data.put<uint32>(0, count);
data << uint32(totalcount); data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next list request? data << uint32(300); // 2.3.0 delay for next isFull request?
SendPacket(&data); SendPacket(&data);
} }
void WorldSession::HandleAuctionListPendingSales( WorldPacket & recv_data ) void WorldSession::HandleAuctionListPendingSales(WorldPacket & recv_data)
{ {
DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES"); DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES");

View file

@ -36,7 +36,7 @@
#include "Policies/SingletonImp.h" #include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1( AuctionHouseMgr ); INSTANTIATE_SINGLETON_1(AuctionHouseMgr);
AuctionHouseMgr::AuctionHouseMgr() AuctionHouseMgr::AuctionHouseMgr()
{ {
@ -64,7 +64,7 @@ AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(AuctionHouseEntry const* ho
uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem) uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
{ {
float deposit = float(pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME )); float deposit = float(pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME));
deposit = deposit * entry->depositPercent * 3.0f / 100.0f; deposit = deposit * entry->depositPercent * 3.0f / 100.0f;
@ -77,10 +77,10 @@ uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32
} }
// does not clear ram // does not clear ram
void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction ) void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
{ {
Item *pItem = GetAItem(auction->itemGuidLow); Item *pItem = GetAItem(auction->itemGuidLow);
if(!pItem) if (!pItem)
return; return;
ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder); ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
@ -89,7 +89,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
uint32 bidder_accId = 0; uint32 bidder_accId = 0;
// data for gm.log // data for gm.log
if( sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) ) if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{ {
uint32 bidder_security = 0; uint32 bidder_security = 0;
std::string bidder_name; std::string bidder_name;
@ -104,7 +104,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
bidder_security = sAccountMgr.GetSecurity(bidder_accId); bidder_security = sAccountMgr.GetSecurity(bidder_accId);
if (bidder_security > SEC_PLAYER ) // not do redundant DB requests if (bidder_security > SEC_PLAYER) // not do redundant DB requests
{ {
if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name)) if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name))
bidder_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); bidder_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
@ -115,7 +115,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
{ {
ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
std::string owner_name; std::string owner_name;
if(!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name)) if (!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name))
owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid); uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
@ -129,11 +129,11 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid); Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid);
if(auction_owner) if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification( auction ); auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
// receiver exist // receiver exist
if(bidder || bidder_accId) if (bidder || bidder_accId)
{ {
std::ostringstream msgAuctionWonSubject; std::ostringstream msgAuctionWonSubject;
msgAuctionWonSubject << auction->itemTemplate << ":0:" << AUCTION_WON; msgAuctionWonSubject << auction->itemTemplate << ":0:" << AUCTION_WON;
@ -142,7 +142,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
msgAuctionWonBody.width(16); msgAuctionWonBody.width(16);
msgAuctionWonBody << std::right << std::hex << auction->owner; msgAuctionWonBody << std::right << std::hex << auction->owner;
msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout; msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
DEBUG_LOG( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() ); DEBUG_LOG("AuctionWon body string : %s", msgAuctionWonBody.str().c_str());
// set owner to bidder (to prevent delete item with sender char deleting) // set owner to bidder (to prevent delete item with sender char deleting)
// owner in `data` will set at mail receive and item extracting // owner in `data` will set at mail receive and item extracting
@ -172,13 +172,13 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
} }
} }
void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction ) void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction)
{ {
ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player *owner = sObjectMgr.GetPlayer(owner_guid); Player *owner = sObjectMgr.GetPlayer(owner_guid);
// owner exist (online or offline) // owner exist (online or offline)
if(owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid)) if (owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid))
{ {
std::ostringstream msgAuctionSalePendingSubject; std::ostringstream msgAuctionSalePendingSubject;
msgAuctionSalePendingSubject << auction->itemTemplate << ":0:" << AUCTION_SALE_PENDING; msgAuctionSalePendingSubject << auction->itemTemplate << ":0:" << AUCTION_SALE_PENDING;
@ -202,17 +202,17 @@ void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
} }
// call this method to send mail to auction owner, when auction is successful, it does not clear ram // call this method to send mail to auction owner, when auction is successful, it does not clear ram
void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction ) void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction)
{ {
ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player *owner = sObjectMgr.GetPlayer(owner_guid); Player *owner = sObjectMgr.GetPlayer(owner_guid);
uint32 owner_accId = 0; uint32 owner_accId = 0;
if(!owner) if (!owner)
owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid); owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
// owner exist // owner exist
if(owner || owner_accId) if (owner || owner_accId)
{ {
std::ostringstream msgAuctionSuccessfulSubject; std::ostringstream msgAuctionSuccessfulSubject;
msgAuctionSuccessfulSubject << auction->itemTemplate << ":0:" << AUCTION_SUCCESSFUL; msgAuctionSuccessfulSubject << auction->itemTemplate << ":0:" << AUCTION_SUCCESSFUL;
@ -243,10 +243,10 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
} }
// does not clear ram // does not clear ram
void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction ) void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry * auction)
{ // return an item in auction to its owner by mail { // return an item in auction to its owner by mail
Item *pItem = GetAItem(auction->itemGuidLow); Item *pItem = GetAItem(auction->itemGuidLow);
if(!pItem) if (!pItem)
{ {
sLog.outError("Auction item (GUID: %u) not found, and lost.", auction->itemGuidLow); sLog.outError("Auction item (GUID: %u) not found, and lost.", auction->itemGuidLow);
return; return;
@ -256,17 +256,17 @@ void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
Player *owner = sObjectMgr.GetPlayer(owner_guid); Player *owner = sObjectMgr.GetPlayer(owner_guid);
uint32 owner_accId = 0; uint32 owner_accId = 0;
if(!owner) if (!owner)
owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid); owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
// owner exist // owner exist
if(owner || owner_accId) if (owner || owner_accId)
{ {
std::ostringstream subject; std::ostringstream subject;
subject << auction->itemGuidLow << ":0:" << AUCTION_EXPIRED << ":0:0"; subject << auction->itemGuidLow << ":0:" << AUCTION_EXPIRED << ":0:0";
if ( owner ) if (owner)
owner->GetSession()->SendAuctionOwnerNotification( auction ); owner->GetSession()->SendAuctionOwnerNotification(auction);
else else
RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
@ -287,9 +287,9 @@ void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
void AuctionHouseMgr::LoadAuctionItems() void AuctionHouseMgr::LoadAuctionItems()
{ {
// data needs to be at first place for Item::LoadFromDB 0 1 2 3 // data needs to be at first place for Item::LoadFromDB 0 1 2 3
QueryResult *result = CharacterDatabase.Query( "SELECT data,text,itemguid,item_template FROM auction JOIN item_instance ON itemguid = guid" ); QueryResult *result = CharacterDatabase.Query("SELECT data,text,itemguid,item_template FROM auction JOIN item_instance ON itemguid = guid");
if( !result ) if (!result)
{ {
barGoLink bar(1); barGoLink bar(1);
bar.step(); bar.step();
@ -298,7 +298,7 @@ void AuctionHouseMgr::LoadAuctionItems()
return; return;
} }
barGoLink bar( (int)result->GetRowCount() ); barGoLink bar((int)result->GetRowCount());
uint32 count = 0; uint32 count = 0;
@ -313,15 +313,15 @@ void AuctionHouseMgr::LoadAuctionItems()
ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template); ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template);
if(!proto) if (!proto)
{ {
sLog.outError( "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template); sLog.outError("AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
continue; continue;
} }
Item *item = NewItemOrBag(proto); Item *item = NewItemOrBag(proto);
if(!item->LoadFromDB(item_guid, fields)) if (!item->LoadFromDB(item_guid, fields))
{ {
delete item; delete item;
continue; continue;
@ -330,17 +330,17 @@ void AuctionHouseMgr::LoadAuctionItems()
++count; ++count;
} }
while( result->NextRow() ); while (result->NextRow());
delete result; delete result;
sLog.outString(); sLog.outString();
sLog.outString( ">> Loaded %u auction items", count ); sLog.outString(">> Loaded %u auction items", count);
} }
void AuctionHouseMgr::LoadAuctions() void AuctionHouseMgr::LoadAuctions()
{ {
QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auction"); QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auction");
if( !result ) if (!result)
{ {
barGoLink bar(1); barGoLink bar(1);
bar.step(); bar.step();
@ -353,7 +353,7 @@ void AuctionHouseMgr::LoadAuctions()
uint32 AuctionCount=fields[0].GetUInt32(); uint32 AuctionCount=fields[0].GetUInt32();
delete result; delete result;
if(!AuctionCount) if (!AuctionCount)
{ {
barGoLink bar(1); barGoLink bar(1);
bar.step(); bar.step();
@ -362,8 +362,8 @@ void AuctionHouseMgr::LoadAuctions()
return; return;
} }
result = CharacterDatabase.Query( "SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction" ); result = CharacterDatabase.Query("SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction");
if( !result ) if (!result)
{ {
barGoLink bar(1); barGoLink bar(1);
bar.step(); bar.step();
@ -372,7 +372,7 @@ void AuctionHouseMgr::LoadAuctions()
return; return;
} }
barGoLink bar( AuctionCount ); barGoLink bar(AuctionCount);
AuctionEntry *auction; AuctionEntry *auction;
@ -437,17 +437,17 @@ void AuctionHouseMgr::LoadAuctions()
delete result; delete result;
sLog.outString(); sLog.outString();
sLog.outString( ">> Loaded %u auctions", AuctionCount ); sLog.outString(">> Loaded %u auctions", AuctionCount);
} }
void AuctionHouseMgr::AddAItem( Item* it ) void AuctionHouseMgr::AddAItem(Item* it)
{ {
MANGOS_ASSERT( it ); MANGOS_ASSERT(it);
MANGOS_ASSERT( mAitems.find(it->GetGUIDLow()) == mAitems.end()); MANGOS_ASSERT(mAitems.find(it->GetGUIDLow()) == mAitems.end());
mAitems[it->GetGUIDLow()] = it; mAitems[it->GetGUIDLow()] = it;
} }
bool AuctionHouseMgr::RemoveAItem( uint32 id ) bool AuctionHouseMgr::RemoveAItem(uint32 id)
{ {
ItemMap::iterator i = mAitems.find(id); ItemMap::iterator i = mAitems.find(id);
if (i == mAitems.end()) if (i == mAitems.end())
@ -470,7 +470,7 @@ uint32 AuctionHouseMgr::GetAuctionHouseTeam(AuctionHouseEntry const* house)
// auction houses have faction field pointing to PLAYER,* factions, // auction houses have faction field pointing to PLAYER,* factions,
// but player factions not have filled team field, and hard go from faction value to faction_template value, // but player factions not have filled team field, and hard go from faction value to faction_template value,
// so more easy just sort by auction house ids // so more easy just sort by auction house ids
switch(house->houseId) switch (house->houseId)
{ {
case 1: case 2: case 3: case 1: case 2: case 3:
return ALLIANCE; return ALLIANCE;
@ -486,7 +486,7 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
{ {
uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents) uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents)
if(!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
{ {
if (unit->GetTypeId() == TYPEID_UNIT) if (unit->GetTypeId() == TYPEID_UNIT)
{ {
@ -494,7 +494,7 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
// AuctionHouse.dbc have faction field with _player_ factions associated with auction house races. // AuctionHouse.dbc have faction field with _player_ factions associated with auction house races.
// but no easy way convert creature faction to player race faction for specific city // but no easy way convert creature faction to player race faction for specific city
uint32 factionTemplateId = unit->getFaction(); uint32 factionTemplateId = unit->getFaction();
switch(factionTemplateId) switch (factionTemplateId)
{ {
case 12: houseid = 1; break; // human case 12: houseid = 1; break; // human
case 29: houseid = 6; break; // orc, and generic for horde case 29: houseid = 6; break; // orc, and generic for horde
@ -511,11 +511,11 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
default: // for unknown case default: // for unknown case
{ {
FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId); FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
if(!u_entry) if (!u_entry)
houseid = 7; // goblin auction house houseid = 7; // goblin auction house
else if(u_entry->ourMask & FACTION_MASK_ALLIANCE) else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
houseid = 1; // human auction house houseid = 1; // human auction house
else if(u_entry->ourMask & FACTION_MASK_HORDE) else if (u_entry->ourMask & FACTION_MASK_HORDE)
houseid = 6; // orc auction house houseid = 6; // orc auction house
else else
houseid = 7; // goblin auction house houseid = 7; // goblin auction house
@ -556,7 +556,7 @@ void AuctionHouseObject::Update()
{ {
if (curTime > itr->second->moneyDeliveryTime) if (curTime > itr->second->moneyDeliveryTime)
{ {
sAuctionMgr.SendAuctionSuccessfulMail( itr->second ); sAuctionMgr.SendAuctionSuccessfulMail(itr->second);
itr->second->DeleteFromDB(); itr->second->DeleteFromDB();
sAuctionMgr.RemoveAItem(itr->second->itemGuidLow); sAuctionMgr.RemoveAItem(itr->second->itemGuidLow);
@ -571,13 +571,13 @@ void AuctionHouseObject::Update()
///- Either cancel the auction if there was no bidder ///- Either cancel the auction if there was no bidder
if (itr->second->bidder == 0) if (itr->second->bidder == 0)
{ {
sAuctionMgr.SendAuctionExpiredMail( itr->second ); sAuctionMgr.SendAuctionExpiredMail(itr->second);
} }
///- Or perform the transaction ///- Or perform the transaction
else else
{ {
itr->second->moneyDeliveryTime = time(NULL) + HOUR; itr->second->moneyDeliveryTime = time(NULL) + HOUR;
sAuctionMgr.SendAuctionWonMail( itr->second ); sAuctionMgr.SendAuctionWonMail(itr->second);
continue; continue;
} }
@ -596,9 +596,9 @@ void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player,
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr) for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
{ {
AuctionEntry *Aentry = itr->second; AuctionEntry *Aentry = itr->second;
if(Aentry->moneyDeliveryTime) if (Aentry->moneyDeliveryTime)
continue; continue;
if( Aentry && Aentry->bidder == player->GetGUIDLow() ) if (Aentry && Aentry->bidder == player->GetGUIDLow())
{ {
if (itr->second->BuildAuctionInfo(data)) if (itr->second->BuildAuctionInfo(data))
++count; ++count;
@ -609,79 +609,255 @@ void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player,
void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
{ {
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr) for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{ {
AuctionEntry *Aentry = itr->second; AuctionEntry *Aentry = itr->second;
if(Aentry->moneyDeliveryTime) if (Aentry->moneyDeliveryTime)
continue; continue;
if( Aentry && Aentry->owner == player->GetGUIDLow() ) if (Aentry && Aentry->owner == player->GetGUIDLow())
{ {
if(Aentry->BuildAuctionInfo(data)) if (Aentry->BuildAuctionInfo(data))
++count; ++count;
++totalcount; ++totalcount;
} }
} }
} }
void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player, bool AuctionEntry::CompareAuctionEntry(uint32 column, const AuctionEntry *auc) const
std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount)
{ {
int loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); Item *item1 = sAuctionMgr.GetAItem(itemGuidLow);
Item *item2 = sAuctionMgr.GetAItem(auc->itemGuidLow);
Player *pl1 = NULL;
Player *pl2 = NULL;
int res = 0;
time_t currentTime = time(NULL);
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr) switch (column)
{ {
AuctionEntry *Aentry = itr->second; case 0: // level = 0
if(Aentry->moneyDeliveryTime) if (!item1 || !item2)
break;
if (item1->GetProto()->RequiredLevel < item2->GetProto()->RequiredLevel)
return true;
else if (item1->GetProto()->RequiredLevel > item2->GetProto()->RequiredLevel)
return false;
break;
case 1: // quality = 1
if (!item1 || !item2)
break;
if (item1->GetProto()->Quality < item2->GetProto()->Quality)
return true;
else if (item1->GetProto()->Quality > item2->GetProto()->Quality)
return false;
break;
case 2: // buyoutthenbid = 2
if (buyout)
{
if (buyout < auc->buyout)
return true;
else if (buyout > auc->buyout)
return false;
}
else
{
if (bid < auc->bid)
return true;
else if (bid > auc->bid)
return false;
}
break;
case 3: // duration = 3
if ((expireTime - currentTime) < (auc->expireTime - currentTime))
return true;
else if ((expireTime - currentTime) > (auc->expireTime - currentTime))
return false;
break;
case 4: // status = 4
if (bidder < auc->bidder)
return true;
else if (bidder > auc->bidder)
return false;
break;
case 5: // name = 5
if (!item1 || !item2)
break;
res = strcmp(item1->GetProto()->Name1, item2->GetProto()->Name1);
if (res < 0)
return true;
else if (res > 0)
return false;
break;
case 6: // minbidbuyout = 6
if (bid)
{
if (bid < auc->bid)
return true;
else if (bid > auc->bid)
return false;
}
else if (startbid)
{
if (startbid < auc->startbid)
return true;
else if (startbid > auc->startbid)
return false;
}
else
{
if (buyout < auc->buyout)
return true;
else if (buyout > auc->buyout)
return false;
}
break;
case 7: // seller = 7
pl1 = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, owner));
pl2 = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, auc->owner));
if (!pl1 || !pl2)
break;
res = strcmp(pl1->GetName(), pl2->GetName());
if (res < 0)
return true;
else if (res > 0)
return false;
break;
case 8: // bid = 8
if (bid)
{
if (bid < auc->bid)
return true;
else if (bid > auc->bid)
return false;
}
else
{
if (startbid < auc->startbid)
return true;
else if (startbid > auc->startbid)
return false;
}
break;
case 9: // quantity = 9
if (!item1 || !item2)
break;
if (item1->GetCount() < item2->GetCount())
return true;
else if (item1->GetCount() > item2->GetCount())
return false;
break;
case 10: // buyout = 10
if (buyout < auc->buyout)
return true;
else if (buyout > auc->buyout)
return false;
break;
case 11: // unused = 11
break;
default:
break;
}
if (Id < auc->Id)
return true;
else if (Id > auc->Id)
return false;
return false;
}
bool AuctionSorter::operator()(const AuctionEntry *auc1, const AuctionEntry *auc2) const
{
bool result = false;
uint32 column = 0;
for (uint32 i = 0; i < MAX_AUCTION_SORT; ++i)
{
if (m_sort[i] == MAX_AUCTION_SORT) // end of sort
{
column = m_sort[0]; // use main column
break;
}
column = m_sort[i];
result = auc1->CompareAuctionEntry(column & ~AUCTION_SORT_REVERSED, auc2);
if (result)
break;
}
if (column & AUCTION_SORT_REVERSED) // reversed flag
result = !result;
return result;
}
void WorldSession::BuildListAuctionItems(std::list<AuctionEntry*> &auctions, WorldPacket& data, std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin,
uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool isFull)
{
int loc_idx = _player->GetSession()->GetSessionDbLocaleIndex();
for (std::list<AuctionEntry*>::const_iterator itr = auctions.begin(); itr != auctions.end();++itr)
{
AuctionEntry *Aentry = *itr;
if (Aentry->moneyDeliveryTime)
continue; continue;
Item *item = sAuctionMgr.GetAItem(Aentry->itemGuidLow); Item *item = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
if (!item) if (!item)
continue; continue;
ItemPrototype const *proto = item->GetProto(); if (isFull)
if (itemClass != 0xffffffff && proto->Class != itemClass)
continue;
if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
continue;
if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
continue;
if (quality != 0xffffffff && proto->Quality < quality)
continue;
if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
continue;
if (usable != 0x00 && player->CanUseItem( item ) != EQUIP_ERR_OK)
continue;
std::string name = proto->Name1;
if(name.empty())
continue;
// local name
if ( loc_idx >= 0 )
{
ItemLocale const *il = sObjectMgr.GetItemLocale(proto->ItemId);
if (il)
{
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
name = il->Name[loc_idx];
}
}
if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname) )
continue;
if (count < 50 && totalcount >= listfrom)
{ {
++count; ++count;
Aentry->BuildAuctionInfo(data); Aentry->BuildAuctionInfo(data);
} }
else
{
ItemPrototype const *proto = item->GetProto();
if (itemClass != 0xffffffff && proto->Class != itemClass)
continue;
if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
continue;
if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
continue;
if (quality != 0xffffffff && proto->Quality < quality)
continue;
if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
continue;
if (usable != 0x00 && _player->CanUseItem(item) != EQUIP_ERR_OK)
continue;
std::string name = proto->Name1;
if (name.empty())
continue;
// local name
if (loc_idx >= 0)
{
ItemLocale const *il = sObjectMgr.GetItemLocale(proto->ItemId);
if (il)
{
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
name = il->Name[loc_idx];
}
}
if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname))
continue;
if (count < 50 && totalcount >= listfrom)
{
++count;
Aentry->BuildAuctionInfo(data);
}
}
++totalcount; ++totalcount;
} }
} }
@ -691,9 +867,9 @@ void AuctionHouseObject::BuildListPendingSales(WorldPacket& data, Player* player
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{ {
AuctionEntry *Aentry = itr->second; AuctionEntry *Aentry = itr->second;
if(!Aentry->moneyDeliveryTime) if (!Aentry->moneyDeliveryTime)
continue; continue;
if( Aentry && Aentry->owner == player->GetGUIDLow() ) if (Aentry && Aentry->owner == player->GetGUIDLow())
{ {
Item *pItem = sAuctionMgr.GetAItem(Aentry->itemGuidLow); Item *pItem = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
if (!pItem) if (!pItem)
@ -772,7 +948,7 @@ uint32 AuctionEntry::GetAuctionOutBid() const
void AuctionEntry::DeleteFromDB() const void AuctionEntry::DeleteFromDB() const
{ {
//No SQL injection (Id is integer) //No SQL injection (Id is integer)
CharacterDatabase.PExecute("DELETE FROM auction WHERE id = '%u'",Id); CharacterDatabase.PExecute("DELETE FROM auction WHERE id = '%u'", Id);
} }
void AuctionEntry::SaveToDB() const void AuctionEntry::SaveToDB() const

View file

@ -30,6 +30,8 @@ class Unit;
class WorldPacket; class WorldPacket;
#define MIN_AUCTION_TIME (12*HOUR) #define MIN_AUCTION_TIME (12*HOUR)
#define MAX_AUCTION_SORT 12
#define AUCTION_SORT_REVERSED 0x10
enum AuctionError enum AuctionError
{ {
@ -74,6 +76,7 @@ struct AuctionEntry
bool BuildAuctionInfo(WorldPacket & data) const; bool BuildAuctionInfo(WorldPacket & data) const;
void DeleteFromDB() const; void DeleteFromDB() const;
void SaveToDB() const; void SaveToDB() const;
bool CompareAuctionEntry(uint32 column, const AuctionEntry *auc) const;
}; };
//this class is used as auctionhouse instance //this class is used as auctionhouse instance
@ -89,7 +92,9 @@ class AuctionHouseObject
typedef std::map<uint32, AuctionEntry*> AuctionEntryMap; typedef std::map<uint32, AuctionEntry*> AuctionEntryMap;
uint32 Getcount() { return AuctionsMap.size(); } uint32 GetCount() { return AuctionsMap.size(); }
AuctionEntryMap *GetAuctions() { return &AuctionsMap; }
void AddAuction(AuctionEntry *ah) void AddAuction(AuctionEntry *ah)
{ {
@ -113,15 +118,21 @@ class AuctionHouseObject
void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount); void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount); void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
void BuildListPendingSales(WorldPacket& data, Player* player, uint32& count); void BuildListPendingSales(WorldPacket& data, Player* player, uint32& count);
void BuildListAuctionItems(WorldPacket& data, Player* player,
std::wstring const& searchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount);
private: private:
AuctionEntryMap AuctionsMap; AuctionEntryMap AuctionsMap;
}; };
class AuctionSorter
{
public:
AuctionSorter(uint8 *sort) : m_sort(sort) {}
bool operator()(const AuctionEntry *auc1, const AuctionEntry *auc2) const;
private:
uint8* m_sort;
};
class AuctionHouseMgr class AuctionHouseMgr
{ {
public: public:

View file

@ -356,6 +356,9 @@ class MANGOS_DLL_SPEC WorldSession
void SendAuctionRemovedNotification(AuctionEntry* auction); void SendAuctionRemovedNotification(AuctionEntry* auction);
void SendAuctionOutbiddedMail(AuctionEntry *auction); void SendAuctionOutbiddedMail(AuctionEntry *auction);
void SendAuctionCancelledToBidderMail(AuctionEntry *auction); void SendAuctionCancelledToBidderMail(AuctionEntry *auction);
void BuildListAuctionItems(std::list<AuctionEntry*> &auctions, WorldPacket& data, std::wstring const& searchedname, uint32 listfrom, uint32 levelmin,
uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool isFull);
AuctionHouseEntry const* GetCheckedAuctionHouseForAuctioneer(ObjectGuid guid); AuctionHouseEntry const* GetCheckedAuctionHouseForAuctioneer(ObjectGuid guid);
//Item Enchantment //Item Enchantment

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "11395" #define REVISION_NR "11396"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__