[11705] Allow have auction bid generated by server

Some code cleanups also.

Fir generation bids can be used auction->UpdateBid(price) call without player pointer.
This commit is contained in:
VladimirMangos 2011-07-02 05:04:25 +04:00
parent 0f0fa22607
commit cda3a95fc2
5 changed files with 95 additions and 84 deletions

View file

@ -120,12 +120,13 @@ void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
data << uint32(auction->bid); // if 0, client shows ERR_AUCTION_EXPIRED_S, else ERR_AUCTION_SOLD_S (works only when guid==0)
data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid?
ObjectGuid guid = ObjectGuid();
ObjectGuid bidder_guid = ObjectGuid();
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
bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
// if guid!=0, client updates auctions with new bid, outbid and bidderGuid, else it shows error messages as described above
data << guid; // bidder guid
// bidder==0 and moneyDeliveryTime==0 for expired auctions, and client shows error messages as described above
// if bidder!=0 client updates auctions with new bid, outbid and bidderGuid
data << bidder_guid; // bidder guid
data << uint32(auction->itemTemplate); // item entry
data << uint32(auction->itemRandomPropertyId);
@ -154,7 +155,7 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
Player *oldBidder = sObjectMgr.GetPlayer(oldBidder_guid);
uint32 oldBidder_accId = 0;
if(!oldBidder)
if(!oldBidder && oldBidder_guid)
oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid);
// old bidder exist
@ -179,7 +180,7 @@ void WorldSession::SendAuctionCancelledToBidderMail(AuctionEntry* auction)
Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
uint32 bidder_accId = 0;
if (!bidder)
if (!bidder && bidder_guid)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
// bidder exist
@ -415,10 +416,6 @@ void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
return;
}
// cheating
if (price < auction->startbid)
return;
// cheating or client lags
if (price <= auction->bid)
{
@ -443,57 +440,16 @@ void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
return;
}
if ((price < auction->buyout) || (auction->buyout == 0))// bid
{
if (pl->GetGUIDLow() == auction->bidder)
{
pl->ModifyMoney(-int32(price - auction->bid));
}
else
{
pl->ModifyMoney(-int32(price));
if (auction->bidder) // return money to old bidder if present
SendAuctionOutbiddedMail(auction);
}
// cheating
if (price < auction->startbid)
return;
auction->bidder = pl->GetGUIDLow();
auction->bid = price;
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
// after this update we should save player's money ...
CharacterDatabase.PExecute("UPDATE auction SET buyguid = '%u', lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id);
}
else // buyout
{
if (pl->GetGUIDLow() == auction->bidder)
{
pl->ModifyMoney(-int32(auction->buyout - auction->bid));
}
else
{
pl->ModifyMoney(-int32(auction->buyout));
if (auction->bidder) // return money to old bidder if present
SendAuctionOutbiddedMail(auction);
}
auction->bidder = pl->GetGUIDLow();
auction->bid = auction->buyout;
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
auction->AuctionBidWinning();
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
}
CharacterDatabase.BeginTransaction();
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
if (auction->UpdateBid(price, pl))
pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
else
pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
}
// this void is called when auction_owner cancels his auction
@ -536,13 +492,15 @@ void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
return;
}
if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
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
if (pl->GetMoney() < auctionCut) // player doesn't have enough money, maybe message needed
return;
SendAuctionCancelledToBidderMail(auction);
if (auction->bidder) // if auction have real existed bidder send mail
SendAuctionCancelledToBidderMail(auction);
pl->ModifyMoney(-int32(auctionCut));
}
// Return the item by mail
@ -550,7 +508,7 @@ void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
msgAuctionCanceledOwner << auction->itemTemplate << ":0:" << AUCTION_CANCELED << ":0:0";
// item will deleted or added to received mail list
MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body
MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body
.AddItem(pItem)
.SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED);

View file

@ -94,7 +94,7 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
// data for gm.log
if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
uint32 bidder_security = 0;
AccountTypes bidder_security = SEC_PLAYER;
std::string bidder_name;
if (bidder)
{
@ -104,8 +104,8 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
}
else
{
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
bidder_security = sAccountMgr.GetSecurity(bidder_accId);
bidder_accId = bidder_guid ? sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid) : 0;
bidder_security = bidder_accId ? sAccountMgr.GetSecurity(bidder_accId) : SEC_PLAYER;
if (bidder_security > SEC_PLAYER) // not do redundant DB requests
{
@ -128,7 +128,7 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
bidder_name.c_str(), bidder_accId, auction->itemTemplate, auction->itemCount, auction->bid, owner_name.c_str(), owner_accid);
}
}
else if (!bidder)
else if (!bidder && bidder_guid)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
if (auction_owner)
@ -621,18 +621,17 @@ void AuctionHouseObject::Update()
if (curTime > itr->second->expireTime)
{
///- perform the transaction if there was bidder
if (itr->second->bidder)
{
if (itr->second->bid)
itr->second->AuctionBidWinning();
continue;
///- cancel the auction if there was no bidder and clear the auction
else
{
sAuctionMgr.SendAuctionExpiredMail(itr->second);
itr->second->DeleteFromDB();
delete itr->second;
RemoveAuction(itr->first);
}
///- cancel the auction if there was no bidder
sAuctionMgr.SendAuctionExpiredMail(itr->second);
itr->second->DeleteFromDB();
delete itr->second;
RemoveAuction(itr->first);
}
}
}
@ -1033,10 +1032,60 @@ void AuctionEntry::SaveToDB() const
Id, auctionHouseEntry->houseId, itemGuidLow, itemTemplate, itemCount, itemRandomPropertyId, owner, buyout, (uint64)expireTime, (uint64)moneyDeliveryTime, bidder, bid, startbid, deposit);
}
void AuctionEntry::AuctionBidWinning()
void AuctionEntry::AuctionBidWinning(Player* newbidder)
{
moneyDeliveryTime = time(NULL) + HOUR;
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("UPDATE auction SET itemguid = 0, moneyTime = '" UI64FMTD "', buyguid = '%u', lastbid = '%u' WHERE id = '%u'", (uint64)moneyDeliveryTime, bidder, bid, Id);
if (newbidder)
newbidder->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
sAuctionMgr.SendAuctionWonMail(this);
}
bool AuctionEntry::UpdateBid(uint32 newbid, Player* newbidder /*=NULL*/)
{
Player* auction_owner = owner ? sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, owner)) : NULL;
// bid can't be greater buyout
if (buyout && newbid > buyout)
newbid = buyout;
if (newbidder && newbidder->GetGUIDLow() == bidder)
{
newbidder->ModifyMoney(-int32(newbid - bid));
}
else
{
if (newbidder)
newbidder->ModifyMoney(-int32(newbid));
if (bidder) // return money to old bidder if present
WorldSession::SendAuctionOutbiddedMail(this);
}
bidder = newbidder ? newbidder->GetGUIDLow() : 0;
bid = newbid;
if ((newbid < buyout) || (buyout == 0)) // bid
{
if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(this);
// after this update we should save player's money ...
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("UPDATE auction SET buyguid = '%u', lastbid = '%u' WHERE id = '%u'", bidder, bid, Id);
if (newbidder)
newbidder->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
return true;
}
else // buyout
{
AuctionBidWinning(newbidder);
return false;
}
}

View file

@ -62,12 +62,12 @@ struct AuctionEntry
int32 itemRandomPropertyId;
uint32 owner; // player low guid, can be 0 for server generated auction
std::wstring ownerName; // cache name for sorting
uint32 startbid; // maybe useless
uint32 bid;
uint32 startbid; // start minimal bid value
uint32 bid; // current bid, =0 meaning no bids
uint32 buyout;
time_t expireTime;
time_t moneyDeliveryTime;
uint32 bidder;
uint32 bidder; // current bidder player lowguid, can be 0 if bid generated by server, use 'bid'!=0 for check bid existance
uint32 deposit; // deposit can be calculated only when creating auction
AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc
@ -79,11 +79,13 @@ struct AuctionEntry
bool BuildAuctionInfo(WorldPacket & data) const;
void DeleteFromDB() const;
void SaveToDB() const;
void AuctionBidWinning();
void AuctionBidWinning(Player* bidder = NULL);
// -1,0,+1 order result
int CompareAuctionEntry(uint32 column, const AuctionEntry *auc, Player* viewPlayer) const;
bool UpdateBid(uint32 newbid, Player* newbidder = NULL);// true if normal bid, false if buyout, bidder==NULL for generated bid
};
//this class is used as auctionhouse instance

View file

@ -356,7 +356,7 @@ class MANGOS_DLL_SPEC WorldSession
void SendAuctionBidderNotification(AuctionEntry *auction);
void SendAuctionOwnerNotification(AuctionEntry *auction);
void SendAuctionRemovedNotification(AuctionEntry* auction);
void SendAuctionOutbiddedMail(AuctionEntry *auction);
static void SendAuctionOutbiddedMail(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);
@ -614,6 +614,8 @@ class MANGOS_DLL_SPEC WorldSession
void HandleAuctionRemoveItem( WorldPacket & recv_data );
void HandleAuctionListOwnerItems( WorldPacket & recv_data );
void HandleAuctionPlaceBid( WorldPacket & recv_data );
void AuctionBind( uint32 price, AuctionEntry * auction, Player * pl, Player* auction_owner );
void HandleAuctionListPendingSales( WorldPacket & recv_data );
void HandleGetMailList( WorldPacket & recv_data );

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11704"
#define REVISION_NR "11705"
#endif // __REVISION_NR_H__