[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);