[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->bid); // if 0, client shows ERR_AUCTION_EXPIRED_S, else ERR_AUCTION_SOLD_S (works only when guid==0)
data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid? data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid?
ObjectGuid guid = ObjectGuid(); ObjectGuid bidder_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 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 // bidder==0 and moneyDeliveryTime==0 for expired auctions, and client shows error messages as described above
data << guid; // bidder guid // 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->itemTemplate); // item entry
data << uint32(auction->itemRandomPropertyId); data << uint32(auction->itemRandomPropertyId);
@ -154,7 +155,7 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
Player *oldBidder = sObjectMgr.GetPlayer(oldBidder_guid); Player *oldBidder = sObjectMgr.GetPlayer(oldBidder_guid);
uint32 oldBidder_accId = 0; uint32 oldBidder_accId = 0;
if(!oldBidder) if(!oldBidder && oldBidder_guid)
oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid); oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid);
// old bidder exist // old bidder exist
@ -179,7 +180,7 @@ void WorldSession::SendAuctionCancelledToBidderMail(AuctionEntry* auction)
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_guid)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
// bidder exist // bidder exist
@ -415,10 +416,6 @@ void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
return; return;
} }
// cheating
if (price < auction->startbid)
return;
// cheating or client lags // cheating or client lags
if (price <= auction->bid) if (price <= auction->bid)
{ {
@ -443,57 +440,16 @@ void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
return; return;
} }
if ((price < auction->buyout) || (auction->buyout == 0))// bid // cheating
{ if (price < auction->startbid)
if (pl->GetGUIDLow() == auction->bidder) return;
{
pl->ModifyMoney(-int32(price - auction->bid));
}
else
{
pl->ModifyMoney(-int32(price));
if (auction->bidder) // return money to old bidder if present
SendAuctionOutbiddedMail(auction);
}
auction->bidder = pl->GetGUIDLow();
auction->bid = price;
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK); SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
if (auction_owner) if (auction->UpdateBid(price, pl))
auction_owner->GetSession()->SendAuctionOwnerNotification(auction); pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
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 else
{ pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
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();
} }
// this void is called when auction_owner cancels his auction // this void is called when auction_owner cancels his auction
@ -536,13 +492,15 @@ void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
return; 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(); 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;
if (auction->bidder) // if auction have real existed bidder send mail
SendAuctionCancelledToBidderMail(auction); SendAuctionCancelledToBidderMail(auction);
pl->ModifyMoney(-int32(auctionCut)); pl->ModifyMoney(-int32(auctionCut));
} }
// Return the item by mail // Return the item by mail

View file

@ -94,7 +94,7 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
// 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; AccountTypes bidder_security = SEC_PLAYER;
std::string bidder_name; std::string bidder_name;
if (bidder) if (bidder)
{ {
@ -104,8 +104,8 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
} }
else else
{ {
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); bidder_accId = bidder_guid ? sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid) : 0;
bidder_security = sAccountMgr.GetSecurity(bidder_accId); bidder_security = bidder_accId ? sAccountMgr.GetSecurity(bidder_accId) : SEC_PLAYER;
if (bidder_security > SEC_PLAYER) // not do redundant DB requests 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); 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); bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
if (auction_owner) if (auction_owner)
@ -621,13 +621,11 @@ void AuctionHouseObject::Update()
if (curTime > itr->second->expireTime) if (curTime > itr->second->expireTime)
{ {
///- perform the transaction if there was bidder ///- perform the transaction if there was bidder
if (itr->second->bidder) if (itr->second->bid)
{
itr->second->AuctionBidWinning(); itr->second->AuctionBidWinning();
continue; ///- cancel the auction if there was no bidder and clear the auction
} else
{
///- cancel the auction if there was no bidder
sAuctionMgr.SendAuctionExpiredMail(itr->second); sAuctionMgr.SendAuctionExpiredMail(itr->second);
itr->second->DeleteFromDB(); itr->second->DeleteFromDB();
@ -636,6 +634,7 @@ void AuctionHouseObject::Update()
} }
} }
} }
}
} }
void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
@ -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); 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; 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); 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); 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; int32 itemRandomPropertyId;
uint32 owner; // player low guid, can be 0 for server generated auction uint32 owner; // player low guid, can be 0 for server generated auction
std::wstring ownerName; // cache name for sorting std::wstring ownerName; // cache name for sorting
uint32 startbid; // maybe useless uint32 startbid; // start minimal bid value
uint32 bid; uint32 bid; // current bid, =0 meaning no bids
uint32 buyout; uint32 buyout;
time_t expireTime; time_t expireTime;
time_t moneyDeliveryTime; 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 uint32 deposit; // deposit can be calculated only when creating auction
AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc
@ -79,11 +79,13 @@ struct AuctionEntry
bool BuildAuctionInfo(WorldPacket & data) const; bool BuildAuctionInfo(WorldPacket & data) const;
void DeleteFromDB() const; void DeleteFromDB() const;
void SaveToDB() const; void SaveToDB() const;
void AuctionBidWinning(); void AuctionBidWinning(Player* bidder = NULL);
// -1,0,+1 order result // -1,0,+1 order result
int CompareAuctionEntry(uint32 column, const AuctionEntry *auc, Player* viewPlayer) const; 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 //this class is used as auctionhouse instance

View file

@ -356,7 +356,7 @@ class MANGOS_DLL_SPEC WorldSession
void SendAuctionBidderNotification(AuctionEntry *auction); void SendAuctionBidderNotification(AuctionEntry *auction);
void SendAuctionOwnerNotification(AuctionEntry *auction); void SendAuctionOwnerNotification(AuctionEntry *auction);
void SendAuctionRemovedNotification(AuctionEntry* auction); void SendAuctionRemovedNotification(AuctionEntry* auction);
void SendAuctionOutbiddedMail(AuctionEntry *auction); static 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, 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); 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 HandleAuctionRemoveItem( WorldPacket & recv_data );
void HandleAuctionListOwnerItems( WorldPacket & recv_data ); void HandleAuctionListOwnerItems( WorldPacket & recv_data );
void HandleAuctionPlaceBid( 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 HandleAuctionListPendingSales( WorldPacket & recv_data );
void HandleGetMailList( WorldPacket & recv_data ); void HandleGetMailList( WorldPacket & recv_data );

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 "11704" #define REVISION_NR "11705"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__