mirror of
https://github.com/mangosfour/server.git
synced 2025-12-13 13:37:05 +00:00
[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:
parent
0f0fa22607
commit
cda3a95fc2
5 changed files with 95 additions and 84 deletions
|
|
@ -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);
|
||||
}
|
||||
|
||||
auction->bidder = pl->GetGUIDLow();
|
||||
auction->bid = price;
|
||||
// cheating
|
||||
if (price < auction->startbid)
|
||||
return;
|
||||
|
||||
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));
|
||||
}
|
||||
if (auction->UpdateBid(price, pl))
|
||||
pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
|
||||
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();
|
||||
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
|
||||
return;
|
||||
|
||||
if (auction->bidder) // if auction have real existed bidder send mail
|
||||
SendAuctionCancelledToBidderMail(auction);
|
||||
|
||||
pl->ModifyMoney(-int32(auctionCut));
|
||||
}
|
||||
// Return the item by mail
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
@ -621,13 +621,11 @@ 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
|
||||
///- cancel the auction if there was no bidder and clear the auction
|
||||
else
|
||||
{
|
||||
sAuctionMgr.SendAuctionExpiredMail(itr->second);
|
||||
|
||||
itr->second->DeleteFromDB();
|
||||
|
|
@ -637,6 +635,7 @@ void AuctionHouseObject::Update()
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 );
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "11704"
|
||||
#define REVISION_NR "11705"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue