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Rename AuctionHouse.cpp -> AuctionHouseHandler.cpp AuctionHouseObject.h ->AuctionHouseMgr.h
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parent
bb7d68347f
commit
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7 changed files with 10 additions and 10 deletions
771
src/game/AuctionHouseHandler.cpp
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771
src/game/AuctionHouseHandler.cpp
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Opcodes.h"
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#include "Log.h"
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#include "World.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "UpdateMask.h"
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#include "AuctionHouseMgr.h"
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#include "Util.h"
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//please DO NOT use iterator++, because it is slower than ++iterator!!!
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//post-incrementation is always slower than pre-incrementation !
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//void called when player click on auctioneer npc
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void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data,8);
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uint64 guid; //NPC guid
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recv_data >> guid;
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Creature *unit = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER);
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if (!unit)
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{
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sLog.outDebug( "WORLD: HandleAuctionHelloOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
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return;
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}
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// remove fake death
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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SendAuctionHello(guid, unit);
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}
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static AuctionLocation AuctioneerFactionToLocation(uint32 faction)
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{
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if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return AUCTION_NEUTRAL;
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FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(faction);
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if(!u_entry)
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return AUCTION_NEUTRAL;
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if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
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return AUCTION_ALLIANCE;
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else if(u_entry->ourMask & FACTION_MASK_HORDE)
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return AUCTION_HORDE;
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else
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return AUCTION_NEUTRAL;
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}
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//this void causes that auction window is opened
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void WorldSession::SendAuctionHello( uint64 guid, Creature* unit )
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{
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WorldPacket data( MSG_AUCTION_HELLO, 12 );
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data << (uint64) guid;
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data << (uint32) AuctioneerFactionToLocation(unit->getFaction());
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SendPacket( &data );
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}
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//this function inserts to WorldPacket auction's data
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bool WorldSession::SendAuctionInfo(WorldPacket & data, AuctionEntry* auction)
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{
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Item *pItem = objmgr.GetAItem(auction->item_guidlow);
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if (!pItem)
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{
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sLog.outError("auction to item, that doesn't exist !!!!");
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return false;
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}
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data << (uint32) auction->Id;
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data << (uint32) pItem->GetEntry();
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for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
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{
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data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i));
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data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i));
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data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i));
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}
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data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id
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data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor
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data << (uint32) pItem->GetCount(); //item->count
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data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF
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data << (uint32) 0; //Unknown
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data << (uint64) auction->owner; //Auction->owner
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data << (uint32) auction->startbid; //Auction->startbid (not sure if useful)
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data << (uint32) ((auction->bid)? objmgr.GetAuctionOutBid(auction->bid) : 0);
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//minimal outbid
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data << (uint32) auction->buyout; //auction->buyout
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data << (uint32) (auction->time - time(NULL)) * 1000; //time left
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data << (uint64) auction->bidder; //auction->bidder current
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data << (uint32) auction->bid; //current bid
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return true;
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}
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//call this method when player bids, creates, or deletes auction
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void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError )
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{
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WorldPacket data( SMSG_AUCTION_COMMAND_RESULT, 16 );
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data << auctionId;
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data << Action;
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data << ErrorCode;
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if ( !ErrorCode && Action )
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data << bidError; //when bid, then send 0, once...
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SendPacket(&data);
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}
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//this function sends notification, if bidder is online
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void WorldSession::SendAuctionBidderNotification( uint32 location, uint32 auctionId, uint64 bidder, uint32 bidSum, uint32 diff, uint32 item_template)
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{
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WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4));
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data << uint32(location);
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data << uint32(auctionId);
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data << uint64(bidder);
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data << uint32(bidSum);
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data << uint32(diff);
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data << uint32(item_template);
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data << uint32(0);
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SendPacket(&data);
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}
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//this void causes on client to display: "Your auction sold"
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void WorldSession::SendAuctionOwnerNotification( AuctionEntry* auction)
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{
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WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, (7*4));
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data << auction->Id;
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data << auction->bid;
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data << (uint32) 0; //unk
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data << (uint32) 0; //unk
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data << (uint32) 0; //unk
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data << auction->item_template;
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data << (uint32) 0; //unk
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SendPacket(&data);
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}
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//this function sends mail to old bidder
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void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPrice)
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{
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uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder,0, HIGHGUID_PLAYER);
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Player *oldBidder = objmgr.GetPlayer(oldBidder_guid);
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uint32 oldBidder_accId = 0;
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if(!oldBidder)
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oldBidder_accId = objmgr.GetPlayerAccountIdByGUID(oldBidder_guid);
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// old bidder exist
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if(oldBidder || oldBidder_accId)
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{
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std::ostringstream msgAuctionOutbiddedSubject;
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msgAuctionOutbiddedSubject << auction->item_template << ":0:" << AUCTION_OUTBIDDED;
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if (oldBidder)
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oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, objmgr.GetAuctionOutBid(auction->bid), auction->item_template);
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WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
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}
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}
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//this function sends mail, when auction is cancelled to old bidder
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void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction )
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{
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uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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Player *bidder = objmgr.GetPlayer(bidder_guid);
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uint32 bidder_accId = 0;
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if(!bidder)
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bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
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// bidder exist
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if(bidder || bidder_accId)
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{
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std::ostringstream msgAuctionCancelledSubject;
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msgAuctionCancelledSubject << auction->item_template << ":0:" << AUCTION_CANCELLED_TO_BIDDER;
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WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionCancelledSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
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}
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}
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//this void creates new auction and adds auction to some auctionhouse
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void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data,8+8+4+4+4);
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uint64 auctioneer, item;
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uint32 etime, bid, buyout;
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recv_data >> auctioneer >> item;
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recv_data >> bid >> buyout >> etime;
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Player *pl = GetPlayer();
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if (!item || !bid || !etime)
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return; //check for cheaters
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Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
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if (!pCreature)
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{
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sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
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return;
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}
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// client send time in minutes, convert to common used sec time
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etime *= MINUTE;
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// client understand only 3 auction time
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switch(etime)
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{
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case 1*MIN_AUCTION_TIME:
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case 2*MIN_AUCTION_TIME:
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case 4*MIN_AUCTION_TIME:
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break;
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default:
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return;
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}
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// remove fake death
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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Item *it = pl->GetItemByGuid( item );
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//do not allow to sell already auctioned items
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if(objmgr.GetAItem(GUID_LOPART(item)))
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{
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sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
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return;
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}
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// prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction)
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if(!it)
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
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return;
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}
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if(!it->CanBeTraded())
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
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return;
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}
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if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
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return;
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}
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject * mAuctions;
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mAuctions = objmgr.GetAuctionsMap( location );
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//we have to take deposit :
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uint32 deposit = objmgr.GetAuctionDeposit( location, etime, it );
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if ( pl->GetMoney() < deposit )
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
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return;
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}
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if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
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{
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sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
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GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount());
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}
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pl->ModifyMoney( -int32(deposit) );
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uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));
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AuctionEntry *AH = new AuctionEntry;
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AH->Id = objmgr.GenerateAuctionID();
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AH->auctioneer = GUID_LOPART(auctioneer);
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AH->item_guidlow = GUID_LOPART(item);
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AH->item_template = it->GetEntry();
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AH->owner = pl->GetGUIDLow();
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AH->startbid = bid;
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AH->bidder = 0;
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AH->bid = 0;
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AH->buyout = buyout;
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AH->time = time(NULL) + auction_time;
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AH->deposit = deposit;
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AH->location = location;
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sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in location: %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, location);
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mAuctions->AddAuction(AH);
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objmgr.AddAItem(it);
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pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);
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CharacterDatabase.BeginTransaction();
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it->DeleteFromInventoryDB();
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it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone
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CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) "
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"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')",
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AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
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pl->SaveInventoryAndGoldToDB();
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CharacterDatabase.CommitTransaction();
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SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK);
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}
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//this function is called when client bids or buys out auction
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void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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{
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CHECK_PACKET_SIZE(recv_data,8+4+4);
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uint64 auctioneer;
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uint32 auctionId;
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uint32 price;
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recv_data >> auctioneer;
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recv_data >> auctionId >> price;
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if (!auctionId || !price)
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return; //check for cheaters
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Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
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if (!pCreature)
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{
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sLog.outDebug( "WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
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return;
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}
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// remove fake death
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
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AuctionHouseObject * mAuctions;
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mAuctions = objmgr.GetAuctionsMap( location );
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AuctionEntry *auction = mAuctions->GetAuction(auctionId);
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Player *pl = GetPlayer();
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if( !auction || auction->owner == pl->GetGUIDLow() )
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{
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//you cannot bid your own auction:
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SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR );
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return;
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}
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// impossible have online own another character (use this for speedup check in case online owner)
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Player* auction_owner = objmgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER));
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if( !auction_owner && objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == pl->GetSession()->GetAccountId())
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{
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//you cannot bid your another character auction:
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SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR );
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return;
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}
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// cheating
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if(price <= auction->bid)
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return;
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// price too low for next bid if not buyout
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if ((price < auction->buyout || auction->buyout == 0) &&
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price < auction->bid + objmgr.GetAuctionOutBid(auction->bid))
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{
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//auction has already higher bid, client tests it!
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return;
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}
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if (price > pl->GetMoney())
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{
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//you don't have enought money!, client tests!
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//SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???);
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return;
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}
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if ((price < auction->buyout) || (auction->buyout == 0))
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{
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if (auction->bidder > 0)
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{
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if ( auction->bidder == pl->GetGUIDLow() )
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{
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pl->ModifyMoney( -int32(price - auction->bid));
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}
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else
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{
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// mail to last bidder and return money
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SendAuctionOutbiddedMail( auction , price );
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pl->ModifyMoney( -int32(price) );
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}
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}
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else
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{
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pl->ModifyMoney( -int32(price) );
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}
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auction->bidder = pl->GetGUIDLow();
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auction->bid = price;
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// after this update we should save player's money ...
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CharacterDatabase.PExecute("UPDATE auctionhouse SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id);
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SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK, 0 );
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}
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else
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{
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//buyout:
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if (pl->GetGUIDLow() == auction->bidder )
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{
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pl->ModifyMoney(-int32(auction->buyout - auction->bid));
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}
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else
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{
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pl->ModifyMoney(-int32(auction->buyout));
|
||||
if ( auction->bidder ) //buyout for bidded auction ..
|
||||
{
|
||||
SendAuctionOutbiddedMail( auction, auction->buyout );
|
||||
}
|
||||
}
|
||||
auction->bidder = pl->GetGUIDLow();
|
||||
auction->bid = auction->buyout;
|
||||
|
||||
objmgr.SendAuctionSalePendingMail( auction );
|
||||
objmgr.SendAuctionSuccessfulMail( auction );
|
||||
objmgr.SendAuctionWonMail( auction );
|
||||
|
||||
SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK);
|
||||
|
||||
objmgr.RemoveAItem(auction->item_guidlow);
|
||||
mAuctions->RemoveAuction(auction->Id);
|
||||
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id);
|
||||
|
||||
delete auction;
|
||||
}
|
||||
CharacterDatabase.BeginTransaction();
|
||||
pl->SaveInventoryAndGoldToDB();
|
||||
CharacterDatabase.CommitTransaction();
|
||||
}
|
||||
|
||||
//this void is called when auction_owner cancels his auction
|
||||
void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
|
||||
{
|
||||
CHECK_PACKET_SIZE(recv_data,8+4);
|
||||
|
||||
uint64 auctioneer;
|
||||
uint32 auctionId;
|
||||
recv_data >> auctioneer;
|
||||
recv_data >> auctionId;
|
||||
//sLog.outDebug( "Cancel AUCTION AuctionID: %u", auctionId);
|
||||
|
||||
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
|
||||
if (!pCreature)
|
||||
{
|
||||
sLog.outDebug( "WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
|
||||
return;
|
||||
}
|
||||
|
||||
// remove fake death
|
||||
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
|
||||
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
|
||||
|
||||
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
|
||||
|
||||
AuctionHouseObject * mAuctions;
|
||||
mAuctions = objmgr.GetAuctionsMap( location );
|
||||
|
||||
AuctionEntry *auction = mAuctions->GetAuction(auctionId);
|
||||
Player *pl = GetPlayer();
|
||||
|
||||
if (auction && auction->owner == pl->GetGUIDLow())
|
||||
{
|
||||
Item *pItem = objmgr.GetAItem(auction->item_guidlow);
|
||||
if (pItem)
|
||||
{
|
||||
if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
|
||||
{
|
||||
uint32 auctionCut = objmgr.GetAuctionCut( auction->location, auction->bid);
|
||||
if ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed
|
||||
return;
|
||||
//some auctionBidderNotification would be needed, but don't know that parts..
|
||||
SendAuctionCancelledToBidderMail( auction );
|
||||
pl->ModifyMoney( -int32(auctionCut) );
|
||||
}
|
||||
// Return the item by mail
|
||||
std::ostringstream msgAuctionCanceledOwner;
|
||||
msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED;
|
||||
|
||||
MailItemsInfo mi;
|
||||
mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
|
||||
|
||||
// item will deleted or added to received mail list
|
||||
WorldSession::SendMailTo(pl, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, pl->GetGUIDLow(), msgAuctionCanceledOwner.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
sLog.outError("Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow);
|
||||
SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR );
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR );
|
||||
//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 );
|
||||
return;
|
||||
}
|
||||
|
||||
//inform player, that auction is removed
|
||||
SendAuctionCommandResult( auction->Id, AUCTION_CANCEL, AUCTION_OK );
|
||||
// Now remove the auction
|
||||
CharacterDatabase.BeginTransaction();
|
||||
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id);
|
||||
pl->SaveInventoryAndGoldToDB();
|
||||
CharacterDatabase.CommitTransaction();
|
||||
objmgr.RemoveAItem( auction->item_guidlow );
|
||||
mAuctions->RemoveAuction( auction->Id );
|
||||
delete auction;
|
||||
}
|
||||
|
||||
//called when player lists his bids
|
||||
void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
|
||||
{
|
||||
CHECK_PACKET_SIZE(recv_data,8+4+4);
|
||||
|
||||
uint64 guid; //NPC guid
|
||||
uint32 listfrom; //page of auctions
|
||||
uint32 outbiddedCount; //count of outbidded auctions
|
||||
|
||||
recv_data >> guid;
|
||||
recv_data >> listfrom; // not used in fact (this list not have page control in client)
|
||||
recv_data >> outbiddedCount;
|
||||
if (recv_data.size() != (16 + outbiddedCount * 4 ))
|
||||
{
|
||||
sLog.outError("Client sent bad opcode!!! with count: %u and size : %d (mustbe: %d", outbiddedCount, recv_data.size(),(16 + outbiddedCount * 4 ));
|
||||
outbiddedCount = 0;
|
||||
}
|
||||
|
||||
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER);
|
||||
if (!pCreature)
|
||||
{
|
||||
sLog.outDebug( "WORLD: HandleAuctionListBidderItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
|
||||
return;
|
||||
}
|
||||
|
||||
// remove fake death
|
||||
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
|
||||
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
|
||||
|
||||
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
|
||||
AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location );
|
||||
|
||||
WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) );
|
||||
Player *pl = GetPlayer();
|
||||
data << (uint32) 0; //add 0 as count
|
||||
uint32 count = 0;
|
||||
uint32 totalcount = 0;
|
||||
while ( outbiddedCount > 0) //add all data, which client requires
|
||||
{
|
||||
--outbiddedCount;
|
||||
uint32 outbiddedAuctionId;
|
||||
recv_data >> outbiddedAuctionId;
|
||||
AuctionEntry * auction = mAuctions->GetAuction( outbiddedAuctionId );
|
||||
if ( auction && SendAuctionInfo(data, auction))
|
||||
{
|
||||
++totalcount;
|
||||
++count;
|
||||
}
|
||||
}
|
||||
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
|
||||
{
|
||||
AuctionEntry *Aentry = itr->second;
|
||||
if( Aentry && Aentry->bidder == pl->GetGUIDLow() )
|
||||
{
|
||||
if (SendAuctionInfo(data, itr->second))
|
||||
++count;
|
||||
++totalcount;
|
||||
}
|
||||
}
|
||||
data.put<uint32>( 0, count ); // add count to placeholder
|
||||
data << totalcount;
|
||||
data << (uint32)300; //unk 2.3.0
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
//this void sends player info about his auctions
|
||||
void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
|
||||
{
|
||||
CHECK_PACKET_SIZE(recv_data,8+4);
|
||||
|
||||
uint32 listfrom;
|
||||
uint64 guid;
|
||||
|
||||
recv_data >> guid;
|
||||
recv_data >> listfrom; // not used in fact (this list not have page control in client)
|
||||
|
||||
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER);
|
||||
if (!pCreature)
|
||||
{
|
||||
sLog.outDebug( "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
|
||||
return;
|
||||
}
|
||||
|
||||
// remove fake death
|
||||
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
|
||||
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
|
||||
|
||||
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
|
||||
|
||||
AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location );
|
||||
|
||||
WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) );
|
||||
data << (uint32) 0; // amount place holder
|
||||
|
||||
uint32 count = 0;
|
||||
uint32 totalcount = 0;
|
||||
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
|
||||
{
|
||||
AuctionEntry *Aentry = itr->second;
|
||||
if( Aentry && Aentry->owner == _player->GetGUIDLow() )
|
||||
{
|
||||
if(SendAuctionInfo(data, itr->second))
|
||||
++count;
|
||||
++totalcount;
|
||||
}
|
||||
}
|
||||
data.put<uint32>(0, count);
|
||||
data << (uint32) totalcount;
|
||||
data << (uint32) 0;
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
//this void is called when player clicks on search button
|
||||
void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
|
||||
{
|
||||
CHECK_PACKET_SIZE(recv_data,8+4+1+1+1+4+4+4+4+1);
|
||||
|
||||
std::string searchedname;
|
||||
uint8 levelmin, levelmax, usable;
|
||||
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
|
||||
uint64 guid;
|
||||
|
||||
recv_data >> guid;
|
||||
recv_data >> listfrom; // start, used for page control listing by 50 elements
|
||||
recv_data >> searchedname;
|
||||
|
||||
// recheck with known string size
|
||||
CHECK_PACKET_SIZE(recv_data,8+4+(searchedname.size()+1)+1+1+4+4+4+4+1);
|
||||
|
||||
recv_data >> levelmin >> levelmax;
|
||||
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory;
|
||||
recv_data >> quality >> usable;
|
||||
|
||||
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER);
|
||||
if (!pCreature)
|
||||
{
|
||||
sLog.outDebug( "WORLD: HandleAuctionListItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
|
||||
return;
|
||||
}
|
||||
|
||||
// remove fake death
|
||||
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
|
||||
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
|
||||
|
||||
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
|
||||
AuctionHouseObject * mAuctions = objmgr.GetAuctionsMap( location );
|
||||
|
||||
//sLog.outDebug("Auctionhouse search guid: " I64FMTD ", list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", guid, listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
|
||||
|
||||
WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) );
|
||||
uint32 count = 0;
|
||||
uint32 totalcount = 0;
|
||||
data << (uint32) 0;
|
||||
|
||||
// converting string that we try to find to lower case
|
||||
std::wstring wsearchedname;
|
||||
if(!Utf8toWStr(searchedname,wsearchedname))
|
||||
return;
|
||||
|
||||
wstrToLower(wsearchedname);
|
||||
|
||||
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
|
||||
{
|
||||
AuctionEntry *Aentry = itr->second;
|
||||
Item *item = objmgr.GetAItem(Aentry->item_guidlow);
|
||||
if( item )
|
||||
{
|
||||
ItemPrototype const *proto = item->GetProto();
|
||||
if( proto )
|
||||
{
|
||||
if( auctionMainCategory == (0xffffffff) || proto->Class == auctionMainCategory )
|
||||
{
|
||||
if( auctionSubCategory == (0xffffffff) || proto->SubClass == auctionSubCategory )
|
||||
{
|
||||
if( auctionSlotID == (0xffffffff) || proto->InventoryType == auctionSlotID )
|
||||
{
|
||||
if( quality == (0xffffffff) || proto->Quality == quality )
|
||||
{
|
||||
if( usable == (0x00) || _player->CanUseItem( item ) == EQUIP_ERR_OK )
|
||||
{
|
||||
if( ( levelmin == (0x00) || proto->RequiredLevel >= levelmin ) && ( levelmax == (0x00) || proto->RequiredLevel <= levelmax ) )
|
||||
{
|
||||
std::string name = proto->Name1;
|
||||
|
||||
// local name
|
||||
int loc_idx = GetSessionDbLocaleIndex();
|
||||
if ( loc_idx >= 0 )
|
||||
{
|
||||
ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
|
||||
if (il)
|
||||
{
|
||||
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
|
||||
name = il->Name[loc_idx];
|
||||
}
|
||||
}
|
||||
|
||||
if(name.empty())
|
||||
continue;
|
||||
|
||||
if( wsearchedname.empty() || Utf8FitTo(name, wsearchedname) )
|
||||
{
|
||||
if ((count < 50) && (totalcount >= listfrom))
|
||||
{
|
||||
++count;
|
||||
SendAuctionInfo( data, Aentry);
|
||||
}
|
||||
++totalcount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
data.put<uint32>(0, count);
|
||||
data << (uint32) totalcount;
|
||||
data << (uint32) 300; // unk 2.3.0 const?
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
void WorldSession::HandleAuctionListPendingSales( WorldPacket & recv_data )
|
||||
{
|
||||
sLog.outDebug("CMSG_AUCTION_LIST_PENDING_SALES");
|
||||
recv_data.hexlike();
|
||||
|
||||
uint32 count = 0;
|
||||
|
||||
WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4);
|
||||
data << uint32(count); // count
|
||||
/*for(uint32 i = 0; i < count; ++i)
|
||||
{
|
||||
data << ""; // string
|
||||
data << ""; // string
|
||||
data << uint32(0);
|
||||
data << uint32(0);
|
||||
data << float(0);
|
||||
}*/
|
||||
SendPacket(&data);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue