server/src/game/AuctionHouseHandler.cpp
VladimirMangos 0daf12a348 [11703] Proper way create items in Item::CreateItem/CloneItem for items not for inventory
Old code way work not allow create item without providing targeting player.
In result creating item that will not placed to inventory required additional hacks
for undo redundent links to player structures.
2011-07-02 01:08:01 +04:00

776 lines
28 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "Player.h"
#include "UpdateMask.h"
#include "AuctionHouseMgr.h"
#include "Mail.h"
#include "Util.h"
#include "Chat.h"
// please DO NOT use iterator++, because it is slower than ++iterator!!!
// post-incrementation is always slower than pre-incrementation !
// void called when player click on auctioneer npc
void WorldSession::HandleAuctionHelloOpcode(WorldPacket & recv_data)
{
ObjectGuid auctioneerGuid; // NPC guid
recv_data >> auctioneerGuid;
Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(auctioneerGuid, UNIT_NPC_FLAG_AUCTIONEER);
if (!unit)
{
DEBUG_LOG("WORLD: HandleAuctionHelloOpcode - %s not found or you can't interact with him.", auctioneerGuid.GetString().c_str());
return;
}
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
SendAuctionHello(unit);
}
// this void causes that auction window is opened
void WorldSession::SendAuctionHello(Unit* unit)
{
// always return pointer
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit);
WorldPacket data(MSG_AUCTION_HELLO, 12);
data << unit->GetObjectGuid();
data << uint32(ahEntry->houseId);
data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
SendPacket(&data);
}
// call this method when player bids, creates, or deletes auction
void WorldSession::SendAuctionCommandResult(AuctionEntry *auc, AuctionAction Action, AuctionError ErrorCode, InventoryResult invError)
{
WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16);
data << uint32(auc ? auc->Id : 0);
data << uint32(Action);
data << uint32(ErrorCode);
switch (ErrorCode)
{
case AUCTION_OK:
if (Action == AUCTION_BID_PLACED)
data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid?
break;
case AUCTION_ERR_INVENTORY:
data << uint32(invError);
break;
case AUCTION_ERR_HIGHER_BID:
data << ObjectGuid(HIGHGUID_PLAYER,auc->bidder);// new bidder guid
data << uint32(auc->bid); // new bid
data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid?
break;
default:
break;
}
SendPacket(&data);
}
// this function sends notification, if bidder is online
void WorldSession::SendAuctionBidderNotification(AuctionEntry* auction)
{
WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4));
data << uint32(auction->GetHouseId());
data << uint32(auction->Id);
data << ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
// if 0, client shows ERR_AUCTION_WON_S, else ERR_AUCTION_OUTBID_S
data << uint32(auction->moneyDeliveryTime ? 0 : auction->bid);
data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid?
data << uint32(auction->itemTemplate);
Item *item = sAuctionMgr.GetAItem(auction->itemGuidLow);
uint32 randomId = item ? item->GetItemRandomPropertyId() : 0;
data << uint32(randomId); // random property (value > 0) or suffix (value < 0)
SendPacket(&data);
}
// this void causes on client to display: "Your auction sold"
void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
{
WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, (7*4));
data << uint32(auction->Id);
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();
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
// if guid!=0, client updates auctions with new bid, outbid and bidderGuid, else it shows error messages as described above
data << guid; // bidder guid
data << uint32(auction->itemTemplate); // item entry
Item *item = sAuctionMgr.GetAItem(auction->itemGuidLow);
uint32 randomId = item ? item->GetItemRandomPropertyId() : 0;
data << uint32(randomId); // random property (value > 0) or suffix (value < 0)
float timeLeft = float(auction->moneyDeliveryTime - time(NULL)) / float(DAY);
data << float(timeLeft); // time till money arrive? only used if bid != 0
SendPacket(&data);
}
// shows ERR_AUCTION_REMOVED_S
void WorldSession::SendAuctionRemovedNotification(AuctionEntry* auction)
{
WorldPacket data(SMSG_AUCTION_REMOVED_NOTIFICATION, (3*4));
data << uint32(auction->Id);
data << uint32(auction->itemTemplate);
Item *item = sAuctionMgr.GetAItem(auction->itemGuidLow);
uint32 randomId = item ? item->GetItemRandomPropertyId() : 0;
data << uint32(randomId); // random property (value > 0) or suffix (value < 0)
SendPacket(&data);
}
// this function sends mail to old bidder
void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
{
ObjectGuid oldBidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
Player *oldBidder = sObjectMgr.GetPlayer(oldBidder_guid);
uint32 oldBidder_accId = 0;
if(!oldBidder)
oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid);
// old bidder exist
if (oldBidder || oldBidder_accId)
{
std::ostringstream msgAuctionOutbiddedSubject;
msgAuctionOutbiddedSubject << auction->itemTemplate << ":0:" << AUCTION_OUTBIDDED << ":0:0";
if (oldBidder)
oldBidder->GetSession()->SendAuctionBidderNotification(auction);
MailDraft(msgAuctionOutbiddedSubject.str(), "") // TODO: fix body
.SetMoney(auction->bid)
.SendMailTo(MailReceiver(oldBidder, oldBidder_guid), auction, MAIL_CHECK_MASK_COPIED);
}
}
// this function sends mail, when auction is cancelled to old bidder
void WorldSession::SendAuctionCancelledToBidderMail(AuctionEntry* auction)
{
ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
uint32 bidder_accId = 0;
if (!bidder)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
// bidder exist
if (bidder || bidder_accId)
{
std::ostringstream msgAuctionCancelledSubject;
msgAuctionCancelledSubject << auction->itemTemplate << ":0:" << AUCTION_CANCELLED_TO_BIDDER << ":0:0";
if (bidder)
bidder->GetSession()->SendAuctionRemovedNotification(auction);
MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body
.SetMoney(auction->bid)
.SendMailTo(MailReceiver(bidder, bidder_guid), auction, MAIL_CHECK_MASK_COPIED);
}
}
AuctionHouseEntry const* WorldSession::GetCheckedAuctionHouseForAuctioneer(ObjectGuid guid)
{
Unit* auctioneer = NULL;
// GM case
if (guid == GetPlayer()->GetObjectGuid())
{
// command case will return only if player have real access to command
// using special access modes (1,-1) done at mode set in command, so not need recheck
if (GetPlayer()->GetAuctionAccessMode()==0 && !ChatHandler(GetPlayer()).FindCommand("auction"))
{
DEBUG_LOG("%s attempt open auction in cheating way.", guid.GetString().c_str());
return NULL;
}
auctioneer = GetPlayer();
}
// auctioneer case
else
{
auctioneer = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!auctioneer)
{
DEBUG_LOG("Auctioneer %s accessed in cheating way.", guid.GetString().c_str());
return NULL;
}
}
// always return pointer
return AuctionHouseMgr::GetAuctionHouseEntry(auctioneer);
}
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionSellItem");
ObjectGuid auctioneerGuid;
uint32 etime, bid, buyout, itemCount;
std::vector<ObjectGuid> guids;
std::vector<uint32> stackSizes;
recv_data >> auctioneerGuid;
recv_data >> itemCount;
if (itemCount > MAX_BAG_SIZE * 5)
{
recv_data.rpos(recv_data.wpos()); // should not happen
return;
}
guids.resize(itemCount);
stackSizes.resize(itemCount);
for (uint32 i = 0; i < itemCount; ++i)
{
recv_data >> guids[i]; // item guid
recv_data >> stackSizes[i]; // stack size
}
recv_data >> bid;
recv_data >> buyout;
recv_data >> etime;
if (!bid || !etime)
return; // check for cheaters
Player *pl = GetPlayer();
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// client send time in minutes, convert to common used sec time
etime *= MINUTE;
// client understand only 3 auction time
switch (etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
for (uint32 i = 0; i < itemCount; ++i)
{
ObjectGuid itemGuid = guids[i];
if (!itemGuid)
continue;
uint32 stackSize = stackSizes[i];
Item *it = pl->GetItemByGuid(itemGuid);
// do not allow to sell already auctioned items
if (sAuctionMgr.GetAItem(itemGuid.GetCounter()))
{
sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str());
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if (!it)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue;
}
if (!it->CanBeTraded())
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue;
}
if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue;
}
// check money for deposit
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
if (pl->GetMoney() < deposit)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
continue;
}
if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
}
if (stackSize == 0)
stackSize = 1;
if (stackSize > it->GetMaxStackCount()) // too big stack size
stackSize = it->GetMaxStackCount();
if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items
continue;
Item *newItem = it->CloneItem(stackSize);
pl->DestroyItemCount(it, stackSize, true);
pl->ModifyMoney(-int32(deposit));
AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl);
DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId);
SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK);
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
}
// this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionPlaceBid");
ObjectGuid auctioneerGuid;
uint32 auctionId;
uint32 price;
recv_data >> auctioneerGuid;
recv_data >> auctionId >> price;
if (!auctionId || !price)
return; // check for cheaters
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
Player *pl = GetPlayer();
if (!auction || auction->owner == pl->GetGUIDLow())
{
// you cannot bid your own auction:
SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
return;
}
ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
// impossible have online own another character (use this for speedup check in case online owner)
Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid);
if (!auction_owner && ownerGuid && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId())
{
// you cannot bid your another character auction:
SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
return;
}
// cheating
if (price < auction->startbid)
return;
// cheating or client lags
if (price <= auction->bid)
{
// client test but possible in result lags
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_HIGHER_BID);
return;
}
// price too low for next bid if not buyout
if ((price < auction->buyout || auction->buyout == 0) &&
price < auction->bid + auction->GetAuctionOutBid())
{
// client test but possible in result lags
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_BID_INCREMENT);
return;
}
if (price > pl->GetMoney())
{
// you don't have enough money!, client tests!
// SendAuctionCommandResult(auction->auctionId, AUCTION_ERR_INVENTORY, EQUIP_ERR_NOT_ENOUGH_MONEY);
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;
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);
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
}
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;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
auction->moneyDeliveryTime = time(NULL) + HOUR;
sAuctionMgr.SendAuctionWonMail(auction);
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
CharacterDatabase.PExecute("UPDATE auction SET moneyTime = '" UI64FMTD "', buyguid = '%u', lastbid = '%u' WHERE id = '%u'", (uint64)auction->moneyDeliveryTime, auction->bidder, auction->bid, auction->Id);
}
CharacterDatabase.BeginTransaction();
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
}
// this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionRemoveItem");
ObjectGuid auctioneerGuid;
uint32 auctionId;
recv_data >> auctioneerGuid;
recv_data >> auctionId;
//DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId);
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
Player *pl = GetPlayer();
if (!auction || auction->owner != pl->GetGUIDLow())
{
SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE);
sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId);
return;
}
Item *pItem = sAuctionMgr.GetAItem(auction->itemGuidLow);
if (!pItem)
{
sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->itemGuidLow);
SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
return;
}
if (auction->bidder > 0) // If we have a bidder, 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;
SendAuctionCancelledToBidderMail(auction);
pl->ModifyMoney(-int32(auctionCut));
}
// Return the item by mail
std::ostringstream msgAuctionCanceledOwner;
msgAuctionCanceledOwner << auction->itemTemplate << ":0:" << AUCTION_CANCELED << ":0:0";
// item will deleted or added to received mail list
MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body
.AddItem(pItem)
.SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED);
// inform player, that auction is removed
SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK);
// Now remove the auction
CharacterDatabase.BeginTransaction();
auction->DeleteFromDB();
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
sAuctionMgr.RemoveAItem(auction->itemGuidLow);
auctionHouse->RemoveAuction(auction->Id);
delete auction;
}
// called when player lists his bids
void WorldSession::HandleAuctionListBidderItems(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListBidderItems");
ObjectGuid auctioneerGuid; // NPC guid
uint32 listfrom; // page of auctions
uint32 outbiddedCount; // count of outbidded auctions
recv_data >> auctioneerGuid;
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 : %u (must be: %u)", outbiddedCount, (uint32)recv_data.size(), (16 + outbiddedCount * 4));
outbiddedCount = 0;
}
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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 = auctionHouse->GetAuction(outbiddedAuctionId);
if (auction && auction->BuildAuctionInfo(data))
{
++totalcount;
++count;
}
}
auctionHouse->BuildListBidderItems(data, pl, count, totalcount);
data.put<uint32>(0, count); // add count to placeholder
data << uint32(totalcount);
data << uint32(300); // unk 2.3.0 delay for next isFull request?
SendPacket(&data);
}
// this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListOwnerItems");
ObjectGuid auctioneerGuid;
uint32 listfrom;
recv_data >> auctioneerGuid;
recv_data >> listfrom; // not used in fact (this list not have page control in client)
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4));
data << uint32(0); // amount place holder
uint32 count = 0;
uint32 totalcount = 0;
auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next isFull request?
SendPacket(&data);
}
// this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListItems");
ObjectGuid auctioneerGuid;
std::string searchedname;
uint8 levelmin, levelmax, usable, isFull, sortCount;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
recv_data >> auctioneerGuid;
recv_data >> listfrom; // start, used for page control listing by 50 elements
recv_data >> searchedname;
recv_data >> levelmin >> levelmax;
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality;
recv_data >> usable >> isFull >> sortCount;
if (sortCount >= MAX_AUCTION_SORT)
return;
uint8 Sort[MAX_AUCTION_SORT];
memset(Sort, MAX_AUCTION_SORT, MAX_AUCTION_SORT);
// auction columns sorting
for (uint32 i = 0; i < sortCount; ++i)
{
uint8 column, reversed;
recv_data >> column;
if (column >= MAX_AUCTION_SORT)
return;
recv_data >> reversed;
Sort[i] = (reversed > 0) ? (column |= AUCTION_SORT_REVERSED) : column;
}
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// Sort
AuctionHouseObject::AuctionEntryMap *aucs = auctionHouse->GetAuctions();
std::list<AuctionEntry*> auctions;
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs->begin(); itr != aucs->end(); ++itr)
auctions.push_back(itr->second);
AuctionSorter sorter(Sort, GetPlayer());
auctions.sort(sorter);
// remove fake death
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
//DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// auctioneerGuid.GetString().c_str(), 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);
BuildListAuctionItems(auctions, data, wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount, isFull);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next isFull request?
SendPacket(&data);
}
void WorldSession::HandleAuctionListPendingSales(WorldPacket & recv_data)
{
DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES");
ObjectGuid auctioneerGuid;
recv_data >> auctioneerGuid; // auctioneer guid
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
uint32 count = 0;
WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4);
data << uint32(count); // count
auctionHouse->BuildListPendingSales(data, _player, count);
data.put<uint32>(0, count);
SendPacket(&data);
}