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685 lines
25 KiB
C++
685 lines
25 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "ObjectGuid.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 "Mail.h"
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#include "Util.h"
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#include "Chat.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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ObjectGuid auctioneerGuid; // NPC guid
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recv_data >> auctioneerGuid;
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Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(auctioneerGuid, UNIT_NPC_FLAG_AUCTIONEER);
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if (!unit)
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{
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DEBUG_LOG("WORLD: HandleAuctionHelloOpcode - %s not found or you can't interact with him.", auctioneerGuid.GetString().c_str());
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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(unit);
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}
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// this void causes that auction window is opened
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void WorldSession::SendAuctionHello(Unit* unit)
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{
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// always return pointer
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AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit);
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WorldPacket data( MSG_AUCTION_HELLO, 12 );
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data << unit->GetObjectGuid();
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data << uint32(ahEntry->houseId);
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data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
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SendPacket(&data);
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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 << uint32(auctionId);
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data << uint32(Action);
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data << uint32(ErrorCode);
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if ( !ErrorCode && Action )
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data << uint32(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 << uint32(auction->Id);
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data << uint32(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 << uint32(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 = sObjectMgr.GetPlayer(oldBidder_guid);
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uint32 oldBidder_accId = 0;
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if(!oldBidder)
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oldBidder_accId = sObjectMgr.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 << ":0:0";
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if (oldBidder)
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oldBidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, _player->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
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MailDraft(msgAuctionOutbiddedSubject.str(), "") // TODO: fix body
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.AddMoney(auction->bid)
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.SendMailTo(MailReceiver(oldBidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
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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 = sObjectMgr.GetPlayer(bidder_guid);
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uint32 bidder_accId = 0;
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if(!bidder)
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bidder_accId = sObjectMgr.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 << ":0:0";
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MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body
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.AddMoney(auction->bid)
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.SendMailTo(MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
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}
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}
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AuctionHouseEntry const* WorldSession::GetCheckedAuctionHouseForAuctioneer(ObjectGuid guid)
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{
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Unit* auctioneer = NULL;
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// GM case
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if (guid == GetPlayer()->GetObjectGuid())
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{
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// command case will return only if player have real access to command
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// using special access modes (1,-1) done at mode set in command, so not need recheck
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if (GetPlayer()->GetAuctionAccessMode()==0 && !ChatHandler(GetPlayer()).FindCommand("auction"))
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{
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DEBUG_LOG("%s attempt open auction in cheating way.", guid.GetString().c_str());
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return NULL;
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}
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auctioneer = GetPlayer();
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}
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// auctioneer case
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else
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{
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auctioneer = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
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if (!auctioneer)
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{
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DEBUG_LOG("Auctioneeer %s accessed in cheating way.", guid.GetString().c_str());
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return NULL;
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}
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}
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// always return pointer
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return AuctionHouseMgr::GetAuctionHouseEntry(auctioneer);
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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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DEBUG_LOG("WORLD: HandleAuctionSellItem");
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ObjectGuid auctioneerGuid;
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uint64 item;
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uint32 etime, bid, buyout;
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recv_data >> auctioneerGuid;
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recv_data.read_skip<uint32>(); // const 1?
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recv_data >> item;
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recv_data.read_skip<uint32>(); // stack size
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recv_data >> bid;
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recv_data >> buyout;
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recv_data >> etime;
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if (!item || !bid || !etime)
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return; // check for cheaters
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Player *pl = GetPlayer();
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AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
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if (!auctionHouseEntry)
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return;
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// always return pointer
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
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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(sAuctionMgr.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 equipped 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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//we have to take deposit :
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uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, 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_BOOL_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.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
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AuctionEntry *AH = new AuctionEntry;
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AH->Id = sObjectMgr.GenerateAuctionID();
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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->expire_time = time(NULL) + auction_time;
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AH->deposit = deposit;
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AH->auctionHouseEntry = auctionHouseEntry;
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DETAIL_LOG("selling item %u to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
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GUID_LOPART(item), auctioneerGuid.GetString().c_str(), bid, buyout, auction_time, AH->GetHouseId());
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auctionHouse->AddAuction(AH);
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sAuctionMgr.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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AH->SaveToDB();
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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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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
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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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DEBUG_LOG("WORLD: HandleAuctionPlaceBid");
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ObjectGuid auctioneerGuid;
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uint32 auctionId;
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uint32 price;
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recv_data >> auctioneerGuid;
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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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AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
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if (!auctionHouseEntry)
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return;
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// always return pointer
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
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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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AuctionEntry *auction = auctionHouse->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 = sObjectMgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER));
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if( !auction_owner && sObjectMgr.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 || price < auction->startbid)
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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 + auction->GetAuctionOutBid())
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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 enough 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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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
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// after this update we should save player's money ...
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CharacterDatabase.PExecute("UPDATE auction 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));
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if ( auction->bidder ) // buyout for bidded auction ..
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{
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SendAuctionOutbiddedMail( auction, auction->buyout );
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}
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}
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auction->bidder = pl->GetGUIDLow();
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auction->bid = auction->buyout;
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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
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sAuctionMgr.SendAuctionSalePendingMail( auction );
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sAuctionMgr.SendAuctionSuccessfulMail( auction );
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sAuctionMgr.SendAuctionWonMail( auction );
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SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK);
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sAuctionMgr.RemoveAItem(auction->item_guidlow);
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auctionHouse->RemoveAuction(auction->Id);
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auction->DeleteFromDB();
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delete auction;
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}
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CharacterDatabase.BeginTransaction();
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pl->SaveInventoryAndGoldToDB();
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CharacterDatabase.CommitTransaction();
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}
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// this void is called when auction_owner cancels his auction
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void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
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{
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DEBUG_LOG("WORLD: HandleAuctionRemoveItem");
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ObjectGuid auctioneerGuid;
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uint32 auctionId;
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recv_data >> auctioneerGuid;
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recv_data >> auctionId;
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//DEBUG_LOG( "Cancel AUCTION AuctionID: %u", auctionId);
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AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
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if (!auctionHouseEntry)
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return;
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// always return pointer
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
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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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AuctionEntry *auction = auctionHouse->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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Item *pItem = sAuctionMgr.GetAItem(auction->item_guidlow);
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if (pItem)
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{
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if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
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{
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uint32 auctionCut = auction->GetAuctionCut();
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if ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed
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return;
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//some auctionBidderNotification would be needed, but don't know that parts..
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SendAuctionCancelledToBidderMail( auction );
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pl->ModifyMoney( -int32(auctionCut) );
|
|
}
|
|
// Return the item by mail
|
|
std::ostringstream msgAuctionCanceledOwner;
|
|
msgAuctionCanceledOwner << auction->item_template << ":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);
|
|
}
|
|
else
|
|
{
|
|
sLog.outError("Auction id: %u has nonexistent 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();
|
|
auction->DeleteFromDB();
|
|
pl->SaveInventoryAndGoldToDB();
|
|
CharacterDatabase.CommitTransaction();
|
|
sAuctionMgr.RemoveAItem( auction->item_guidlow );
|
|
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 : %lu (must be: %u)", outbiddedCount, (unsigned long)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 list 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(0); // 2.3.0 delay for next list 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;
|
|
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;
|
|
recv_data >> quality >> usable;
|
|
|
|
recv_data.read_skip(16); // unknown 16 bytes: 00 07 01 00 00 01 05 00 06 00 09 01 08 00 03 00
|
|
|
|
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);
|
|
|
|
//DEBUG_LOG("Auctionhouse search (GUID: %u TypeId: %u)", , list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
|
|
// GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(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);
|
|
|
|
auctionHouse->BuildListAuctionItems(data, _player,
|
|
wsearchedname, listfrom, levelmin, levelmax, usable,
|
|
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
|
|
count, totalcount);
|
|
|
|
data.put<uint32>(0, count);
|
|
data << uint32(totalcount);
|
|
data << uint32(300); // 2.3.0 delay for next list 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;
|
|
|
|
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);
|
|
}
|