server/src/game/AuctionHouseHandler.cpp
VladimirMangos 231c6d77ce [10969] Some cleanups in MailDraft API
* Use Set* names for cases when function replace old value by new (instead Add*)
* Prevent hidden MailDraft copy create becase if draft have items its can't be just shared
  and need preoprtly cloned, but item close is high price operation (guid use, DB tiuched and etc)
  So this must be explictly operation. In next commits will be added clone function for this.
* Some MailDraft overwrite by assign cases rewrited to more clean way.
2011-01-06 02:11:21 +03:00

689 lines
25 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(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError )
{
WorldPacket data( SMSG_AUCTION_COMMAND_RESULT, 16 );
data << uint32(auctionId);
data << uint32(Action);
data << uint32(ErrorCode);
if ( !ErrorCode && Action )
data << uint32(bidError); // when bid, then send 0, once...
SendPacket(&data);
}
// this function sends notification, if bidder is online
void WorldSession::SendAuctionBidderNotification( uint32 location, uint32 auctionId, ObjectGuid bidderGuid, uint32 bidSum, uint32 diff, uint32 item_template)
{
WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4));
data << uint32(location);
data << uint32(auctionId);
data << bidderGuid;
data << uint32(bidSum);
data << uint32(diff);
data << uint32(item_template);
data << uint32(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);
data << uint32(0); // unk
data << uint32(0); // unk
data << uint32(0); // unk
data << uint32(auction->item_template);
data << uint32(0); // unk
SendPacket(&data);
}
// this function sends mail to old bidder
void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPrice)
{
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->item_template << ":0:" << AUCTION_OUTBIDDED << ":0:0";
if (oldBidder)
oldBidder->GetSession()->SendAuctionBidderNotification(
auction->GetHouseId(), auction->Id, _player->GetObjectGuid(),
newPrice, auction->GetAuctionOutBid(), auction->item_template);
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->item_template << ":0:" << AUCTION_CANCELLED_TO_BIDDER << ":0:0";
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;
ObjectGuid itemGuid;
uint32 etime, bid, buyout;
recv_data >> auctioneerGuid;
recv_data.read_skip<uint32>(); // const 1?
recv_data >> itemGuid;
recv_data.read_skip<uint32>(); // stack size
recv_data >> bid;
recv_data >> buyout;
recv_data >> etime;
if (itemGuid.IsEmpty() || !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);
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(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if(!it)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
return;
}
if(!it->CanBeTraded())
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
//we have to take deposit :
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it );
if ( pl->GetMoney() < deposit )
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
return;
}
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());
}
pl->ModifyMoney( -int32(deposit) );
uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
AuctionEntry *AH = new AuctionEntry;
AH->Id = sObjectMgr.GenerateAuctionID();
AH->item_guidlow = itemGuid.GetCounter();
AH->item_template = it->GetEntry();
AH->owner = pl->GetGUIDLow();
AH->startbid = bid;
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->expire_time = time(NULL) + auction_time;
AH->deposit = deposit;
AH->auctionHouseEntry = auctionHouseEntry;
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, auction_time, AH->GetHouseId());
auctionHouse->AddAuction(AH);
sAuctionMgr.AddAItem(it);
pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);
CharacterDatabase.BeginTransaction();
it->DeleteFromInventoryDB();
it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone
AH->SaveToDB();
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, 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( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR );
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 && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId())
{
// you cannot bid your another character auction:
SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR );
return;
}
// cheating
if(price <= auction->bid || price < auction->startbid)
return;
// price too low for next bid if not buyout
if ((price < auction->buyout || auction->buyout == 0) &&
price < auction->bid + auction->GetAuctionOutBid())
{
// auction has already higher bid, client tests it!
return;
}
if (price > pl->GetMoney())
{
// you don't have enough money!, client tests!
// SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???);
return;
}
if ((price < auction->buyout) || (auction->buyout == 0))
{
if (auction->bidder > 0)
{
if ( auction->bidder == pl->GetGUIDLow() )
{
pl->ModifyMoney( -int32(price - auction->bid));
}
else
{
// mail to last bidder and return money
SendAuctionOutbiddedMail( auction , price );
pl->ModifyMoney( -int32(price) );
}
}
else
{
pl->ModifyMoney( -int32(price) );
}
auction->bidder = pl->GetGUIDLow();
auction->bid = price;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
// after this update we should save player's money ...
CharacterDatabase.PExecute("UPDATE auction SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id);
SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK, 0 );
}
else
{
// buyout:
if (pl->GetGUIDLow() == auction->bidder )
{
pl->ModifyMoney(-int32(auction->buyout - auction->bid));
}
else
{
pl->ModifyMoney(-int32(auction->buyout));
if ( auction->bidder ) // buyout for bidded auction ..
{
SendAuctionOutbiddedMail( auction, auction->buyout );
}
}
auction->bidder = pl->GetGUIDLow();
auction->bid = auction->buyout;
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
sAuctionMgr.SendAuctionSalePendingMail( auction );
sAuctionMgr.SendAuctionSuccessfulMail( auction );
sAuctionMgr.SendAuctionWonMail( auction );
SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK);
sAuctionMgr.RemoveAItem(auction->item_guidlow);
auctionHouse->RemoveAuction(auction->Id);
auction->DeleteFromDB();
delete auction;
}
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())
{
Item *pItem = sAuctionMgr.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 = auction->GetAuctionCut();
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 << ":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 %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);
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);
}