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AuctionHouseHandler.cpp
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AuctionHouseHandler.cpp
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/*
* This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
*
* 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);
data << int32(auction->itemRandomPropertyId);
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 bidder_guid = ObjectGuid();
if (!auction->moneyDeliveryTime) // not sold yet
bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
// bidder==0 and moneyDeliveryTime==0 for expired auctions, and client shows error messages as described above
// if bidder!=0 client updates auctions with new bid, outbid and bidderGuid
data << bidder_guid; // bidder guid
data << uint32(auction->itemTemplate); // item entry
data << uint32(auction->itemRandomPropertyId);
float timeLeft = float(auction->moneyDeliveryTime - time(nullptr)) / 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);
data << uint32(auction->itemRandomPropertyId);
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 << ":" << auction->itemRandomPropertyId << ":" << AUCTION_OUTBIDDED << ":" << auction->Id << ":" << auction->itemCount;
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 << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELLED_TO_BIDDER << ":" << auction->Id << ":" << auction->itemCount;
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 = nullptr;
// 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 nullptr;
}
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 nullptr;
}
}
// 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;
GuidVector 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(nullptr, 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(nullptr, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue;
}
if (!it->CanBeTraded())
{
SendAuctionCommandResult(nullptr, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue;
}
if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
{
SendAuctionCommandResult(nullptr, 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(nullptr, 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(nullptr, 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 && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId())
{
// you cannot bid your another character auction:
SendAuctionCommandResult(nullptr, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
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;
}
// cheating
if (price < auction->startbid)
return;
SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);
if (auction->UpdateBid(price, pl))
pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
else
pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
}
// 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(nullptr, AUCTION_REMOVED, AUCTION_ERR_DATABASE);
sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is nullptr", 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(nullptr, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
return;
}
if (auction->bid) // If we have a bid, we have to send him the money he paid
{
uint32 auctionCut = auction->GetAuctionCut();
if (pl->GetMoney() < auctionCut) // player doesn't have enough money, maybe message needed
return;
if (auction->bidder) // if auction have real existed bidder send mail
SendAuctionCancelledToBidderMail(auction);
pl->ModifyMoney(-int32(auctionCut));
}
// Return the item by mail
std::ostringstream msgAuctionCanceledOwner;
msgAuctionCanceledOwner << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELED << ":" << auction->Id << ":" << auction->itemCount;
// 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 const& aucs = auctionHouse->GetAuctions();
std::vector<AuctionEntry*> auctions;
auctions.reserve(aucs.size());
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs.begin(); itr != aucs.end(); ++itr)
auctions.push_back(itr->second);
AuctionSorter sorter(Sort, GetPlayer());
std::sort(auctions.begin(), auctions.end(), 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;
uint32 count = 0;
WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4);
data << uint32(count); // count
// pending list include all auction house entries for character
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
sAuctionMgr.GetAuctionsMap(AuctionHouseType(i))->BuildListPendingSales(data, _player, count);
data.put<uint32>(0, count);
SendPacket(&data);
}