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Core/AuctionHouse: Calculate deposit taken for item(s) being auctioned properly + pick up correct number of items being auctioned (Thanks to Paradox)
Comment issue 4958 Added and pending further testing. Also need testing for issue 3681 (related to AH packetsize?). Closes issue 4089. Closes issue 4919. --HG-- branch : trunk
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@@ -63,28 +63,19 @@ AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
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return &mNeutralAuctions;
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}
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem, uint32 count)
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{
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uint32 MSV = pItem->GetProto()->SellPrice;
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int32 deposit;
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uint32 timeHr = (((time / 60) / 60) / 12);
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if (MSV > 0)
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deposit = (int32)floor((double)MSV * (((double)(entry->depositPercent * 3) / 100.0f * (double)sWorld.getRate(RATE_AUCTION_DEPOSIT) * (double)pItem->GetCount()))) * timeHr;
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else
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deposit = 0;
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sLog.outDebug("Sellprice: %u / Depositpercent: %f / AT1: %u / AT2: %u / AT3: %u / Count: %u", MSV, ((double)entry->depositPercent / 100.0f), time, MIN_AUCTION_TIME, timeHr, pItem->GetCount() );
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if (deposit > 0)
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{
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sLog.outDebug("Deposit: %u", deposit);
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return deposit;
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}
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else
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{
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sLog.outDebug("Deposit: 0");
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if (MSV <= 0)
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return 0;
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}
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uint32 timeHr = (((time / 60) / 60) /12);
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float multiplier = (float)(entry->depositPercent * 3) / 100.0f;
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uint32 deposit = ((uint32)((float)MSV * multiplier * (float)count)/3) * 3 * timeHr;
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sLog.outDebug("MSV: %u", MSV);
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sLog.outDebug("Items: %u", count);
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sLog.outDebug("Multiplier: %f", multiplier);
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sLog.outDebug("Deposit: %u", deposit);
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return deposit;
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}
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//does not clear ram
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@@ -147,7 +147,7 @@ class AuctionHouseMgr
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void SendAuctionOutbiddedMail(AuctionEntry * auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans);
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void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem, uint32 count);
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static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
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public:
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@@ -115,11 +115,11 @@ void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
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void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
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{
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uint64 auctioneer, item;
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uint32 etime, bid, buyout;
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uint32 etime, bid, buyout, count;
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recv_data >> auctioneer;
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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>(); // unk 3.2.2, const 1?
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recv_data >> count; // 3.2.2, number of items being auctioned
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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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@@ -201,7 +201,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(pCreature->getFaction());
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//we have to take deposit :
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uint32 deposit = sAuctionMgr.GetAuctionDeposit(auctionHouseEntry, etime, it);
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uint32 deposit = sAuctionMgr.GetAuctionDeposit(auctionHouseEntry, etime, it, count);
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if (!pl->HasEnoughMoney(deposit))
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
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@@ -211,7 +211,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
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if (GetSecurity() > SEC_PLAYER && sWorld.getBoolConfig(CONFIG_GM_LOG_TRADE))
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{
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sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
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GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount());
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GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),count);
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}
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pl->ModifyMoney(-int32(deposit));
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