diff options
author | Paradox iamparadox@netscape.net <none@none> | 2009-02-28 17:42:29 -0500 |
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committer | Paradox iamparadox@netscape.net <none@none> | 2009-02-28 17:42:29 -0500 |
commit | ef8d2ac0808bce13a53132908df18d4f39a81b88 (patch) | |
tree | e8e15189ce487f7858e86c06a33bb8ba8a434e77 /src/game/AuctionHouse.cpp | |
parent | 449bf7b34e8773ec7427a54c7c65070d80001414 (diff) |
AHBot/AH changes
--HG--
branch : trunk
Diffstat (limited to 'src/game/AuctionHouse.cpp')
-rw-r--r-- | src/game/AuctionHouse.cpp | 759 |
1 files changed, 0 insertions, 759 deletions
diff --git a/src/game/AuctionHouse.cpp b/src/game/AuctionHouse.cpp deleted file mode 100644 index 9fc448cf20b..00000000000 --- a/src/game/AuctionHouse.cpp +++ /dev/null @@ -1,759 +0,0 @@ -/* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> - * - * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> - * - * 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 "Player.h" -#include "UpdateMask.h" -#include "AuctionHouseObject.h" -#include "Util.h" -#include "AuctionHouseBot.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 ) -{ - CHECK_PACKET_SIZE(recv_data,8); - - uint64 guid; //NPC guid - recv_data >> guid; - - Creature *unit = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); - if (!unit) - { - sLog.outDebug( "WORLD: HandleAuctionHelloOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) ); - return; - } - - // remove fake death - if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) - GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); - - SendAuctionHello(guid, unit); -} - -static uint8 AuctioneerFactionToLocation(uint32 faction) -{ - if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) - return 7; // neutral - - FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(faction); - if(!u_entry) - return 7; // neutral - - if(u_entry->ourMask & FACTION_MASK_ALLIANCE) - return 2; - else if(u_entry->ourMask & FACTION_MASK_HORDE) - return 6; - else - return 7; -} - -//this void causes that auction window is opened -void WorldSession::SendAuctionHello( uint64 guid, Creature* unit ) -{ - WorldPacket data( MSG_AUCTION_HELLO, 12 ); - data << (uint64) guid; - data << (uint32) AuctioneerFactionToLocation(unit->getFaction()); - SendPacket( &data ); -} - -//this function inserts to WorldPacket auction's data -bool WorldSession::SendAuctionInfo(WorldPacket & data, AuctionEntry* auction) -{ - Item *pItem = objmgr.GetAItem(auction->item_guidlow); - if (!pItem) - { - sLog.outError("auction to item, that doesn't exist !!!!"); - return false; - } - data << (uint32) auction->Id; - data << (uint32) pItem->GetEntry(); - - for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++) - { - data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i)); - data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i)); - data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i)); - } - - data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id - data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor - data << (uint32) pItem->GetCount(); //item->count - data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF - data << (uint32) 0; //Unknown - data << (uint64) auction->owner; //Auction->owner - data << (uint32) auction->startbid; //Auction->startbid (not sure if useful) - data << (uint32) ((auction->bid)? objmgr.GetAuctionOutBid(auction->bid) : 0); - //minimal outbid - data << (uint32) auction->buyout; //auction->buyout - data << (uint32) (auction->time - time(NULL)) * 1000; //time left - data << (uint64) auction->bidder; //auction->bidder current - data << (uint32) auction->bid; //current bid - return true; -} - -//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 << auctionId; - data << Action; - data << ErrorCode; - if ( !ErrorCode && Action ) - data << bidError; //when bid, then send 0, once... - SendPacket(&data); -} - -//this function sends notification, if bidder is online -void WorldSession::SendAuctionBidderNotification( uint32 location, uint32 auctionId, uint64 bidder, uint32 bidSum, uint32 diff, uint32 item_template) -{ - WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4)); - data << location; - data << auctionId; - data << (uint64) bidder; - data << bidSum; - data << (uint32) diff; - data << 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 << auction->Id; - data << auction->bid; - data << (uint32) 0; //unk - data << (uint32) 0; //unk - data << (uint32) 0; //unk - data << auction->item_template; - data << (uint32) 0; //unk - SendPacket(&data); -} - -//this function sends mail to old bidder -void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPrice) -{ - uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder,0, HIGHGUID_PLAYER); - Player *oldBidder = objmgr.GetPlayer(oldBidder_guid); - - uint32 oldBidder_accId = 0; - if(!oldBidder) - oldBidder_accId = objmgr.GetPlayerAccountIdByGUID(oldBidder_guid); - - // old bidder exist - if(oldBidder || oldBidder_accId) - { - std::ostringstream msgAuctionOutbiddedSubject; - msgAuctionOutbiddedSubject << auction->item_template << ":0:" << AUCTION_OUTBIDDED; - - if (oldBidder && !_player) - oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, AHBplayerGUID, newPrice, objmgr.GetAuctionOutBid(auction->bid), auction->item_template); - - if (oldBidder && _player) - oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, objmgr.GetAuctionOutBid(auction->bid), auction->item_template); - - WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE); - } -} - -//this function sends mail, when auction is canceled to old bidder -void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction ) -{ - uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); - Player *bidder = objmgr.GetPlayer(bidder_guid); - - uint32 bidder_accId = 0; - if(!bidder) - bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid); - - // bidder exist - if(bidder || bidder_accId) - { - std::ostringstream msgAuctionCancelledSubject; - msgAuctionCancelledSubject << auction->item_template << ":0:" << AUCTION_CANCELLED_TO_BIDDER; - - WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionCancelledSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE); - } -} - -//this void creates new auction and adds auction to some auctionhouse -void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data ) -{ - CHECK_PACKET_SIZE(recv_data,8+8+4+4+4); - - uint64 auctioneer, item; - uint32 etime, bid, buyout; - recv_data >> auctioneer >> item; - recv_data >> bid >> buyout >> etime; - Player *pl = GetPlayer(); - - if (!item || !bid || !etime) - return; //check for cheaters - - Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER); - if (!pCreature) - { - sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) ); - return; - } - - // 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( item ); - //do not allow to sell already auctioned items - if(objmgr.GetAItem(GUID_LOPART(item))) - { - sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item)); - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); - return; - } - // prevent sending bag with items (cheat: can be placed in bag after adding equiped 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->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) - { - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); - return; - } - - uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); - AuctionHouseObject * mAuctions; - mAuctions = objmgr.GetAuctionsMap( location ); - - //we have to take deposit : - uint32 deposit = objmgr.GetAuctionDeposit( location, etime, it ); - if ( pl->GetMoney() < deposit ) - { - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); - return; - } - - if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_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.getRate(RATE_AUCTION_TIME)); - - AuctionEntry *AH = new AuctionEntry; - AH->Id = objmgr.GenerateAuctionID(); - AH->auctioneer = GUID_LOPART(auctioneer); - AH->item_guidlow = GUID_LOPART(item); - AH->item_template = it->GetEntry(); - AH->owner = pl->GetGUIDLow(); - AH->startbid = bid; - AH->bidder = 0; - AH->bid = 0; - AH->buyout = buyout; - AH->time = time(NULL) + auction_time; - AH->deposit = deposit; - AH->location = location; - - sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in location: %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, location); - mAuctions->AddAuction(AH); - - objmgr.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 - CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) " - "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')", - AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location); - pl->SaveInventoryAndGoldToDB(); - CharacterDatabase.CommitTransaction(); - - SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); -} - -//this function is called when client bids or buys out auction -void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data ) -{ - CHECK_PACKET_SIZE(recv_data,8+4+4); - - uint64 auctioneer; - uint32 auctionId; - uint32 price; - recv_data >> auctioneer; - recv_data >> auctionId >> price; - - if (!auctionId || !price) - return; //check for cheaters - - Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER); - if (!pCreature) - { - sLog.outDebug( "WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) ); - return; - } - - // remove fake death - if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) - GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); - - uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); - - AuctionHouseObject * mAuctions; - mAuctions = objmgr.GetAuctionsMap( location ); - - AuctionEntry *auction = mAuctions->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; - } - - // impossible have online own another character (use this for speedup check in case online owner) - Player* auction_owner = objmgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)); - if( !auction_owner && objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == 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) - return; - - // price too low for next bid if not buyout - if ((price < auction->buyout || auction->buyout == 0) && - price < auction->bid + objmgr.GetAuctionOutBid(auction->bid)) - { - //auction has already higher bid, client tests it! - return; - } - - if (price > pl->GetMoney()) - { - //you don't have enought 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; - - // after this update we should save player's money ... - CharacterDatabase.PExecute("UPDATE auctionhouse 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; - - objmgr.SendAuctionSalePendingMail( auction ); - objmgr.SendAuctionSuccessfulMail( auction ); - objmgr.SendAuctionWonMail( auction ); - - SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK); - - objmgr.RemoveAItem(auction->item_guidlow); - mAuctions->RemoveAuction(auction->Id); - CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id); - - delete auction; - } - CharacterDatabase.BeginTransaction(); - pl->SaveInventoryAndGoldToDB(); - CharacterDatabase.CommitTransaction(); -} - -//this void is called when auction_owner cancels his auction -void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data ) -{ - CHECK_PACKET_SIZE(recv_data,8+4); - - uint64 auctioneer; - uint32 auctionId; - recv_data >> auctioneer; - recv_data >> auctionId; - //sLog.outDebug( "Cancel AUCTION AuctionID: %u", auctionId); - - Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER); - if (!pCreature) - { - sLog.outDebug( "WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) ); - return; - } - - // remove fake death - if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) - GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); - - uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); - - AuctionHouseObject * mAuctions; - mAuctions = objmgr.GetAuctionsMap( location ); - - AuctionEntry *auction = mAuctions->GetAuction(auctionId); - Player *pl = GetPlayer(); - - if (auction && auction->owner == pl->GetGUIDLow()) - { - Item *pItem = objmgr.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 = objmgr.GetAuctionCut( auction->location, auction->bid); - 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; - - MailItemsInfo mi; - mi.AddItem(auction->item_guidlow, auction->item_template, pItem); - - // item will deleted or added to received mail list - WorldSession::SendMailTo(pl, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, pl->GetGUIDLow(), msgAuctionCanceledOwner.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE); - } - else - { - sLog.outError("Auction id: %u has non-existed 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(); - CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id); - pl->SaveInventoryAndGoldToDB(); - CharacterDatabase.CommitTransaction(); - objmgr.RemoveAItem( auction->item_guidlow ); - mAuctions->RemoveAuction( auction->Id ); - delete auction; -} - -//called when player lists his bids -void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data ) -{ - CHECK_PACKET_SIZE(recv_data,8+4+4); - - uint64 guid; //NPC guid - uint32 listfrom; //page of auctions - uint32 outbiddedCount; //count of outbidded auctions - - recv_data >> guid; - 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 : %d (mustbe: %d", outbiddedCount, recv_data.size(),(16 + outbiddedCount * 4 )); - outbiddedCount = 0; - } - - Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); - if (!pCreature) - { - sLog.outDebug( "WORLD: HandleAuctionListBidderItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) ); - return; - } - - // remove fake death - if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) - GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); - - uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); - AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location ); - - 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 = mAuctions->GetAuction( outbiddedAuctionId ); - if ( auction && SendAuctionInfo(data, auction)) - { - ++totalcount; - ++count; - } - } - for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr) - { - AuctionEntry *Aentry = itr->second; - if( Aentry && Aentry->bidder == pl->GetGUIDLow() ) - { - if (SendAuctionInfo(data, itr->second)) - ++count; - ++totalcount; - } - } - data.put<uint32>( 0, count ); // add count to placeholder - data << totalcount; - data << (uint32)300; //unk 2.3.0 - SendPacket(&data); -} - -//this void sends player info about his auctions -void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data ) -{ - CHECK_PACKET_SIZE(recv_data,8+4); - - uint32 listfrom; - uint64 guid; - - recv_data >> guid; - recv_data >> listfrom; // not used in fact (this list not have page control in client) - - Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); - if (!pCreature) - { - sLog.outDebug( "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) ); - return; - } - - // remove fake death - if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) - GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); - - uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); - - AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location ); - - WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) ); - data << (uint32) 0; // amount place holder - - uint32 count = 0; - uint32 totalcount = 0; - for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr) - { - AuctionEntry *Aentry = itr->second; - if( Aentry && Aentry->owner == _player->GetGUIDLow() ) - { - if(SendAuctionInfo(data, itr->second)) - ++count; - ++totalcount; - } - } - data.put<uint32>(0, count); - data << (uint32) totalcount; - data << (uint32) 0; - SendPacket(&data); -} - -//this void is called when player clicks on search button -void WorldSession::HandleAuctionListItems( WorldPacket & recv_data ) -{ - CHECK_PACKET_SIZE(recv_data,8+4+1+1+1+4+4+4+4+1); - - std::string searchedname, name; - uint8 levelmin, levelmax, usable, location; - uint32 count, totalcount, listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; - uint64 guid; - - recv_data >> guid; - recv_data >> listfrom; // start, used for page control listing by 50 elements - recv_data >> searchedname; - - // recheck with known string size - CHECK_PACKET_SIZE(recv_data,8+4+(searchedname.size()+1)+1+1+4+4+4+4+1); - - recv_data >> levelmin >> levelmax; - recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory; - recv_data >> quality >> usable; - - Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); - if (!pCreature) - { - sLog.outDebug( "WORLD: HandleAuctionListItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) ); - return; - } - - // remove fake death - if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) - GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); - - location = AuctioneerFactionToLocation(pCreature->getFaction()); - AuctionHouseObject * mAuctions; - mAuctions = objmgr.GetAuctionsMap( location ); - - //sLog.outDebug("Auctionhouse search guid: " I64FMTD ", list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", guid, listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable); - - WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) ); - count = 0; - 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); - - for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr) - { - AuctionEntry *Aentry = itr->second; - Item *item = objmgr.GetAItem(Aentry->item_guidlow); - if( item ) - { - ItemPrototype const *proto = item->GetProto(); - if( proto ) - { - if( auctionMainCategory == (0xffffffff) || proto->Class == auctionMainCategory ) - { - if( auctionSubCategory == (0xffffffff) || proto->SubClass == auctionSubCategory ) - { - if( auctionSlotID == (0xffffffff) || proto->InventoryType == auctionSlotID ) - { - if( quality == (0xffffffff) || proto->Quality == quality ) - { - if( usable == (0x00) || _player->CanUseItem( item ) == EQUIP_ERR_OK ) - { - if( ( levelmin == (0x00) || proto->RequiredLevel >= levelmin ) && ( levelmax == (0x00) || proto->RequiredLevel <= levelmax ) ) - { - name = proto->Name1; - - // local name - int loc_idx = GetSessionDbLocaleIndex(); - if ( loc_idx >= 0 ) - { - ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId); - if (il) - { - if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty()) - name = il->Name[loc_idx]; - } - } - - if(name.empty()) - continue; - - if( wsearchedname.empty() || Utf8FitTo(name, wsearchedname) ) - { - if ((count < 50) && (totalcount >= listfrom)) - { - ++count; - SendAuctionInfo( data, Aentry); - } - ++totalcount; - } - } - } - } - } - } - } - } - } - } - data.put<uint32>(0, count); - data << (uint32) totalcount; - data << (uint32) 300; // unk 2.3.0 const? - SendPacket(&data); -} - |