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-rw-r--r--src/game/AuctionHouseHandler.cpp664
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diff --git a/src/game/AuctionHouseHandler.cpp b/src/game/AuctionHouseHandler.cpp
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-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 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 "ObjectMgr.h"
-#include "Player.h"
-#include "World.h"
-#include "WorldPacket.h"
-#include "WorldSession.h"
-
-#include "AuctionHouseBot.h"
-#include "AuctionHouseMgr.h"
-#include "Log.h"
-#include "Opcodes.h"
-#include "UpdateMask.h"
-#include "Util.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)
-{
- uint64 guid; //NPC guid
- recv_data >> guid;
-
- Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- SendAuctionHello(guid, unit);
-}
-
-//this void causes that auction window is opened
-void WorldSession::SendAuctionHello(uint64 guid, Creature* unit)
-{
- if (GetPlayer()->getLevel() < sWorld.getConfig(CONFIG_AUCTION_LEVEL_REQ))
- {
- SendNotification(GetTrinityString(LANG_AUCTION_REQ), sWorld.getConfig(CONFIG_AUCTION_LEVEL_REQ));
- return;
- }
-
- AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
- if (!ahEntry)
- return;
-
- WorldPacket data(MSG_AUCTION_HELLO, 12);
- data << uint64(guid);
- 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 << 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 << uint32(location);
- data << uint32(auctionId);
- data << uint64(bidder);
- 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 << 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 << ":0:0";
-
- if (oldBidder && !_player)
- oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, auctionbot.GetAHBplayerGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
-
- if (oldBidder && _player)
- oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, _player->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
-
- MailDraft(msgAuctionOutbiddedSubject.str(), "") // TODO: fix body
- .AddMoney(auction->bid)
- .SendMailTo(MailReceiver(oldBidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
- }
-}
-
-//this function sends mail, when auction is cancelled 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 << ":0:0";
-
- MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body
- .AddMoney(auction->bid)
- .SendMailTo(MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
- }
-}
-
-//this void creates new auction and adds auction to some auctionhouse
-void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
-{
- uint64 auctioneer, item;
- uint32 etime, bid, buyout;
- recv_data >> auctioneer;
- recv_data.read_skip<uint32>(); // const 1?
- recv_data >> item;
- recv_data.read_skip<uint32>(); // unk 3.2.2, const 1?
- recv_data >> bid;
- recv_data >> buyout;
- recv_data >> etime;
-
- Player *pl = GetPlayer();
-
- if (!item || !bid || !etime)
- return; //check for cheaters
-
- Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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;
- }
-
- AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction());
- if (!auctionHouseEntry)
- {
- sLog.outDebug("WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer)));
- return;
- }
-
- sLog.outDebug("WORLD: HandleAuctionSellItem - ETIME: %u", etime);
-
- // client send time in minutes, convert to common used sec time
- etime *= MINUTE;
-
- sLog.outDebug("WORLD: HandleAuctionSellItem - ETIME: %u", etime);
-
- // 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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- Item *it = pl->GetItemByGuid(item);
- //do not allow to sell already auctioned items
- if (auctionmgr.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;
- }
-
- AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap(pCreature->getFaction());
-
- //we have to take deposit :
- uint32 deposit = auctionmgr.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_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();
- if (sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
- AH->auctioneer = 23442;
- else
- 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->expire_time = time(NULL) + auction_time;
- AH->deposit = deposit;
- AH->auctionHouseEntry = auctionHouseEntry;
-
- sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), AH->auctioneer, bid, buyout, auction_time, AH->GetHouseId());
- auctionmgr.AddAItem(it);
- auctionHouse->AddAuction(AH);
-
- 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)
-{
- uint64 auctioneer;
- uint32 auctionId;
- uint32 price;
- recv_data >> auctioneer;
- recv_data >> auctionId >> price;
-
- if (!auctionId || !price)
- return; //check for cheaters
-
- Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- AuctionHouseObject *auctionHouse = auctionmgr.GetAuctionsMap(pCreature->getFaction());
-
- 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;
- }
-
- // 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 || 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 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;
- GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
-
- // after this update we should save player's money ...
- CharacterDatabase.BeginTransaction();
- 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;
- GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
-
- auctionmgr.SendAuctionSalePendingMail(auction);
- auctionmgr.SendAuctionSuccessfulMail(auction);
- auctionmgr.SendAuctionWonMail(auction);
-
- SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK);
-
- CharacterDatabase.BeginTransaction();
- auction->DeleteFromDB();
- uint32 item_template = auction->item_template;
- auctionmgr.RemoveAItem(auction->item_guidlow);
- auctionHouse->RemoveAuction(auction, item_template);
- }
- pl->SaveInventoryAndGoldToDB();
- CharacterDatabase.CommitTransaction();
-}
-
-//this void is called when auction_owner cancels his auction
-void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
-{
- uint64 auctioneer;
- uint32 auctionId;
- recv_data >> auctioneer;
- recv_data >> auctionId;
- //sLog.outDebug("Cancel AUCTION AuctionID: %u", auctionId);
-
- Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap(pCreature->getFaction());
-
- AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
- Player *pl = GetPlayer();
-
- if (auction && auction->owner == pl->GetGUIDLow())
- {
- Item *pItem = auctionmgr.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 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();
- pl->SaveInventoryAndGoldToDB();
- auction->DeleteFromDB();
- uint32 item_template = auction->item_template;
- auctionmgr.RemoveAItem(auction->item_guidlow);
- auctionHouse->RemoveAuction(auction, item_template);
- CharacterDatabase.CommitTransaction();
-}
-
-//called when player lists his bids
-void WorldSession::HandleAuctionListBidderItems(WorldPacket & recv_data)
-{
- 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 : %lu (must be: %u)", outbiddedCount, (unsigned long)recv_data.size(),(16 + outbiddedCount * 4));
- outbiddedCount = 0;
- }
-
- Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap(pCreature->getFaction());
-
- 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 << totalcount;
- data << (uint32)300; //unk 2.3.0
- SendPacket(&data);
-}
-
-//this void sends player info about his auctions
-void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recv_data)
-{
- uint32 listfrom;
- uint64 guid;
-
- recv_data >> guid;
- recv_data >> listfrom; // not used in fact (this list not have page control in client)
-
- Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap(pCreature->getFaction());
-
- 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;
- SendPacket(&data);
-}
-
-//this void is called when player clicks on search button
-void WorldSession::HandleAuctionListItems(WorldPacket & recv_data)
-{
- std::string searchedname;
- uint8 levelmin, levelmax, usable;
- uint32 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;
-
- 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
-
- Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(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()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
-
- AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap(pCreature->getFaction());
-
- //sLog.outDebug("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; // unk 2.3.0 const?
- SendPacket(&data);
-}
-
-void WorldSession::HandleAuctionListPendingSales(WorldPacket & recv_data)
-{
- sLog.outDebug("CMSG_AUCTION_LIST_PENDING_SALES");
-
- recv_data.read_skip<uint64>();
-
- 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);
-}