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diff --git a/src/server/game/AuctionHouseHandler.cpp b/src/server/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);
+}