diff options
Diffstat (limited to 'src/server/game/Handlers/AuctionHouseHandler.cpp')
-rwxr-xr-x | src/server/game/Handlers/AuctionHouseHandler.cpp | 260 |
1 files changed, 178 insertions, 82 deletions
diff --git a/src/server/game/Handlers/AuctionHouseHandler.cpp b/src/server/game/Handlers/AuctionHouseHandler.cpp index 9b2d502b331..929532b6362 100755 --- a/src/server/game/Handlers/AuctionHouseHandler.cpp +++ b/src/server/game/Handlers/AuctionHouseHandler.cpp @@ -115,42 +115,53 @@ void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction) //this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data) { - sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_SELL_ITEM"); - - uint64 auctioneer, item; - uint32 etime, bid, buyout, count; + uint64 auctioneer; + uint32 itemsCount, etime, bid, buyout; recv_data >> auctioneer; - recv_data.read_skip<uint32>(); // const 1? - recv_data >> item; - recv_data >> count; // 3.2.2, number of items being auctioned + recv_data >> itemsCount; + + uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot + uint32 count[MAX_AUCTION_ITEMS]; + + if (itemsCount > MAX_AUCTION_ITEMS) + { + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); + return; + } + + for (uint32 i = 0; i < itemsCount; ++i) + { + recv_data >> itemGUIDs[i]; + recv_data >> count[i]; + + if (!itemGUIDs[i] || !count[i] || count[i] > 1000 ) + return; + } + recv_data >> bid; recv_data >> buyout; recv_data >> etime; - Player* player = GetPlayer(); - - if (!item || !bid || !etime) - return; //check for cheaters + if (!bid || !etime) + return; Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!creature) { - sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer))); + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", GUID_LOPART(auctioneer)); return; } AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction()); if (!auctionHouseEntry) { - sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer))); + sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", 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) + switch(etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: @@ -160,96 +171,181 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data) return; } - // remove fake death if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); - Item* it = player->GetItemByGuid(item); - //do not allow to sell already auctioned items - if (sAuctionMgr->GetAItem(GUID_LOPART(item))) - { - sLog->outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", player->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) + Item* items[MAX_AUCTION_ITEMS]; + + uint32 finalCount = 0; + + for (uint32 i = 0; i < itemsCount; ++i) { - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); - return; + Item* item = _player->GetItemByGuid(itemGUIDs[i]); + + if (!item) + { + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); + return; + } + + if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() || + item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) || + item->GetCount() < count[i]) + { + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); + return; + } + + items[i] = item; + finalCount += count[i]; } - if (!it->CanBeTraded()) + if (!finalCount) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } - if (it->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || it->GetUInt32Value(ITEM_FIELD_DURATION)) + for (uint32 i = 0; i < itemsCount; ++i) { - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); - return; + Item* item = items[i]; + + if (item->GetMaxStackCount() < finalCount) + { + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); + return; + } } - if (it->IsNotEmptyBag()) + for (uint32 i = 0; i < itemsCount; ++i) { - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); - return; - } + Item* item = items[i]; - AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); + uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME)); + AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); - //we have to take deposit : - uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, it, count); - if (!player->HasEnoughMoney(deposit)) - { - SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); - return; - } + uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount); + if (!_player->HasEnoughMoney(deposit)) + { + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); + return; + } - if (AccountMgr::IsGMAccount(GetSecurity()) && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) - { - sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", - GetPlayerName(), GetAccountId(), it->GetTemplate()->Name1.c_str(), it->GetEntry(), count); - } + _player->ModifyMoney(-int32(deposit)); - player->ModifyMoney(-int32(deposit)); + AuctionEntry* AH = new AuctionEntry; + AH->Id = sObjectMgr->GenerateAuctionID(); - uint32 auction_time = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME)); + if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) + AH->auctioneer = 23442; + else + AH->auctioneer = GUID_LOPART(auctioneer); - AuctionEntry* AH = new AuctionEntry; - AH->Id = sObjectMgr->GenerateAuctionID(); - if (sWorld->getBoolConfig(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 = player->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()); - sAuctionMgr->AddAItem(it); - auctionHouse->AddAuction(AH); - - player->MoveItemFromInventory(it->GetBagSlot(), it->GetSlot(), true); + if (itemsCount == 1 && item->GetCount() == count[i]) + { + if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) + { + sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", + GetPlayerName(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount()); + } - SQLTransaction trans = CharacterDatabase.BeginTransaction(); - it->DeleteFromInventoryDB(trans); - it->SaveToDB(trans); // recursive and not have transaction guard into self, not in inventiory and can be save standalone - AH->SaveToDB(trans); - player->SaveInventoryAndGoldToDB(trans); - CharacterDatabase.CommitTransaction(trans); + AH->item_guidlow = item->GetGUIDLow(); + AH->item_template = item->GetEntry(); + AH->owner = _player->GetGUIDLow(); + AH->startbid = bid; + AH->bidder = 0; + AH->bid = 0; + AH->buyout = buyout; + AH->expire_time = time(NULL) + auctionTime; + AH->deposit = deposit; + AH->auctionHouseEntry = auctionHouseEntry; + + sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); + sAuctionMgr->AddAItem(item); + auctionHouse->AddAuction(AH); + + _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); + + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + item->DeleteFromInventoryDB(trans); + item->SaveToDB(trans); + AH->SaveToDB(trans); + _player->SaveInventoryAndGoldToDB(trans); + CharacterDatabase.CommitTransaction(trans); + + SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); + + GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); + return; + } + else + { + Item* newItem = item->CloneItem(finalCount, _player); + if (!newItem) + { + sLog->outError("CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry()); + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); + return; + } - SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); + if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) + { + sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", + GetPlayerName(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount()); + } + + AH->item_guidlow = newItem->GetGUIDLow(); + AH->item_template = newItem->GetEntry(); + AH->owner = _player->GetGUIDLow(); + AH->startbid = bid; + AH->bidder = 0; + AH->bid = 0; + AH->buyout = buyout; + AH->expire_time = time(NULL) + auctionTime; + AH->deposit = deposit; + AH->auctionHouseEntry = auctionHouseEntry; + + sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); + sAuctionMgr->AddAItem(newItem); + auctionHouse->AddAuction(AH); + + for (uint32 i = 0; i < itemsCount; ++i) + { + Item* item = items[i]; + + if (item->GetCount() == count[i]) + { + _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true); + + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + item->DeleteFromInventoryDB(trans); + item->SaveToDB(trans); + CharacterDatabase.CommitTransaction(trans); + } + else + { + item->SetCount(item->GetCount() - count[i]); + item->SetState(ITEM_CHANGED, _player); + _player->ItemRemovedQuestCheck(item->GetEntry(), count[i]); + item->SendUpdateToPlayer(_player); + + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + item->SaveToDB(trans); + CharacterDatabase.CommitTransaction(trans); + } + } + + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + AH->SaveToDB(trans); + _player->SaveInventoryAndGoldToDB(trans); + CharacterDatabase.CommitTransaction(trans); - GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); + SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); + + GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); + return; + } + } } // this function is called when client bids or buys out auction |