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-rw-r--r--src/server/game/AuctionHouse/AuctionHouseMgr.cpp17
-rw-r--r--src/server/game/AuctionHouse/AuctionHouseMgr.h2
-rw-r--r--src/server/game/Handlers/AuctionHouseHandler.cpp20
3 files changed, 33 insertions, 6 deletions
diff --git a/src/server/game/AuctionHouse/AuctionHouseMgr.cpp b/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
index e957cfe5c28..bd736b24993 100644
--- a/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
+++ b/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
@@ -408,18 +408,32 @@ bool AuctionHouseMgr::RemoveAItem(ObjectGuid::LowType id, bool deleteItem)
return true;
}
-void AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry)
+bool AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry, Item* item)
{
PlayerAuctions* thisAH;
auto itr = pendingAuctionMap.find(player->GetGUID());
if (itr != pendingAuctionMap.end())
+ {
thisAH = itr->second.first;
+
+ // Get deposit so far
+ uint32 totalDeposit = 0;
+ for (AuctionEntry const* thisAuction : *thisAH)
+ totalDeposit += GetAuctionDeposit(thisAuction->auctionHouseEntry, thisAuction->etime, item, thisAuction->itemCount);
+
+ // Add this deposit
+ totalDeposit += GetAuctionDeposit(aEntry->auctionHouseEntry, aEntry->etime, item, aEntry->itemCount);
+
+ if (!player->HasEnoughMoney(totalDeposit))
+ return false;
+ }
else
{
thisAH = new PlayerAuctions;
pendingAuctionMap[player->GetGUID()] = AuctionPair(thisAH, 0);
}
thisAH->push_back(aEntry);
+ return true;
}
uint32 AuctionHouseMgr::PendingAuctionCount(const Player* player) const
@@ -468,6 +482,7 @@ void AuctionHouseMgr::PendingAuctionProcess(Player* player)
}
AH->DeleteFromDB(trans);
+
AH->SaveToDB(trans);
}
diff --git a/src/server/game/AuctionHouse/AuctionHouseMgr.h b/src/server/game/AuctionHouse/AuctionHouseMgr.h
index 0cf96d57094..136727170e4 100644
--- a/src/server/game/AuctionHouse/AuctionHouseMgr.h
+++ b/src/server/game/AuctionHouse/AuctionHouseMgr.h
@@ -191,7 +191,7 @@ class TC_GAME_API AuctionHouseMgr
void AddAItem(Item* it);
bool RemoveAItem(ObjectGuid::LowType id, bool deleteItem = false);
- void PendingAuctionAdd(Player* player, AuctionEntry* aEntry);
+ bool PendingAuctionAdd(Player* player, AuctionEntry* aEntry, Item* item);
uint32 PendingAuctionCount(const Player* player) const;
void PendingAuctionProcess(Player* player);
void UpdatePendingAuctions();
diff --git a/src/server/game/Handlers/AuctionHouseHandler.cpp b/src/server/game/Handlers/AuctionHouseHandler.cpp
index b575f5faf0e..702da0d4b66 100644
--- a/src/server/game/Handlers/AuctionHouseHandler.cpp
+++ b/src/server/game/Handlers/AuctionHouseHandler.cpp
@@ -309,10 +309,16 @@ void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
_player->GetName().c_str(), _player->GetGUID().GetCounter(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUID().GetCounter(), item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
+
+ // Add to pending auctions, or fail with insufficient funds error
+ if (!sAuctionMgr->PendingAuctionAdd(_player, AH, item))
+ {
+ SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
+ return;
+ }
+
sAuctionMgr->AddAItem(item);
auctionHouse->AddAuction(AH);
- sAuctionMgr->PendingAuctionAdd(_player, AH);
-
_player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
@@ -360,10 +366,16 @@ void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
_player->GetName().c_str(), _player->GetGUID().GetCounter(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUID().GetCounter(), newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
+
+ // Add to pending auctions, or fail with insufficient funds error
+ if (!sAuctionMgr->PendingAuctionAdd(_player, AH, newItem))
+ {
+ SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
+ return;
+ }
+
sAuctionMgr->AddAItem(newItem);
auctionHouse->AddAuction(AH);
- sAuctionMgr->PendingAuctionAdd(_player, AH);
-
for (uint32 j = 0; j < itemsCount; ++j)
{
Item* item2 = items[j];