diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/AuctionHouse/AuctionHouseMgr.cpp | 17 | ||||
-rw-r--r-- | src/server/game/AuctionHouse/AuctionHouseMgr.h | 2 | ||||
-rw-r--r-- | src/server/game/Handlers/AuctionHouseHandler.cpp | 20 |
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]; |