/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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); } } //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); } } //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(); // const 1? recv_data >> item; recv_data.read_skip(); // 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); } //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.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); auction->DeleteFromDB(); uint32 item_template = auction->item_template; auctionmgr.RemoveAItem(auction->item_guidlow); auctionHouse->RemoveAuction(auction, item_template); } CharacterDatabase.BeginTransaction(); 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); } 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(); CharacterDatabase.CommitTransaction(); auction->DeleteFromDB(); uint32 item_template = auction->item_template; auctionmgr.RemoveAItem(auction->item_guidlow); auctionHouse->RemoveAuction(auction, item_template); } //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(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(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; 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(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.hexlike(); 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); }