/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 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)
{
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
if (!ahEntry)
return;
WorldPacket data(MSG_AUCTION_HELLO, 12);
data << (uint64) guid;
data << (uint32) ahEntry->houseId;
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;
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())
.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;
MailDraft(msgAuctionCancelledSubject.str())
.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;
// item will deleted or added to received mail list
MailDraft(msgAuctionCanceledOwner.str())
.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);
}