/*
* Copyright (C) 2008-2019 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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, see .
*/
#include "WorldSession.h"
#include "AccountMgr.h"
#include "AuctionHouseMgr.h"
#include "CharacterCache.h"
#include "Creature.h"
#include "DatabaseEnv.h"
#include "DBCStructure.h"
#include "GameTime.h"
#include "Item.h"
#include "Language.h"
#include "Log.h"
#include "Mail.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "UpdateMask.h"
#include "Util.h"
#include "World.h"
#include "WorldPacket.h"
//void called when player click on auctioneer npc
void WorldSession::HandleAuctionHelloOpcode(WorldPacket& recvData)
{
ObjectGuid guid; //NPC guid
recvData >> guid;
Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!unit)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionHelloOpcode - Unit (%s) not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
SendAuctionHello(guid, unit);
}
//this void causes that auction window is opened
void WorldSession::SendAuctionHello(ObjectGuid guid, Creature* unit)
{
if (GetPlayer()->GetLevel() < sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ))
{
SendNotification(GetTrinityString(LANG_AUCTION_REQ), sWorld->getIntConfig(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 auctionItemId, AuctionAction command, AuctionError errorCode, InventoryResult bagResult)
{
WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16);
data << int32(auctionItemId);
data << int32(command);
data << int32(errorCode);
if (errorCode == ERR_AUCTION_INVENTORY)
data << int32(bagResult);
SendPacket(&data);
}
//this function sends notification, if bidder is online
void WorldSession::SendAuctionBidderNotification(uint32 location, uint32 auctionId, ObjectGuid bidder, uint32 bidSum, uint32 diff, uint32 itemEntry)
{
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(itemEntry);
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, (8*4));
data << uint32(auction->Id);
data << uint32(auction->bid);
data << uint32(0); //unk
data << uint64(0); //unk (bidder guid?)
data << uint32(auction->itemEntry);
data << uint32(0); //unk
data << float(0); //unk (time?)
SendPacket(&data);
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
ObjectGuid auctioneer;
uint32 itemsCount, etime, bid, buyout;
recvData >> auctioneer;
recvData >> itemsCount;
ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
uint32 count[MAX_AUCTION_ITEMS];
memset(count, 0, sizeof(count));
if (itemsCount > MAX_AUCTION_ITEMS)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
recvData.rfinish();
return;
}
for (uint32 i = 0; i < itemsCount; ++i)
{
recvData >> itemGUIDs[i];
recvData >> count[i];
if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
{
recvData.rfinish();
return;
}
}
recvData >> bid;
recvData >> buyout;
recvData >> etime;
if (!bid || !etime)
return;
if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (GUID %u) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUID().GetCounter());
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", auctioneer.ToString().c_str());
return;
}
AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->GetFaction());
if (!auctionHouseEntry)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", auctioneer.ToString().c_str());
return;
}
etime *= MINUTE;
switch (etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
Item* items[MAX_AUCTION_ITEMS];
uint32 finalCount = 0;
uint32 itemEntry = 0;
for (uint32 i = 0; i < itemsCount; ++i)
{
Item* item = _player->GetItemByGuid(itemGUIDs[i]);
if (!item)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
return;
}
if (itemEntry == 0)
itemEntry = item->GetTemplate()->ItemId;
if (sAuctionMgr->GetAItem(item->GetGUID().GetCounter()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
(item->GetTemplate()->Flags & ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
item->GetCount() < count[i] || itemEntry != item->GetTemplate()->ItemId)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
items[i] = item;
finalCount += count[i];
}
if (!finalCount)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
// check if there are 2 identical guids, in this case user is most likely cheating
for (uint32 i = 0; i < itemsCount - 1; ++i)
{
for (uint32 j = i + 1; j < itemsCount; ++j)
{
if (itemGUIDs[i] == itemGUIDs[j])
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
}
}
for (uint32 i = 0; i < itemsCount; ++i)
{
Item* item = items[i];
if (item->GetMaxStackCount() < finalCount)
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
}
Item* item = items[0];
uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
if (!_player->HasEnoughMoney(deposit))
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
return;
}
AuctionEntry* AH = new AuctionEntry();
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
AH->houseId = AUCTIONHOUSE_NEUTRAL;
else
{
CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(creature->GetSpawnId());
if (!auctioneerData)
{
TC_LOG_ERROR("misc", "Data for auctioneer not found (%s)", auctioneer.ToString().c_str());
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
delete AH;
return;
}
CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id);
if (!auctioneerInfo)
{
TC_LOG_ERROR("misc", "Non existing auctioneer (%s)", auctioneer.ToString().c_str());
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
delete AH;
return;
}
AuctionHouseEntry const* AHEntry = sAuctionMgr->GetAuctionHouseEntry(auctioneerInfo->faction);
AH->houseId = AHEntry->houseId;
}
// Required stack size of auction matches to current item stack size, just move item to auctionhouse
if (itemsCount == 1 && item->GetCount() == count[0])
{
if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
{
sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
}
AH->Id = sObjectMgr->GenerateAuctionID();
AH->itemGUIDLow = item->GetGUID().GetCounter();
AH->itemEntry = item->GetEntry();
AH->itemCount = item->GetCount();
AH->owner = _player->GetGUID().GetCounter();
AH->startbid = bid;
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->expire_time = GameTime::GetGameTime() + auctionTime;
AH->deposit = deposit;
AH->etime = etime;
AH->auctionHouseEntry = auctionHouseEntry;
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))
{
SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
return;
}
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, ERR_AUCTION_OK);
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
{
Item* newItem = item->CloneItem(finalCount, _player);
if (!newItem)
{
TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
delete AH;
return;
}
if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
{
sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount());
}
AH->Id = sObjectMgr->GenerateAuctionID();
AH->itemGUIDLow = newItem->GetGUID().GetCounter();
AH->itemEntry = newItem->GetEntry();
AH->itemCount = newItem->GetCount();
AH->owner = _player->GetGUID().GetCounter();
AH->startbid = bid;
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->expire_time = GameTime::GetGameTime() + auctionTime;
AH->deposit = deposit;
AH->etime = etime;
AH->auctionHouseEntry = auctionHouseEntry;
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))
{
SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
return;
}
sAuctionMgr->AddAItem(newItem);
auctionHouse->AddAuction(AH);
for (uint32 j = 0; j < itemsCount; ++j)
{
Item* item2 = items[j];
// Item stack count equals required count, ready to delete item - cloned item will be used for auction
if (item2->GetCount() == count[j])
{
_player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
item2->DeleteFromInventoryDB(trans);
item2->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
delete item2;
}
else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
{
item2->SetCount(item2->GetCount() - count[j]);
item2->SetState(ITEM_CHANGED, _player);
_player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
item2->SendUpdateToPlayer(_player);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
item2->SaveToDB(trans);
CharacterDatabase.CommitTransaction(trans);
}
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
newItem->SaveToDB(trans);
AH->SaveToDB(trans);
_player->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
}
//this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_PLACE_BID");
ObjectGuid auctioneer;
uint32 auctionId;
uint32 price;
recvData >> auctioneer;
recvData >> auctionId >> price;
if (!auctionId || !price)
return; //check for cheaters
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionPlaceBid - %s not found or you can't interact with him.", auctioneer.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
Player* player = GetPlayer();
if (!auction || auction->owner == player->GetGUID().GetCounter())
{
//you cannot bid your own auction:
SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
return;
}
// impossible have online own another character (use this for speedup check in case online owner)
ObjectGuid ownerGuid(HighGuid::Player, auction->owner);
Player* auction_owner = ObjectAccessor::FindPlayer(ownerGuid);
if (!auction_owner && sCharacterCache->GetCharacterAccountIdByGuid(ownerGuid) == player->GetSession()->GetAccountId())
{
//you cannot bid your another character auction:
SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
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 (!player->HasEnoughMoney(price))
{
//you don't have enought money!, client tests!
//SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???);
return;
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
if (price < auction->buyout || auction->buyout == 0)
{
if (auction->bidder > 0)
{
if (auction->bidder == player->GetGUID().GetCounter())
player->ModifyMoney(-int32(price - auction->bid));
else
{
// mail to last bidder and return money
sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans);
player->ModifyMoney(-int32(price));
}
}
else
player->ModifyMoney(-int32(price));
auction->bidder = player->GetGUID().GetCounter();
auction->bid = price;
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
stmt->setUInt32(0, auction->bidder);
stmt->setUInt32(1, auction->bid);
stmt->setUInt32(2, auction->Id);
trans->Append(stmt);
if (auction->bidders.find(player->GetGUID()) == auction->bidders.end())
{
// save new bidder in list, and save record to db
auction->bidders.insert(player->GetGUID());
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION_BIDDERS);
stmt->setUInt32(0, auction->Id);
stmt->setUInt32(1, auction->bidder);
trans->Append(stmt);
}
SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK);
}
else
{
//buyout:
if (player->GetGUID().GetCounter() == auction->bidder)
player->ModifyMoney(-int32(auction->buyout - auction->bid));
else
{
player->ModifyMoney(-int32(auction->buyout));
if (auction->bidder) //buyout for bidded auction ..
sAuctionMgr->SendAuctionOutbiddedMail(auction, auction->buyout, GetPlayer(), trans);
}
auction->bidder = player->GetGUID().GetCounter();
auction->bid = auction->buyout;
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
//- Mails must be under transaction control too to prevent data loss
sAuctionMgr->SendAuctionSalePendingMail(auction, trans);
sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
sAuctionMgr->SendAuctionWonMail(auction, trans);
SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK);
auction->DeleteFromDB(trans);
sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
auctionHouse->RemoveAuction(auction);
}
player->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
}
//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");
ObjectGuid auctioneer;
uint32 auctionId;
recvData >> auctioneer;
recvData >> auctionId;
//TC_LOG_DEBUG("Cancel AUCTION AuctionID: %u", auctionId);
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionRemoveItem - %s not found or you can't interact with him.", auctioneer.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
Player* player = GetPlayer();
SQLTransaction trans = CharacterDatabase.BeginTransaction();
if (auction && auction->owner == player->GetGUID().GetCounter())
{
Item* pItem = sAuctionMgr->GetAItem(auction->itemGUIDLow);
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 (!player->HasEnoughMoney(auctionCut)) //player doesn't have enough money, maybe message needed
return;
//some auctionBidderNotification would be needed, but don't know that parts..
sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans);
player->ModifyMoney(-int32(auctionCut));
}
// item will deleted or added to received mail list
MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
.AddItem(pItem)
.SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
}
else
{
TC_LOG_ERROR("network", "Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->itemGUIDLow);
SendAuctionCommandResult(0, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
return;
}
}
else
{
SendAuctionCommandResult(0, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
//this code isn't possible ... maybe there should be assert
TC_LOG_ERROR("entities.player.cheat", "CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", player->GetGUID().GetCounter(), auctionId);
return;
}
//inform player, that auction is removed
SendAuctionCommandResult(auction->Id, AUCTION_CANCEL, ERR_AUCTION_OK);
// Now remove the auction
player->SaveInventoryAndGoldToDB(trans);
auction->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
auctionHouse->RemoveAuction(auction);
}
//called when player lists his bids
void WorldSession::HandleAuctionListBidderItems(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_BIDDER_ITEMS");
ObjectGuid guid; //NPC guid
uint32 listfrom; //page of auctions
uint32 outbiddedCount; //count of outbidded auctions
recvData >> guid;
recvData >> listfrom; // not used in fact (this list not have page control in client)
recvData >> outbiddedCount;
if (recvData.size() != (16 + outbiddedCount * 4))
{
TC_LOG_ERROR("network", "Client sent bad opcode!!! with count: %u and size : %lu (must be: %u)", outbiddedCount, (unsigned long)recvData.size(), (16 + outbiddedCount * 4));
outbiddedCount = 0;
}
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListBidderItems - %s not found or you can't interact with him.", guid.ToString().c_str());
recvData.rfinish();
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
WorldPacket data(SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4));
Player* player = 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;
recvData >> outbiddedAuctionId;
AuctionEntry* auction = auctionHouse->GetAuction(outbiddedAuctionId);
if (auction && auction->BuildAuctionInfo(data))
{
++totalcount;
++count;
}
}
auctionHouse->BuildListBidderItems(data, player, 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& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");
uint32 listfrom;
ObjectGuid guid;
recvData >> guid;
recvData >> listfrom; // not used in fact (this list not have page control in client)
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListOwnerItems - %s not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->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& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
std::string searchedname;
uint8 levelmin, levelmax, usable, getAll;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
ObjectGuid guid;
recvData >> guid;
recvData >> listfrom; // start, used for page control listing by 50 elements
recvData >> searchedname;
recvData >> levelmin >> levelmax;
recvData >> auctionSlotID >> auctionMainCategory >> auctionSubCategory;
recvData >> quality >> usable;
recvData >> getAll;
// this block looks like it uses some lame byte packing or similar...
uint8 unkCnt;
recvData >> unkCnt;
for (uint8 i = 0; i < unkCnt; i++)
{
recvData.read_skip();
recvData.read_skip();
}
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListItems - %s not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
TC_LOG_DEBUG("auctionHouse", "Auctionhouse search (%s) list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
guid.ToString().c_str(), 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, (getAll != 0 && sWorld->getIntConfig(CONFIG_AUCTION_GETALL_DELAY) != 0));
data.put(0, count);
data << (uint32) totalcount;
data << (uint32) sWorld->getIntConfig(CONFIG_AUCTION_SEARCH_DELAY);
SendPacket(&data);
}
void WorldSession::HandleAuctionListPendingSales(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_PENDING_SALES");
recvData.read_skip();
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);
}