diff options
Diffstat (limited to 'src/server/game/Handlers/AuctionHouseHandler.cpp')
-rw-r--r-- | src/server/game/Handlers/AuctionHouseHandler.cpp | 750 |
1 files changed, 750 insertions, 0 deletions
diff --git a/src/server/game/Handlers/AuctionHouseHandler.cpp b/src/server/game/Handlers/AuctionHouseHandler.cpp new file mode 100644 index 0000000000..e75ac20e08 --- /dev/null +++ b/src/server/game/Handlers/AuctionHouseHandler.cpp @@ -0,0 +1,750 @@ +/* + * Copyright (C) + * Copyright (C) + * + * 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 <http://www.gnu.org/licenses/>. + */ + +#include "ObjectMgr.h" +#include "Player.h" +#include "World.h" +#include "WorldPacket.h" +#include "WorldSession.h" + +#include "AuctionHouseMgr.h" +#include "Log.h" +#include "Language.h" +#include "Opcodes.h" +#include "UpdateMask.h" +#include "Util.h" +#include "AccountMgr.h" +#include "Chat.h" +#include "AsyncAuctionListing.h" + +//void called when player click on auctioneer npc +void WorldSession::HandleAuctionHelloOpcode(WorldPacket & recvData) +{ + uint64 guid; //NPC guid + recvData >> guid; + + Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER); + if (!unit) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "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_STATE_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->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 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, (8*4)); + data << uint32(auction->Id); + data << uint32(auction->bid); + data << uint32(0); //unk + data << uint64(0); //unk (bidder guid?) + data << uint32(auction->item_template); + 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) +{ + uint64 auctioneer; + uint32 itemsCount, etime, bid, buyout; + recvData >> auctioneer; + recvData >> itemsCount; + + uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot + memset(itemGUIDs, 0, sizeof(itemGUIDs)); + 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) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Player %s (GUID %u) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUIDLow()); + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); + return; + } + + Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); + if (!creature) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", GUID_LOPART(auctioneer)); + return; + } + + AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction()); + if (!auctionHouseEntry) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", GUID_LOPART(auctioneer)); + 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->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() || + item->GetTemplate()->Flags & ITEM_PROTO_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; + } + } + + for (uint32 i = 0; i < itemsCount; ++i) + { + Item* item = items[i]; + + 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; + } + + _player->ModifyMoney(-int32(deposit)); + + AuctionEntry* AH = new AuctionEntry; + AH->Id = sObjectMgr->GenerateAuctionID(); + AH->auctioneer = GUID_LOPART(auctioneer); + + // Required stack size of auction matches to current item stack size, just move item to auctionhouse + if (itemsCount == 1 && item->GetCount() == count[i]) + { + AH->item_guidlow = item->GetGUIDLow(); + AH->item_template = item->GetEntry(); + AH->itemCount = item->GetCount(); + AH->owner = _player->GetGUIDLow(); + AH->startbid = bid; + AH->bidder = 0; + AH->bid = 0; + AH->buyout = buyout; + AH->expire_time = time(NULL) + auctionTime; + AH->deposit = deposit; + AH->auctionHouseEntry = auctionHouseEntry; + + ;//sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); + 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); + return; + } + 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) + { + sLog->outError("CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry()); + SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); + return; + } + + AH->item_guidlow = newItem->GetGUIDLow(); + AH->item_template = newItem->GetEntry(); + AH->itemCount = newItem->GetCount(); + AH->owner = _player->GetGUIDLow(); + AH->startbid = bid; + AH->bidder = 0; + AH->bid = 0; + AH->buyout = buyout; + AH->expire_time = time(NULL) + auctionTime; + AH->deposit = deposit; + AH->auctionHouseEntry = auctionHouseEntry; + + ;//sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); + 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); + return; + } + } +} + +//this function is called when client bids or buys out auction +void WorldSession::HandleAuctionPlaceBid(WorldPacket & recvData) +{ + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_PLACE_BID"); + + uint64 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) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "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_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->GetGUIDLow()) + { + //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) + Player* auction_owner = ObjectAccessor::FindPlayerInOrOutOfWorld(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)); + if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == 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->GetGUIDLow()) + 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->GetGUIDLow(); + 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); + + SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK, 0); + } + else + { + //buyout: + if (player->GetGUIDLow() == 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->GetGUIDLow(); + 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->item_guidlow); + auctionHouse->RemoveAuction(auction); + } + player->SaveInventoryAndGoldToDB(trans); + CharacterDatabase.CommitTransaction(trans); +} + +//this void is called when auction_owner cancels his auction +void WorldSession::HandleAuctionRemoveItem(WorldPacket & recvData) +{ + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_REMOVE_ITEM"); + + uint64 auctioneer; + uint32 auctionId; + recvData >> auctioneer; + recvData >> auctionId; + //sLog->outDebug("Cancel AUCTION AuctionID: %u", auctionId); + + Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); + if (!creature) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "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_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->GetGUIDLow()) + { + Item* pItem = sAuctionMgr->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 (!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 + { + sLog->outError("Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow); + 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 + sLog->outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", player->GetGUIDLow(), 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); + + uint32 item_template = auction->item_template; + sAuctionMgr->RemoveAItem(auction->item_guidlow); + auctionHouse->RemoveAuction(auction); +} + +//called when player lists his bids +void WorldSession::HandleAuctionListBidderItems(WorldPacket & recvData) +{ + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_BIDDER_ITEMS"); + + uint64 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)) + { + sLog->outError("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) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListBidderItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid))); + 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)+30000); // pussywizard: ensure there is enough memory + 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<uint32>(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) +{ + // pussywizard: + const uint32 delay = 4500; + const uint32 now = World::GetGameTimeMS(); + if (_lastAuctionListOwnerItemsMSTime > now) // list is pending + return; + uint32 diff = getMSTimeDiff(_lastAuctionListOwnerItemsMSTime, now); + if (diff > delay) + diff = delay; + + _lastAuctionListOwnerItemsMSTime = now + delay; // set longest possible here, actual exectuing will change this to getMSTime of that moment + _player->m_Events.AddEvent(new AuctionListOwnerItemsDelayEvent(recvData, _player->GetGUID(), true), _player->m_Events.CalculateTime(delay-diff)); +} + +void WorldSession::HandleAuctionListOwnerItemsEvent(WorldPacket & recvData) +{ + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS"); + + _lastAuctionListOwnerItemsMSTime = World::GetGameTimeMS(); // pussywizard + + uint32 listfrom; + uint64 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) + { + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "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_STATE_DIED)) + GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); + + AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); + + WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4)+60000); // pussywizard: ensure there is enough memory + data << (uint32) 0; // amount place holder + + uint32 count = 0; + uint32 totalcount = 0; + + auctionHouse->BuildListOwnerItems(data, _player, count, totalcount); + data.put<uint32>(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) +{ + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_ITEMS"); + + std::string searchedname; + uint8 levelmin, levelmax, usable; + uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; + uint64 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.read_skip<uint8>(); // pussywizard: this is the getAll option + uint8 getAll; + 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<uint8>(); + recvData.read_skip<uint8>(); + } + + // remove fake death + if (_player->HasUnitState(UNIT_STATE_DIED)) + _player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); + + // pussywizard: + const uint32 delay = 2000; + const uint32 now = World::GetGameTimeMS(); + uint32 diff = getMSTimeDiff(_lastAuctionListItemsMSTime, now); + if (diff > delay) + diff = delay; + _lastAuctionListItemsMSTime = now + delay - diff; + TRINITY_GUARD(ACE_Thread_Mutex, AsyncAuctionListingMgr::GetTempLock()); + AsyncAuctionListingMgr::GetTempList().push_back( AuctionListItemsDelayEvent(delay-diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, getAll) ); +} + +void WorldSession::HandleAuctionListPendingSales(WorldPacket & recvData) +{ + ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_PENDING_SALES"); + + recvData.read_skip<uint64>(); + + 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); +} |