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* feat(Core/Creature): Allow 3 ids per spawn point. * Move GetRandomId to a function * Update id to id1 * Fixed some errors crashing core and text * Set ids to lowercase for GetRandomId function * Update src/server/database/Database/Implementation/WorldDatabase.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: acidmanifesto <joshua.lee.betts@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
785 lines
29 KiB
C++
785 lines
29 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AsyncAuctionListing.h"
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#include "AuctionHouseMgr.h"
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#include "Chat.h"
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#include "Language.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "Opcodes.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "UpdateMask.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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//void called when player click on auctioneer npc
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void WorldSession::HandleAuctionHelloOpcode(WorldPacket& recvData)
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{
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ObjectGuid guid; //NPC guid
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recvData >> guid;
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Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
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if (!unit)
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{
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LOG_DEBUG("network", "WORLD: HandleAuctionHelloOpcode - Unit (%s) not found or you can't interact with him.", guid.ToString().c_str());
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return;
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}
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// remove fake death
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if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
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GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
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SendAuctionHello(guid, unit);
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}
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//this void causes that auction window is opened
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void WorldSession::SendAuctionHello(ObjectGuid guid, Creature* unit)
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{
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if (GetPlayer()->getLevel() < sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ))
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{
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SendNotification(GetAcoreString(LANG_AUCTION_REQ), sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ));
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return;
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}
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if (!sScriptMgr->CanSendAuctionHello(this, guid, unit))
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return;
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AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->GetFaction());
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if (!ahEntry)
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return;
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WorldPacket data(MSG_AUCTION_HELLO, 12);
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data << guid;
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data << uint32(ahEntry->houseId);
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data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
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SendPacket(&data);
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}
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//call this method when player bids, creates, or deletes auction
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void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError)
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{
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WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16);
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data << auctionId;
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data << Action;
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data << ErrorCode;
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if (!ErrorCode && Action)
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data << bidError; //when bid, then send 0, once...
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SendPacket(&data);
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}
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//this function sends notification, if bidder is online
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void WorldSession::SendAuctionBidderNotification(uint32 location, uint32 auctionId, ObjectGuid bidder, uint32 bidSum, uint32 diff, uint32 item_template)
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{
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WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8 * 4));
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data << uint32(location);
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data << uint32(auctionId);
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data << bidder;
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data << uint32(bidSum);
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data << uint32(diff);
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data << uint32(item_template);
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data << uint32(0);
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SendPacket(&data);
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}
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//this void causes on client to display: "Your auction sold"
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void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
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{
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WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, (8 * 4));
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data << uint32(auction->Id);
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data << uint32(auction->bid);
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data << uint32(0); //unk
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data << uint64(0); //unk (bidder guid?)
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data << uint32(auction->item_template);
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data << uint32(0); //unk
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data << float(0); //unk (time?)
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SendPacket(&data);
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}
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//this void creates new auction and adds auction to some auctionhouse
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void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
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{
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ObjectGuid auctioneer;
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uint32 itemsCount, etime, bid, buyout;
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recvData >> auctioneer;
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recvData >> itemsCount;
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ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
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uint32 count[MAX_AUCTION_ITEMS];
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memset(count, 0, sizeof(count));
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if (itemsCount > MAX_AUCTION_ITEMS)
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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recvData.rfinish();
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return;
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}
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for (uint32 i = 0; i < itemsCount; ++i)
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{
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recvData >> itemGUIDs[i];
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recvData >> count[i];
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if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
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{
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recvData.rfinish();
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return;
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}
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}
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recvData >> bid;
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recvData >> buyout;
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recvData >> etime;
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if (!bid || !etime)
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return;
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if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT)
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{
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LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (%s) attempted to sell item with higher price than max gold amount.",
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_player->GetName().c_str(), _player->GetGUID().ToString().c_str());
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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return;
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}
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Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
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if (!creature)
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{
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LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", auctioneer.ToString().c_str());
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return;
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}
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AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->GetFaction());
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if (!auctionHouseEntry)
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{
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LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", auctioneer.ToString().c_str());
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return;
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}
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etime *= MINUTE;
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switch (etime)
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{
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case 1*MIN_AUCTION_TIME:
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case 2*MIN_AUCTION_TIME:
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case 4*MIN_AUCTION_TIME:
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break;
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default:
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return;
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}
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if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
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GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
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Item* items[MAX_AUCTION_ITEMS];
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uint32 finalCount = 0;
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uint32 itemEntry = 0;
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for (uint32 i = 0; i < itemsCount; ++i)
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{
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Item* item = _player->GetItemByGuid(itemGUIDs[i]);
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if (!item)
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
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return;
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}
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if (itemEntry == 0)
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itemEntry = item->GetTemplate()->ItemId;
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if (sAuctionMgr->GetAItem(item->GetGUID()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
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item->GetTemplate()->Flags & ITEM_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
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item->GetCount() < count[i] || itemEntry != item->GetTemplate()->ItemId)
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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return;
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}
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items[i] = item;
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finalCount += count[i];
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}
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if (!finalCount)
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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return;
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}
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// check if there are 2 identical guids, in this case user is most likely cheating
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for (uint32 i = 0; i < itemsCount - 1; ++i)
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{
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for (uint32 j = i + 1; j < itemsCount; ++j)
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{
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if (itemGUIDs[i] == itemGUIDs[j])
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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return;
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}
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}
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}
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for (uint32 i = 0; i < itemsCount; ++i)
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{
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Item* item = items[i];
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if (item->GetMaxStackCount() < finalCount)
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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return;
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}
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}
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for (uint32 i = 0; i < itemsCount; ++i)
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{
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Item* item = items[i];
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uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
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AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
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uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
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if (!_player->HasEnoughMoney(deposit))
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{
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
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return;
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}
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_player->ModifyMoney(-int32(deposit));
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AuctionEntry* AH = new AuctionEntry;
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AH->Id = sObjectMgr->GenerateAuctionID();
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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AH->houseId = AUCTIONHOUSE_NEUTRAL;
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else
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{
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CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(creature->GetSpawnId());
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if (!auctioneerData)
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{
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LOG_ERROR("network.opcode", "Data for auctioneer not found (%s)", auctioneer.ToString().c_str());
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return;
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}
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CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id1);
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if (!auctioneerInfo)
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{
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LOG_ERROR("network.opcode", "Non existing auctioneer (%s)", auctioneer.ToString().c_str());
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return;
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}
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const AuctionHouseEntry* AHEntry = sAuctionMgr->GetAuctionHouseEntry(auctioneerInfo->faction);
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AH->houseId = AHEntry->houseId;
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}
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// Required stack size of auction matches to current item stack size, just move item to auctionhouse
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if (itemsCount == 1 && item->GetCount() == count[i])
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{
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AH->item_guid = item->GetGUID();
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AH->item_template = item->GetEntry();
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AH->itemCount = item->GetCount();
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AH->owner = _player->GetGUID();
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AH->startbid = bid;
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AH->bidder = ObjectGuid::Empty;
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AH->bid = 0;
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AH->buyout = buyout;
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AH->expire_time = time(nullptr) + auctionTime;
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AH->deposit = deposit;
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AH->auctionHouseEntry = auctionHouseEntry;
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LOG_DEBUG("network.opcode", "CMSG_AUCTION_SELL_ITEM: Player %s (%s) is selling item %s entry %u (%s) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
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_player->GetName().c_str(), _player->GetGUID().ToString().c_str(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUID().ToString().c_str(), item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
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sAuctionMgr->AddAItem(item);
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auctionHouse->AddAuction(AH);
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_player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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item->DeleteFromInventoryDB(trans);
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item->SaveToDB(trans);
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AH->SaveToDB(trans);
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_player->SaveInventoryAndGoldToDB(trans);
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CharacterDatabase.CommitTransaction(trans);
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SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
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GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
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return;
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}
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else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
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{
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Item* newItem = item->CloneItem(finalCount, _player);
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if (!newItem)
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{
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LOG_ERROR("network.opcode", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
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return;
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}
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AH->item_guid = newItem->GetGUID();
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AH->item_template = newItem->GetEntry();
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AH->itemCount = newItem->GetCount();
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AH->owner = _player->GetGUID();
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AH->startbid = bid;
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AH->bidder = ObjectGuid::Empty;
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AH->bid = 0;
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AH->buyout = buyout;
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AH->expire_time = time(nullptr) + auctionTime;
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AH->deposit = deposit;
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AH->auctionHouseEntry = auctionHouseEntry;
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LOG_DEBUG("network.opcode", "CMSG_AUCTION_SELL_ITEM: Player %s (%s) is selling item %s entry %u (%s) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u",
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_player->GetName().c_str(), _player->GetGUID().ToString().c_str(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUID().ToString().c_str(), newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
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sAuctionMgr->AddAItem(newItem);
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auctionHouse->AddAuction(AH);
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for (uint32 j = 0; j < itemsCount; ++j)
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{
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Item* item2 = items[j];
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// Item stack count equals required count, ready to delete item - cloned item will be used for auction
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if (item2->GetCount() == count[j])
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{
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_player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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item2->DeleteFromInventoryDB(trans);
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item2->DeleteFromDB(trans);
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CharacterDatabase.CommitTransaction(trans);
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delete item2;
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}
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else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
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{
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item2->SetCount(item2->GetCount() - count[j]);
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item2->SetState(ITEM_CHANGED, _player);
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_player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
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item2->SendUpdateToPlayer(_player);
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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item2->SaveToDB(trans);
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CharacterDatabase.CommitTransaction(trans);
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}
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}
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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newItem->SaveToDB(trans);
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AH->SaveToDB(trans);
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_player->SaveInventoryAndGoldToDB(trans);
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CharacterDatabase.CommitTransaction(trans);
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SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
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GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
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return;
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}
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}
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}
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//this function is called when client bids or buys out auction
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void WorldSession::HandleAuctionPlaceBid(WorldPacket& recvData)
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{
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LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_PLACE_BID");
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ObjectGuid auctioneer;
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uint32 auctionId;
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uint32 price;
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recvData >> auctioneer;
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recvData >> auctionId >> price;
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if (!auctionId || !price)
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return; //check for cheaters
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Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
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if (!creature)
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{
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LOG_DEBUG("network", "WORLD: HandleAuctionPlaceBid - Unit (%s) not found or you can't interact with him.", auctioneer.ToString().c_str());
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return;
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}
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// remove fake death
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if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
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GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
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AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->GetFaction());
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AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
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Player* player = GetPlayer();
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if (!auction || auction->owner == player->GetGUID())
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{
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//you cannot bid your own auction:
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SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
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return;
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}
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// impossible have online own another character (use this for speedup check in case online owner)
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Player* auction_owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
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if (!auction_owner && sCharacterCache->GetCharacterAccountIdByGuid(auction->owner) == GetAccountId())
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{
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//you cannot bid your another character auction:
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SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
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return;
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}
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// cheating
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if (price <= auction->bid || price < auction->startbid)
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return;
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// price too low for next bid if not buyout
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if ((price < auction->buyout || auction->buyout == 0) &&
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price < auction->bid + auction->GetAuctionOutBid())
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{
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//auction has already higher bid, client tests it!
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return;
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}
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if (!player->HasEnoughMoney(price))
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{
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//you don't have enought money!, client tests!
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//SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???);
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return;
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}
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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if (price < auction->buyout || auction->buyout == 0)
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{
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if (auction->bidder)
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{
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if (auction->bidder == player->GetGUID())
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player->ModifyMoney(-int32(price - auction->bid));
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else
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{
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// mail to last bidder and return money
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sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans);
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|
player->ModifyMoney(-int32(price));
|
|
}
|
|
}
|
|
else
|
|
player->ModifyMoney(-int32(price));
|
|
|
|
auction->bidder = player->GetGUID();
|
|
auction->bid = price;
|
|
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
|
|
|
|
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
|
|
stmt->setUInt32(0, auction->bidder.GetCounter());
|
|
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->GetGUID() == 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();
|
|
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_guid);
|
|
auctionHouse->RemoveAuction(auction);
|
|
}
|
|
player->SaveInventoryAndGoldToDB(trans);
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
}
|
|
|
|
//this void is called when auction_owner cancels his auction
|
|
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
|
|
{
|
|
LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");
|
|
|
|
ObjectGuid auctioneer;
|
|
uint32 auctionId;
|
|
recvData >> auctioneer;
|
|
recvData >> auctionId;
|
|
|
|
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
|
|
if (!creature)
|
|
{
|
|
LOG_DEBUG("network", "WORLD: HandleAuctionRemoveItem - Unit (%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();
|
|
|
|
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
|
|
if (auction && auction->owner == player->GetGUID())
|
|
{
|
|
Item* pItem = sAuctionMgr->GetAItem(auction->item_guid);
|
|
if (pItem)
|
|
{
|
|
if (auction->bidder) // 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(ObjectGuid::Empty, 0, auction->buyout, auction->deposit))
|
|
.AddItem(pItem)
|
|
.SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
|
|
}
|
|
else
|
|
{
|
|
LOG_ERROR("network.opcode", "Auction id: %u has non-existed item (item: %s)!!!", auction->Id, auction->item_guid.ToString().c_str());
|
|
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
|
|
LOG_ERROR("network.opcode", "CHEATER : %s, he tried to cancel auction (id: %u) of another player, or auction is nullptr", player->GetGUID().ToString().c_str(), 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->item_guid);
|
|
auctionHouse->RemoveAuction(auction);
|
|
}
|
|
|
|
//called when player lists his bids
|
|
void WorldSession::HandleAuctionListBidderItems(WorldPacket& recvData)
|
|
{
|
|
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))
|
|
{
|
|
LOG_ERROR("network.opcode", "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)
|
|
{
|
|
LOG_DEBUG("network", "WORLD: HandleAuctionListBidderItems - Unit (%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) + 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)
|
|
{
|
|
// prevent crash caused by malformed packet
|
|
ObjectGuid guid;
|
|
uint32 listfrom;
|
|
|
|
recvData >> guid;
|
|
recvData >> listfrom; // not used in fact (this list does not have page control in client)
|
|
|
|
// 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(guid, _player->GetGUID(), true), _player->m_Events.CalculateTime(delay - diff));
|
|
}
|
|
|
|
void WorldSession::HandleAuctionListOwnerItemsEvent(ObjectGuid creatureGuid)
|
|
{
|
|
LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");
|
|
|
|
_lastAuctionListOwnerItemsMSTime = World::GetGameTimeMS(); // pussywizard
|
|
|
|
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(creatureGuid, UNIT_NPC_FLAG_AUCTIONEER);
|
|
if (!creature)
|
|
{
|
|
LOG_DEBUG("network", "WORLD: HandleAuctionListOwnerItems - Unit (%s) not found or you can't interact with him.", creatureGuid.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) + 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)
|
|
{
|
|
LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
|
|
|
|
std::string searchedname;
|
|
uint8 levelmin, levelmax, usable;
|
|
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.read_skip<uint8>(); // pussywizard: this is the getAll option
|
|
uint8 getAll;
|
|
recvData >> getAll;
|
|
|
|
// Read sort block
|
|
uint8 sortOrderCount;
|
|
recvData >> sortOrderCount;
|
|
AuctionSortOrderVector sortOrder;
|
|
for (uint8 i = 0; i < sortOrderCount; i++)
|
|
{
|
|
uint8 sortMode;
|
|
uint8 isDesc;
|
|
recvData >> sortMode;
|
|
recvData >> isDesc;
|
|
AuctionSortInfo sortInfo;
|
|
sortInfo.isDesc = (isDesc == 1);
|
|
sortInfo.sortOrder = static_cast<AuctionSortOrder>(sortMode);
|
|
sortOrder.push_back(std::move(sortInfo));
|
|
}
|
|
|
|
// 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;
|
|
std::lock_guard<std::mutex> guard(AsyncAuctionListingMgr::GetTempLock());
|
|
AsyncAuctionListingMgr::GetTempList().push_back(AuctionListItemsDelayEvent(delay - diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID,
|
|
auctionMainCategory, auctionSubCategory, quality, getAll, sortOrder));
|
|
}
|
|
|
|
void WorldSession::HandleAuctionListPendingSales(WorldPacket& recvData)
|
|
{
|
|
LOG_DEBUG("network", "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);
|
|
}
|