Example #1
0
bool AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry, Item* item)
{
    PlayerAuctions* thisAH;
    auto itr = pendingAuctionMap.find(player->GetGUID());
    if (itr != pendingAuctionMap.end())
    {
        thisAH = itr->second.first;

        // Get deposit so far
        uint32 totalDeposit = 0;
        for (AuctionEntry const* thisAuction : *thisAH)
            totalDeposit += GetAuctionDeposit(thisAuction->auctionHouseEntry, thisAuction->etime, item, thisAuction->itemCount);

        // Add this deposit
        totalDeposit += GetAuctionDeposit(aEntry->auctionHouseEntry, aEntry->etime, item, aEntry->itemCount);

        if (!player->HasEnoughMoney(totalDeposit))
            return false;
    }
    else
    {
        thisAH = new PlayerAuctions;
        pendingAuctionMap[player->GetGUID()] = AuctionPair(thisAH, 0);
    }
    thisAH->push_back(aEntry);
    return true;
}
Example #2
0
void AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry)
{
    PlayerAuctions* thisAH;
    auto itr = pendingAuctionMap.find(player->GetGUID());
    if (itr != pendingAuctionMap.end())
        thisAH = itr->second.first;
    else
    {
        thisAH = new PlayerAuctions;
        pendingAuctionMap[player->GetGUID()] = AuctionPair(thisAH, 0);
    }
    thisAH->push_back(aEntry);
}