//this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data) { uint64 auctioneer; uint32 itemsCount, etime, bid, buyout; recv_data >> auctioneer; recv_data >> itemsCount; uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot uint32 count[MAX_AUCTION_ITEMS]; if (itemsCount > MAX_AUCTION_ITEMS) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } for (uint32 i = 0; i < itemsCount; ++i) { recv_data >> itemGUIDs[i]; recv_data >> count[i]; if (!itemGUIDs[i] || !count[i] || count[i] > 1000 ) return; } recv_data >> bid; recv_data >> buyout; recv_data >> etime; if (!bid || !etime) 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; for (uint32 i = 0; i < itemsCount; ++i) { Item* item = _player->GetItemByGuid(itemGUIDs[i]); if (!item) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); return; } 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]) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } items[i] = item; finalCount += count[i]; } if (!finalCount) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } for (uint32 i = 0; i < itemsCount; ++i) { Item* item = items[i]; if (item->GetMaxStackCount() < finalCount) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_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, AUCTION_NOT_ENOUGHT_MONEY); return; } _player->ModifyMoney(-int32(deposit)); AuctionEntry* AH = new AuctionEntry; AH->Id = sObjectMgr->GenerateAuctionID(); if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) AH->auctioneer = 23442; else 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]) { if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount()); } 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->outInfo(LOG_FILTER_NETWORKIO, "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(), _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, AUCTION_OK); GetPlayer()->GetAchievementMgr().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(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount()); } 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->outInfo(LOG_FILTER_NETWORKIO, "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(), _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); } 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, AUCTION_OK); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); return; } } }
//this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_PLACE_BID"); uint64 auctioneer; uint32 auctionId; uint32 price; recv_data >> auctioneer; recv_data >> 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, CANNOT_BID_YOUR_AUCTION_ERROR); return; } // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)); if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == player->GetSession()->GetAccountId()) { //you cannot bid your another character auction: SendAuctionCommandResult(0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR); return; } // cheating if (price <= auction->bid || price < auction->startbid) return; // price too low for next bid if not buyout if ((price < auction->buyout || auction->buyout == 0) && price < auction->bid + auction->GetAuctionOutBid()) { //auction has already higher bid, client tests it! return; } if (!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()->GetAchievementMgr().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, 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()->GetAchievementMgr().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, AUCTION_OK); auction->DeleteFromDB(trans); uint32 item_template = auction->item_template; sAuctionMgr->RemoveAItem(auction->item_guidlow); auctionHouse->RemoveAuction(auction, item_template); } player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); }
// this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data) { DEBUG_LOG("WORLD: HandleAuctionPlaceBid"); ObjectGuid auctioneerGuid; uint32 auctionId; uint32 price; recv_data >> auctioneerGuid; recv_data >> auctionId >> price; if (!auctionId || !price) return; // check for cheaters AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if (!auction || auction->owner == pl->GetGUIDLow()) { // you cannot bid your own auction: SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN); return; } ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid); if (!auction_owner && ownerGuid && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId()) { // you cannot bid your another character auction: SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN); return; } // cheating or client lags if (price <= auction->bid) { // client test but possible in result lags SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_HIGHER_BID); return; } // price too low for next bid if not buyout if ((price < auction->buyout || auction->buyout == 0) && price < auction->bid + auction->GetAuctionOutBid()) { // client test but possible in result lags SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_BID_INCREMENT); return; } if (price > pl->GetMoney()) { // you don't have enough money!, client tests! // SendAuctionCommandResult(auction->auctionId, AUCTION_ERR_INVENTORY, EQUIP_ERR_NOT_ENOUGH_MONEY); return; } // cheating if (price < auction->startbid) return; SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK); if (auction->UpdateBid(price, pl)) pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price); else pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout); }
// Collects information about item counts and minimum prices to SameItemInfo and updates EligibleItems - a list with new items eligible for bot to buy and bid // Returns count of items in AH that were eligible for being bought or bidded on by ahbot buyer (EligibleItems size) uint32 AuctionBotBuyer::GetItemInformation(BuyerConfiguration& config) { config.SameItemInfo.clear(); time_t now = time(nullptr); uint32 count = 0; AuctionHouseObject* house = sAuctionMgr->GetAuctionsMap(config.GetHouseType()); for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = house->GetAuctionsBegin(); itr != house->GetAuctionsEnd(); ++itr) { AuctionEntry* entry = itr->second; if (!entry->owner) continue; // Skip auctions owned by AHBot Item* item = sAuctionMgr->GetAItem(entry->itemGUIDLow); if (!item) continue; BuyerItemInfo& itemInfo = config.SameItemInfo[item->GetEntry()]; // Update item entry's count and total bid prices // This can be used later to determine the prices and chances to bid uint32 itemBidPrice = entry->startbid / item->GetCount(); itemInfo.TotalBidPrice = itemInfo.TotalBidPrice + itemBidPrice; itemInfo.BidItemCount++; // Set minimum bid price if (!itemInfo.MinBidPrice) itemInfo.MinBidPrice = itemBidPrice; else itemBidPrice = std::min(itemInfo.MinBidPrice, itemBidPrice); // Set minimum buyout price if item has buyout if (entry->buyout) { // Update item entry's count and total buyout prices // This can be used later to determine the prices and chances to buyout uint32 itemBuyPrice = entry->buyout / item->GetCount(); itemInfo.TotalBuyPrice = itemInfo.TotalBuyPrice + itemBuyPrice; itemInfo.BuyItemCount++; if (!itemInfo.MinBuyPrice) itemInfo.MinBuyPrice = itemBuyPrice; else itemInfo.MinBuyPrice = std::min(itemInfo.MinBuyPrice, itemBuyPrice); } // Add/update EligibleItems if: // * no bid // * bid from player if (!entry->bid || entry->bidder) { config.EligibleItems[entry->Id].LastExist = now; config.EligibleItems[entry->Id].AuctionId = entry->Id; ++count; } } TC_LOG_DEBUG("ahbot", "AHBot: %u items added to buyable/biddable vector for ah type: %u", count, config.GetHouseType()); TC_LOG_DEBUG("ahbot", "AHBot: SameItemInfo size = %u", (uint32)config.SameItemInfo.size()); return count; }
//this void is called when auction_owner cancels his auction void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+4); uint64 auctioneer; uint32 auctionId; recv_data >> auctioneer; recv_data >> auctionId; //sLog.outDebug( "Cancel AUCTION AuctionID: %u", auctionId); Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug( "WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) ); return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); AuctionHouseObject * mAuctions; mAuctions = objmgr.GetAuctionsMap( location ); AuctionEntry *auction = mAuctions->GetAuction(auctionId); Player *pl = GetPlayer(); if (auction && auction->owner == pl->GetGUIDLow()) { Item *pItem = objmgr.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 = objmgr.GetAuctionCut( auction->location, auction->bid); if ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed return; //some auctionBidderNotification would be needed, but don't know that parts.. SendAuctionCancelledToBidderMail( auction ); pl->ModifyMoney( -int32(auctionCut) ); } // Return the item by mail std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED; MailItemsInfo mi; mi.AddItem(auction->item_guidlow, auction->item_template, pItem); // item will deleted or added to received mail list WorldSession::SendMailTo(pl, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, pl->GetGUIDLow(), msgAuctionCanceledOwner.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE); } else { sLog.outError("Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow); SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR ); return; } } else { SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR ); //this code isn't possible ... maybe there should be assert sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId ); return; } //inform player, that auction is removed SendAuctionCommandResult( auction->Id, AUCTION_CANCEL, AUCTION_OK ); // Now remove the auction CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); objmgr.RemoveAItem( auction->item_guidlow ); mAuctions->RemoveAuction( auction->Id ); delete auction; }
//this void is called when player clicks on search button void WorldSession::HandleAuctionListItems( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+4+1+1+1+4+4+4+4+1); std::string searchedname, name; uint8 levelmin, levelmax, usable, location; uint32 count, totalcount, listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; uint64 guid; recv_data >> guid; recv_data >> listfrom; // start, used for page control listing by 50 elements recv_data >> searchedname; // recheck with known string size CHECK_PACKET_SIZE(recv_data,8+4+(searchedname.size()+1)+1+1+4+4+4+4+1); recv_data >> levelmin >> levelmax; recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory; recv_data >> quality >> usable; Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug( "WORLD: HandleAuctionListItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) ); return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); location = AuctioneerFactionToLocation(pCreature->getFaction()); AuctionHouseObject * mAuctions; mAuctions = objmgr.GetAuctionsMap( location ); //sLog.outDebug("Auctionhouse search guid: " I64FMTD ", list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", guid, listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable); WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) ); count = 0; 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); for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr) { AuctionEntry *Aentry = itr->second; Item *item = objmgr.GetAItem(Aentry->item_guidlow); if( item ) { ItemPrototype const *proto = item->GetProto(); if( proto ) { if( auctionMainCategory == (0xffffffff) || proto->Class == auctionMainCategory ) { if( auctionSubCategory == (0xffffffff) || proto->SubClass == auctionSubCategory ) { if( auctionSlotID == (0xffffffff) || proto->InventoryType == auctionSlotID ) { if( quality == (0xffffffff) || proto->Quality == quality ) { if( usable == (0x00) || _player->CanUseItem( item ) == EQUIP_ERR_OK ) { if( ( levelmin == (0x00) || proto->RequiredLevel >= levelmin ) && ( levelmax == (0x00) || proto->RequiredLevel <= levelmax ) ) { name = proto->Name1; // local name int loc_idx = GetSessionDbLocaleIndex(); if ( loc_idx >= 0 ) { ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId); if (il) { if (il->Name.size() > loc_idx && !il->Name[loc_idx].empty()) name = il->Name[loc_idx]; } } if(name.empty()) continue; if( wsearchedname.empty() || Utf8FitTo(name, wsearchedname) ) { if ((count < 50) && (totalcount >= listfrom)) { ++count; SendAuctionInfo( data, Aentry); } ++totalcount; } } } } } } } } } } data.put<uint32>(0, count); data << (uint32) totalcount; data << (uint32) 300; // unk 2.3.0 const? 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<uint8>(); recvData.read_skip<uint8>(); } 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<uint32>(0, count); data << (uint32) totalcount; data << (uint32) sWorld->getIntConfig(CONFIG_AUCTION_SEARCH_DELAY); SendPacket(&data); }
//this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+8+4+4+4); uint64 auctioneer, item; uint32 etime, bid, buyout; recv_data >> auctioneer >> item; recv_data >> bid >> buyout >> etime; Player *pl = GetPlayer(); if (!item || !bid || !etime) return; //check for cheaters Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) ); return; } // client send time in minutes, convert to common used sec time etime *= MINUTE; // client understand only 3 auction time switch(etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); Item *it = pl->GetItemByGuid( item ); //do not allow to sell already auctioned items if(objmgr.GetAItem(GUID_LOPART(item))) { sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item)); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction) if(!it) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); return; } if(!it->CanBeTraded()) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); AuctionHouseObject * mAuctions; mAuctions = objmgr.GetAuctionsMap( location ); //we have to take deposit : uint32 deposit = objmgr.GetAuctionDeposit( location, etime, it ); if ( pl->GetMoney() < deposit ) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); return; } if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) ) { sLog.outCommand("GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount()); } pl->ModifyMoney( -int32(deposit) ); uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME)); AuctionEntry *AH = new AuctionEntry; AH->Id = objmgr.GenerateAuctionID(); AH->auctioneer = GUID_LOPART(auctioneer); AH->item_guidlow = GUID_LOPART(item); AH->item_template = it->GetEntry(); AH->owner = pl->GetGUIDLow(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->time = time(NULL) + auction_time; AH->deposit = deposit; AH->location = location; sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in location: %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, location); mAuctions->AddAuction(AH); objmgr.AddAItem(it); pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true); CharacterDatabase.BeginTransaction(); it->DeleteFromInventoryDB(); it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) " "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')", AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); }
//this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data) { uint64 auctioneer; uint32 auctionId; uint32 price; recv_data >> auctioneer; recv_data >> auctionId >> price; if (!auctionId || !price) return; //check for cheaters Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug("WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer))); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); AuctionHouseObject *auctionHouse = sAuctionMgr.GetAuctionsMap(pCreature->getFaction()); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if (!auction || auction->owner == pl->GetGUIDLow()) { //you cannot bid your own auction: SendAuctionCommandResult(0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR); return; } // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = sObjectMgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)); if (!auction_owner && sObjectMgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == pl->GetSession()->GetAccountId()) { //you cannot bid your another character auction: SendAuctionCommandResult(0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR); return; } // cheating if (price <= auction->bid || price < auction->startbid) return; // price too low for next bid if not buyout if ((price < auction->buyout || auction->buyout == 0) && price < auction->bid + auction->GetAuctionOutBid()) { //auction has already higher bid, client tests it! return; } if (price > pl->GetMoney()) { //you don't have enought money!, client tests! //SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???); return; } if (price < auction->buyout || auction->buyout == 0) { if (auction->bidder > 0) { if (auction->bidder == pl->GetGUIDLow()) pl->ModifyMoney(-int32(price - auction->bid)); else { // mail to last bidder and return money SendAuctionOutbiddedMail(auction, price); pl->ModifyMoney(-int32(price)); } } else pl->ModifyMoney(-int32(price)); auction->bidder = pl->GetGUIDLow(); auction->bid = price; GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price); // after this update we should save player's money ... CharacterDatabase.PExecute("UPDATE auctionhouse SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK, 0); } else { //buyout: if (pl->GetGUIDLow() == auction->bidder) pl->ModifyMoney(-int32(auction->buyout - auction->bid)); else { pl->ModifyMoney(-int32(auction->buyout)); if (auction->bidder) //buyout for bidded auction .. SendAuctionOutbiddedMail(auction, auction->buyout); } auction->bidder = pl->GetGUIDLow(); auction->bid = auction->buyout; GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout); sAuctionMgr.SendAuctionSalePendingMail(auction); sAuctionMgr.SendAuctionSuccessfulMail(auction); sAuctionMgr.SendAuctionWonMail(auction); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK); auction->DeleteFromDB(); uint32 item_template = auction->item_template; sAuctionMgr.RemoveAItem(auction->item_guidlow); auctionHouse->RemoveAuction(auction, item_template); } CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); }
//this void is called when auction_owner cancels his auction void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data) { uint64 auctioneer; uint32 auctionId; recv_data >> auctioneer; recv_data >> auctionId; //sLog.outDebug("Cancel AUCTION AuctionID: %u", auctionId); Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug("WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer))); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(pCreature->getFaction()); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if (auction && auction->owner == pl->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 (pl->GetMoney() < auctionCut) //player doesn't have enough money, maybe message needed return; //some auctionBidderNotification would be needed, but don't know that parts.. SendAuctionCancelledToBidderMail(auction); pl->ModifyMoney(-int32(auctionCut)); } // Return the item by mail std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED; // item will deleted or added to received mail list MailDraft(msgAuctionCanceledOwner.str()) .AddItem(pItem) .SendMailTo(pl, auction); } else { sLog.outError("Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow); SendAuctionCommandResult(0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR); return; } } else { SendAuctionCommandResult(0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR); //this code isn't possible ... maybe there should be assert sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId); return; } //inform player, that auction is removed SendAuctionCommandResult(auction->Id, AUCTION_CANCEL, AUCTION_OK); // Now remove the auction CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); auction->DeleteFromDB(); uint32 item_template = auction->item_template; sAuctionMgr.RemoveAItem(auction->item_guidlow); auctionHouse->RemoveAuction(auction, item_template); }
// this void is called when player clicks on search button void WorldSession::HandleAuctionListItems(WorldPacket& recv_data) { DEBUG_LOG("WORLD: CMSG_AUCTION_LIST_ITEMS"); ObjectGuid auctioneerGuid; std::string searchedname; uint8 levelmin, levelmax, usable, isFull, sortCount, unk; uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; recv_data >> auctioneerGuid; recv_data >> listfrom; // start, used for page control listing by 50 elements recv_data >> searchedname; recv_data >> levelmin >> levelmax; recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality; recv_data >> usable >> isFull >> unk >> sortCount; if (sortCount >= MAX_AUCTION_SORT) return; uint8 Sort[MAX_AUCTION_SORT]; memset(Sort, MAX_AUCTION_SORT, MAX_AUCTION_SORT); // auction columns sorting for (uint32 i = 0; i < sortCount; ++i) { uint8 column, reversed; recv_data >> column; if (column >= MAX_AUCTION_SORT) return; recv_data >> reversed; Sort[i] = (reversed > 0) ? (column |= AUCTION_SORT_REVERSED) : column; } AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // Sort AuctionHouseObject::AuctionEntryMap const& aucs = auctionHouse->GetAuctions(); std::vector<AuctionEntry*> auctions; auctions.reserve(aucs.size()); for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs.begin(); itr != aucs.end(); ++itr) auctions.push_back(itr->second); AuctionSorter sorter(Sort, GetPlayer()); std::sort(auctions.begin(), auctions.end(), sorter); // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); // DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", // auctioneerGuid.GetString().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); BuildListAuctionItems(auctions, data, wsearchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount, isFull); data.put<uint32>(0, count); data << uint32(totalcount); data << uint32(300); // 2.3.0 delay for next isFull request? SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_AUCTION_LIST_RESULT"); }
// this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket& recv_data) { DEBUG_LOG("WORLD: HandleAuctionSellItem"); ObjectGuid auctioneerGuid; ObjectGuid itemGuid; uint32 etime, bid, buyout; recv_data >> auctioneerGuid; recv_data >> itemGuid; recv_data >> bid; recv_data >> buyout; recv_data >> etime; if (!bid || !etime) return; // check for cheaters Player* pl = GetPlayer(); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // client send time in minutes, convert to common used sec time etime *= MINUTE; // client understand only 3 auction time switch (etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); if (!itemGuid) return; Item* it = pl->GetItemByGuid(itemGuid); // do not allow to sell already auctioned items if (sAuctionMgr.GetAItem(itemGuid.GetCounter())) { sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str()); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); return; } // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction) if (!it) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); return; } if (!it->CanBeTraded()) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); return; } if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); return; } // check money for deposit uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it); if (pl->GetMoney() < deposit) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY); return; } if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount()); } pl->ModifyMoney(-int32(deposit)); AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, it, etime, bid, buyout, deposit, pl); DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId); SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK); }
//this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_PLACE_BID"); uint64 auctioneer; uint32 auctionId; uint32 priceTmp; uint64 price; recv_data >> auctioneer; recv_data >> auctionId >> priceTmp; price = priceTmp; 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_STAT_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_DATABASE_ERROR); return; } // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)); if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == 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->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 >> 32); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price); trans->PAppend("UPDATE auctionhouse SET buyguid = '%u', lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK, 0); } else { //buyout: if (player->GetGUIDLow() == auction->bidder)
//this void is called when auction_owner cancels his auction void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_REMOVE_ITEM"); uint64 auctioneer; uint32 auctionId; recv_data >> auctioneer; recv_data >> 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(LOG_FILTER_NETWORKIO, "Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow); SendAuctionCommandResult(0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR); return; } } else { SendAuctionCommandResult(0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR); //this code isn't possible ... maybe there should be assert sLog->outError(LOG_FILTER_NETWORKIO, "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, 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, item_template); }
// this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: HandleAuctionSellItem"); ObjectGuid auctioneerGuid; uint64 item; uint32 etime, bid, buyout; recv_data >> auctioneerGuid; recv_data.read_skip<uint32>(); // const 1? recv_data >> item; recv_data.read_skip<uint32>(); // stack size recv_data >> bid; recv_data >> buyout; recv_data >> etime; if (!item || !bid || !etime) return; // check for cheaters Player *pl = GetPlayer(); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // client send time in minutes, convert to common used sec time etime *= MINUTE; // client understand only 3 auction time switch(etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); Item *it = pl->GetItemByGuid( item ); // do not allow to sell already auctioned items if(sAuctionMgr.GetAItem(GUID_LOPART(item))) { sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item)); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction) if(!it) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); return; } if(!it->CanBeTraded()) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } //we have to take deposit : uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it ); if ( pl->GetMoney() < deposit ) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); return; } if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) ) { sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount()); } pl->ModifyMoney( -int32(deposit) ); uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME)); AuctionEntry *AH = new AuctionEntry; AH->Id = sObjectMgr.GenerateAuctionID(); AH->item_guidlow = GUID_LOPART(item); AH->item_template = it->GetEntry(); AH->owner = pl->GetGUIDLow(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auction_time; AH->deposit = deposit; AH->auctionHouseEntry = auctionHouseEntry; DETAIL_LOG("selling item %u to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), auctioneerGuid.GetString().c_str(), bid, buyout, auction_time, AH->GetHouseId()); auctionHouse->AddAuction(AH); sAuctionMgr.AddAItem(it); pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true); CharacterDatabase.BeginTransaction(); it->DeleteFromInventoryDB(); it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone AH->SaveToDB(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); }
//this void is called when player clicks on search button void WorldSession::HandleAuctionListItems(WorldPacket & recv_data) { 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; recv_data >> guid; recv_data >> listfrom; // start, used for page control listing by 50 elements recv_data >> searchedname; recv_data >> levelmin >> levelmax; recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory; recv_data >> quality >> usable; recv_data.read_skip<uint8>(); // unk // this block looks like it uses some lame byte packing or similar... uint8 unkCnt; recv_data >> unkCnt; for (uint8 i = 0; i < unkCnt; i++) { recv_data.read_skip<uint8>(); recv_data.read_skip<uint8>(); } Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER); if (!creature) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid))); return; } // remove fake death if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction()); //sLog->outDebug("Auctionhouse search (GUID: %u TypeId: %u)",, list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", // GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable); WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4)); uint32 count = 0; uint32 totalcount = 0; data << (uint32) 0; // converting string that we try to find to lower case std::wstring wsearchedname; if (!Utf8toWStr(searchedname, wsearchedname)) return; wstrToLower(wsearchedname); auctionHouse->BuildListAuctionItems(data, _player, wsearchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount); data.put<uint32>(0, count); data << (uint32) totalcount; data << (uint32) 300; // unk 2.3.0 const? SendPacket(&data); }
// this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: HandleAuctionPlaceBid"); ObjectGuid auctioneerGuid; uint32 auctionId; uint32 price; recv_data >> auctioneerGuid; recv_data >> auctionId >> price; if (!auctionId || !price) return; // check for cheaters AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if( !auction || auction->owner == pl->GetGUIDLow() ) { // you cannot bid your own auction: SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR ); return; } ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid); if (!auction_owner && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId()) { // you cannot bid your another character auction: SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR ); return; } // cheating if(price <= auction->bid || price < auction->startbid) return; // price too low for next bid if not buyout if ((price < auction->buyout || auction->buyout == 0) && price < auction->bid + auction->GetAuctionOutBid()) { // auction has already higher bid, client tests it! return; } if (price > pl->GetMoney()) { // you don't have enough money!, client tests! // SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???); return; } if ((price < auction->buyout) || (auction->buyout == 0)) { if (auction->bidder > 0) { if ( auction->bidder == pl->GetGUIDLow() ) { pl->ModifyMoney( -int32(price - auction->bid)); } else { // mail to last bidder and return money SendAuctionOutbiddedMail( auction , price ); pl->ModifyMoney( -int32(price) ); } } else { pl->ModifyMoney( -int32(price) ); } auction->bidder = pl->GetGUIDLow(); auction->bid = price; GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price); // after this update we should save player's money ... CharacterDatabase.PExecute("UPDATE auction SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK, 0 ); } else { // buyout: if (pl->GetGUIDLow() == auction->bidder ) { pl->ModifyMoney(-int32(auction->buyout - auction->bid)); } else { pl->ModifyMoney(-int32(auction->buyout)); if ( auction->bidder ) // buyout for bidded auction .. { SendAuctionOutbiddedMail( auction, auction->buyout ); } } auction->bidder = pl->GetGUIDLow(); auction->bid = auction->buyout; GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout); sAuctionMgr.SendAuctionSalePendingMail( auction ); sAuctionMgr.SendAuctionSuccessfulMail( auction ); sAuctionMgr.SendAuctionWonMail( auction ); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK); sAuctionMgr.RemoveAItem(auction->item_guidlow); auctionHouse->RemoveAuction(auction->Id); auction->DeleteFromDB(); delete auction; } CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); }
//this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+4+4); uint64 auctioneer; uint32 auctionId; uint32 price; recv_data >> auctioneer; recv_data >> auctionId >> price; if (!auctionId || !price) return; //check for cheaters Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, auctioneer,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug( "WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) ); return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); AuctionHouseObject * mAuctions; mAuctions = objmgr.GetAuctionsMap( location ); AuctionEntry *auction = mAuctions->GetAuction(auctionId); Player *pl = GetPlayer(); if( !auction || auction->owner == pl->GetGUIDLow() ) { //you cannot bid your own auction: SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR ); return; } // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = objmgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)); if( !auction_owner && objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == pl->GetSession()->GetAccountId()) { //you cannot bid your another character auction: SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR ); return; } if (price < (auction->bid + objmgr.GetAuctionOutBid(auction->bid))) { //auction has already higher bid, client tests it! //SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???); return; } if (price > pl->GetMoney()) { //you don't have enought money!, client tests! //SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???); return; } if ((price < auction->buyout) || (auction->buyout == 0)) { if (auction->bidder > 0) { if ( auction->bidder == pl->GetGUIDLow() ) { pl->ModifyMoney( -int32(price - auction->bid)); } else { // mail to last bidder and return money SendAuctionOutbiddedMail( auction , price ); pl->ModifyMoney( -int32(price) ); } } else { pl->ModifyMoney( -int32(price) ); } auction->bidder = pl->GetGUIDLow(); auction->bid = price; // after this update we should save player's money ... CharacterDatabase.PExecute("UPDATE auctionhouse SET buyguid = '%u',lastbid = '%u' WHERE id = '%u'", auction->bidder, auction->bid, auction->Id); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK, 0 ); } else { //buyout: if (pl->GetGUIDLow() == auction->bidder ) { pl->ModifyMoney(-int32(auction->buyout - auction->bid)); } else { pl->ModifyMoney(-int32(auction->buyout)); if ( auction->bidder ) //buyout for bidded auction .. { SendAuctionOutbiddedMail( auction, auction->buyout ); } } auction->bidder = pl->GetGUIDLow(); auction->bid = auction->buyout; objmgr.SendAuctionSalePendingMail( auction ); objmgr.SendAuctionSuccessfulMail( auction ); objmgr.SendAuctionWonMail( auction ); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK); objmgr.RemoveAItem(auction->item_guidlow); mAuctions->RemoveAuction(auction->Id); CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",auction->Id); delete auction; } CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); }
// this void is called when auction_owner cancels his auction void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data ) { DEBUG_LOG("WORLD: HandleAuctionRemoveItem"); ObjectGuid auctioneerGuid; uint32 auctionId; recv_data >> auctioneerGuid; recv_data >> auctionId; //DEBUG_LOG( "Cancel AUCTION AuctionID: %u", auctionId); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if (auction && auction->owner == pl->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 ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed return; //some auctionBidderNotification would be needed, but don't know that parts.. SendAuctionCancelledToBidderMail( auction ); pl->ModifyMoney( -int32(auctionCut) ); } // Return the item by mail std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED << ":0:0"; // item will deleted or added to received mail list MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body .AddItem(pItem) .SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED); } else { sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->item_guidlow); SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR ); return; } } else { SendAuctionCommandResult( 0, AUCTION_CANCEL, AUCTION_INTERNAL_ERROR ); //this code isn't possible ... maybe there should be ASSERT sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId ); return; } //inform player, that auction is removed SendAuctionCommandResult( auction->Id, AUCTION_CANCEL, AUCTION_OK ); // Now remove the auction CharacterDatabase.BeginTransaction(); auction->DeleteFromDB(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); sAuctionMgr.RemoveAItem( auction->item_guidlow ); auctionHouse->RemoveAuction( auction->Id ); delete auction; }
//called when player lists his bids void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+4+4); uint64 guid; //NPC guid uint32 listfrom; //page of auctions uint32 outbiddedCount; //count of outbidded auctions recv_data >> guid; recv_data >> listfrom; // not used in fact (this list not have page control in client) recv_data >> outbiddedCount; if (recv_data.size() != (16 + outbiddedCount * 4 )) { sLog.outError("Client sent bad opcode!!! with count: %u and size : %d (mustbe: %d", outbiddedCount, recv_data.size(),(16 + outbiddedCount * 4 )); outbiddedCount = 0; } Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug( "WORLD: HandleAuctionListBidderItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) ); return; } // remove fake death if(GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); uint32 location = AuctioneerFactionToLocation(pCreature->getFaction()); AuctionHouseObject* mAuctions = objmgr.GetAuctionsMap( location ); WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) ); Player *pl = GetPlayer(); data << (uint32) 0; //add 0 as count uint32 count = 0; uint32 totalcount = 0; while ( outbiddedCount > 0) //add all data, which client requires { --outbiddedCount; uint32 outbiddedAuctionId; recv_data >> outbiddedAuctionId; AuctionEntry * auction = mAuctions->GetAuction( outbiddedAuctionId ); if ( auction && SendAuctionInfo(data, auction)) { ++totalcount; ++count; } } for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr) { AuctionEntry *Aentry = itr->second; if( Aentry && Aentry->bidder == pl->GetGUIDLow() ) { if (SendAuctionInfo(data, itr->second)) ++count; ++totalcount; } } data.put<uint32>( 0, count ); // add count to placeholder data << totalcount; data << (uint32)300; //unk 2.3.0 SendPacket(&data); }
// this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data) { uint64 auctioneer, item; uint64 bid, buyout; uint32 etime, count; uint32 unk = 1; recv_data >> auctioneer; // uint64 recv_data >> unk; // 1 recv_data >> item; // uint64 recv_data >> count; // 3.2.2, number of items being auctioned recv_data >> bid; // uint64, 4.0.6 recv_data >> buyout; // uint64, 4.0.6 recv_data >> etime; // uint32 Player *pl = GetPlayer(); if (!item || !bid || !etime) return; //check for cheaters Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer))); return; } AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction()); if (!auctionHouseEntry) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", uint32(GUID_LOPART(auctioneer))); return; } sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - ETIME: %u", etime); // client send time in minutes, convert to common used sec time etime *= MINUTE; sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - ETIME: %u", etime); // client understand only 3 auction time switch(etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if (GetPlayer()->HasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); Item *it = pl->GetItemByGuid(item); //do not allow to sell already auctioned items if (sAuctionMgr->GetAItem(GUID_LOPART(item))) { sLog->outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item)); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } // prevent sending bag with items (cheat: can be placed in bag after adding equiped empty bag to auction) if (!it) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND); return; } if (!it->CanBeTraded()) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } if (it->GetProto()->Flags & ITEM_PROTO_FLAG_CONJURED || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } if (it->IsBag() && !((Bag*)it)->IsEmpty()) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR); return; } AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction()); //we have to take deposit : uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, it, count); if (!pl->HasEnoughMoney(deposit)) { SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY); return; } if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) { sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), count); } pl->ModifyMoney(-int32(deposit)); uint32 auction_time = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME)); AuctionEntry *AH = new AuctionEntry; AH->Id = sObjectMgr->GenerateAuctionID(); if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) AH->auctioneer = 23442; else AH->auctioneer = GUID_LOPART(auctioneer); AH->item_guidlow = GUID_LOPART(item); AH->item_template = it->GetEntry(); AH->owner = pl->GetGUIDLow(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auction_time; AH->deposit = deposit; AH->auctionHouseEntry = auctionHouseEntry; sLog->outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), AH->auctioneer, bid, buyout, auction_time, AH->GetHouseId()); sAuctionMgr->AddAItem(it); auctionHouse->AddAuction(AH); pl->MoveItemFromInventory(it->GetBagSlot(), it->GetSlot(), true); SQLTransaction trans = CharacterDatabase.BeginTransaction(); it->DeleteFromInventoryDB(trans); it->SaveToDB(trans); // recursive and not have transaction guard into self, not in inventiory and can be save standalone AH->SaveToDB(trans); pl->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, AUCTION_OK); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); }
// this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data) { DEBUG_LOG("WORLD: HandleAuctionSellItem"); ObjectGuid auctioneerGuid; uint32 etime, bid, buyout, itemCount; std::vector<ObjectGuid> guids; std::vector<uint32> stackSizes; recv_data >> auctioneerGuid; recv_data >> itemCount; if (itemCount > MAX_BAG_SIZE * 5) { recv_data.rpos(recv_data.wpos()); // should not happen return; } guids.resize(itemCount); stackSizes.resize(itemCount); for (uint32 i = 0; i < itemCount; ++i) { recv_data >> guids[i]; // item guid recv_data >> stackSizes[i]; // stack size } recv_data >> bid; recv_data >> buyout; recv_data >> etime; if (!bid || !etime) return; // check for cheaters Player *pl = GetPlayer(); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // client send time in minutes, convert to common used sec time etime *= MINUTE; // client understand only 3 auction time switch (etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); for (uint32 i = 0; i < itemCount; ++i) { ObjectGuid itemGuid = guids[i]; if (!itemGuid) continue; uint32 stackSize = stackSizes[i]; Item *it = pl->GetItemByGuid(itemGuid); // do not allow to sell already auctioned items if (sAuctionMgr.GetAItem(itemGuid.GetCounter())) { sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str()); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); continue; } // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction) if (!it) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); continue; } if (!it->CanBeTraded()) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); continue; } if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); continue; } // check money for deposit uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it); if (pl->GetMoney() < deposit) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY); continue; } if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)", GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount()); } if (stackSize == 0) stackSize = 1; if (stackSize > it->GetMaxStackCount()) // too big stack size stackSize = it->GetMaxStackCount(); if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items continue; Item *newItem = it->CloneItem(stackSize); pl->DestroyItemCount(it, stackSize, true); pl->ModifyMoney(-int32(deposit)); AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl); DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId); SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); } }
//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->GetGUIDLow()); 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->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; } } 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->auctioneer = 23442; ///@TODO - HARDCODED DB GUID, BAD BAD BAD else AH->auctioneer = auctioneer.GetCounter(); // 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->GetGUIDLow(); AH->itemEntry = 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; TC_LOG_INFO("network", "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); } 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->GetGUIDLow(); AH->itemEntry = 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; TC_LOG_INFO("network", "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); } _player->ModifyMoney(-int32(deposit)); }
// this void is called when auction_owner cancels his auction void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data) { DEBUG_LOG("WORLD: HandleAuctionRemoveItem"); ObjectGuid auctioneerGuid; uint32 auctionId; recv_data >> auctioneerGuid; recv_data >> auctionId; //DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if (!auction || auction->owner != pl->GetGUIDLow()) { SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE); sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId); return; } Item *pItem = sAuctionMgr.GetAItem(auction->itemGuidLow); if (!pItem) { sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->itemGuidLow); SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); return; } if (auction->bid) // If we have a bid, we have to send him the money he paid { uint32 auctionCut = auction->GetAuctionCut(); if (pl->GetMoney() < auctionCut) // player doesn't have enough money, maybe message needed return; if (auction->bidder) // if auction have real existed bidder send mail SendAuctionCancelledToBidderMail(auction); pl->ModifyMoney(-int32(auctionCut)); } // Return the item by mail std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELED << ":" << auction->Id << ":" << auction->itemCount; // item will deleted or added to received mail list MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body .AddItem(pItem) .SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED); // inform player, that auction is removed SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK); // Now remove the auction CharacterDatabase.BeginTransaction(); auction->DeleteFromDB(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); sAuctionMgr.RemoveAItem(auction->itemGuidLow); auctionHouse->RemoveAuction(auction->Id); delete auction; }
// Tries to bid and buy items based on their prices and chances set in configs void AuctionBotBuyer::BuyAndBidItems(BuyerConfiguration& config) { time_t now = time(nullptr); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(config.GetHouseType()); CheckEntryMap& items = config.EligibleItems; // Max amount of items to buy or bid uint32 cycles = sAuctionBotConfig->GetItemPerCycleNormal(); if (items.size() > sAuctionBotConfig->GetItemPerCycleBoost()) { // set more cycles if there is a huge influx of items cycles = sAuctionBotConfig->GetItemPerCycleBoost(); TC_LOG_DEBUG("ahbot", "AHBot: Boost value used for Buyer! (if this happens often adjust both ItemsPerCycle in worldserver.conf)"); } // Process items eligible to be bidded or bought CheckEntryMap::iterator itr = items.begin(); while (cycles && itr != items.end()) { AuctionEntry* auction = auctionHouse->GetAuction(itr->second.AuctionId); if (!auction) { TC_LOG_DEBUG("ahbot", "AHBot: Entry %u doesn't exists, perhaps bought already?", itr->second.AuctionId); items.erase(itr++); continue; } // Check if the item has been checked once before // If it has been checked and it was recently, skip it if (itr->second.LastChecked && (now - itr->second.LastChecked) <= _checkInterval) { TC_LOG_DEBUG("ahbot", "AHBot: In time interval wait for entry %u!", auction->Id); ++itr; continue; } Item* item = sAuctionMgr->GetAItem(auction->itemGUIDLow); if (!item) { // auction item not accessible, possible auction in payment pending mode items.erase(itr++); continue; } // price to bid if bidding uint32 bidPrice; if (auction->bid >= auction->startbid) { // get bid price to outbid previous bidder bidPrice = auction->bid + auction->GetAuctionOutBid(); } else { // no previous bidders - use starting bid bidPrice = auction->startbid; } const BuyerItemInfo* ahInfo = nullptr; BuyerItemInfoMap::const_iterator sameItemItr = config.SameItemInfo.find(item->GetEntry()); if (sameItemItr != config.SameItemInfo.end()) ahInfo = &sameItemItr->second; TC_LOG_DEBUG("ahbot", "AHBot: Rolling for AHentry %u:", auction->Id); // Roll buy and bid chances bool successBuy = RollBuyChance(ahInfo, item, auction, bidPrice); bool successBid = RollBidChance(ahInfo, item, auction, bidPrice); // If roll bidding succesfully and bid price is above buyout -> buyout // If roll for buying was successful but not for bid, buyout directly // If roll bidding was also successful, buy the entry with 20% chance // - Better bid than buy since the item is bought by bot if no player bids after // Otherwise bid if roll for bid was successful if ((auction->buyout && successBid && bidPrice >= auction->buyout) || (successBuy && (!successBid || urand(1, 5) == 1))) BuyEntry(auction, auctionHouse); // buyout else if (successBid) PlaceBidToEntry(auction, bidPrice); // bid itr->second.LastChecked = now; --cycles; ++itr; } // Clear not needed entries config.SameItemInfo.clear(); }