//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");

    ObjectGuid auctioneer;
    uint32 auctionId;
    recvData >> auctioneer;
    recvData >> auctionId;
    //TC_LOG_DEBUG("Cancel AUCTION AuctionID: %u", auctionId);

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionRemoveItem - %s not found or you can't interact with him.", auctioneer.ToString().c_str());
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
    Player* player = GetPlayer();

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    if (auction && auction->owner == player->GetGUID().GetCounter())
    {
        Item* pItem = sAuctionMgr->GetAItem(auction->itemGUIDLow);
        if (pItem)
        {
            if (auction->bidder > 0)                        // If we have a bidder, we have to send him the money he paid
            {
                uint32 auctionCut = auction->GetAuctionCut();
                if (!player->HasEnoughMoney(auctionCut))          //player doesn't have enough money, maybe message needed
                    return;
                //some auctionBidderNotification would be needed, but don't know that parts..
                sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans);
                player->ModifyMoney(-int32(auctionCut));
            }

            // item will deleted or added to received mail list
            MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
                .AddItem(pItem)
                .SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
        }
        else
        {
            TC_LOG_ERROR("network", "Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->itemGUIDLow);
            SendAuctionCommandResult(0, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }
    else
    {
        SendAuctionCommandResult(0, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
        //this code isn't possible ... maybe there should be assert
        TC_LOG_ERROR("network", "CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", player->GetGUID().GetCounter(), auctionId);
        return;
    }

    //inform player, that auction is removed
    SendAuctionCommandResult(auction->Id, AUCTION_CANCEL, ERR_AUCTION_OK);

    // Now remove the auction

    player->SaveInventoryAndGoldToDB(trans);
    auction->DeleteFromDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
    auctionHouse->RemoveAuction(auction);
}
Esempio n. 2
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//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");

    ObjectGuid auctioneer;
    uint32 auctionId;

    recvData >> auctionId;

    uint8 bitOrder[8] = { 1, 6, 0, 5, 2, 7, 4, 3 };
    recvData.ReadBitInOrder(auctioneer, bitOrder);

    recvData.FlushBits();

    uint8 byteOrder[8] = { 0, 4, 7, 3, 6, 1, 5, 2 };
    recvData.ReadBytesSeq(auctioneer, byteOrder);

    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->itemGUIDLow);
        if (pItem)
        {
            if (auction->bidder > 0)                        // If we have a bidder, we have to send him the money he paid
            {
                uint32 auctionCut = auction->GetAuctionCut();
                if (!player->HasEnoughMoney((uint64)auctionCut))          //player doesn't have enough money, maybe message needed
                    return;
                sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans, pItem);
                player->ModifyMoney(-int64(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 got non existing item (item guid : %u)!", auction->Id, auction->itemGUIDLow);
            SendAuctionCommandResult(NULL, AUCTION_CANCEL, 0, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }
    else
    {
        SendAuctionCommandResult(NULL, AUCTION_CANCEL, 0, ERR_AUCTION_DATABASE_ERROR);
        //this code isn't possible ... maybe there should be assert
        sLog->outError(LOG_FILTER_NETWORKIO, "CHEATER: %u 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, AUCTION_CANCEL, ERR_AUCTION_OK);

    // Now remove the auction

    player->SaveInventoryAndGoldToDB(trans);
    auction->DeleteFromDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    uint32 itemEntry = auction->itemEntry;
    sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
    auctionHouse->RemoveAuction(auction, itemEntry);
}