//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 = 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()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); AuctionHouseObject* auctionHouse = auctionmgr.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 = 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; } // cheating if(price <= auction->bid) 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); auctionmgr.SendAuctionSalePendingMail( auction ); auctionmgr.SendAuctionSuccessfulMail( auction ); auctionmgr.SendAuctionWonMail( auction ); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK); auctionmgr.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 ) { 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 ) { 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 && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId()) { // you cannot bid your another character auction: SendAuctionCommandResult( NULL, AUCTION_BID_PLACED, AUCTION_ERR_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 (price > pl->GetMoney()) { // you don't have enough money!, client tests! // SendAuctionCommandResult(auction->auctionId, AUCTION_ERR_INVENTORY, EQUIP_ERR_NOT_ENOUGH_MONEY); return; } if ((price < auction->buyout) || (auction->buyout == 0))// bid { if (pl->GetGUIDLow() == auction->bidder) { pl->ModifyMoney(-int32(price - auction->bid)); } else { pl->ModifyMoney(-int32(price)); if (auction->bidder) // return money to old bidder if present SendAuctionOutbiddedMail(auction); } auction->bidder = pl->GetGUIDLow(); auction->bid = price; if(auction_owner) auction_owner->GetSession()->SendAuctionOwnerNotification(auction); 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, AUCTION_BID_PLACED, AUCTION_OK); } else // buyout { if (pl->GetGUIDLow() == auction->bidder) { pl->ModifyMoney(-int32(auction->buyout - auction->bid)); } else { pl->ModifyMoney(-int32(auction->buyout)); if (auction->bidder) // return money to old bidder if present SendAuctionOutbiddedMail(auction); } auction->bidder = pl->GetGUIDLow(); auction->bid = auction->buyout; GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout); auction->moneyDeliveryTime = time(NULL) + HOUR; sAuctionMgr.SendAuctionWonMail(auction); SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK); CharacterDatabase.PExecute("UPDATE auction SET moneyTime = '" UI64FMTD "', buyguid = '%u', lastbid = '%u' WHERE id = '%u'", (uint64)auction->moneyDeliveryTime, auction->bidder, auction->bid, auction->Id); } CharacterDatabase.BeginTransaction(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); }