// 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 function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data) { uint64 auctioneer; uint32 auctionId; uint64 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(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(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 (!pl->HasEnoughMoney((uint32)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 == pl->GetGUIDLow()) pl->ModifyMoney(-int32(price - auction->bid)); else { // mail to last bidder and return money sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans); 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); 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 (pl->GetGUIDLow() == auction->bidder) pl->ModifyMoney(-int32(auction->buyout - auction->bid)); else { pl->ModifyMoney(-int32(auction->buyout)); if (auction->bidder) //buyout for bidded auction .. sAuctionMgr->SendAuctionOutbiddedMail(auction, auction->buyout, GetPlayer(), trans); } auction->bidder = pl->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); } pl->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); }
//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); 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 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); AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() ); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); if (auction && auction->owner == pl->GetGUIDLow()) { Item *pItem = auctionmgr.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; 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->GetHouseId(), 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(); auction->DeleteFromDB(); pl->SaveInventoryAndGoldToDB(); CharacterDatabase.CommitTransaction(); auctionmgr.RemoveAItem( auction->item_guidlow ); auctionHouse->RemoveAuction( auction->Id ); delete auction; }
//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; } AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(pCreature->getFaction()); if(!auctionHouseEntry) { sLog.outDebug( "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", 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(auctionmgr.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; } AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() ); //we have to take deposit : uint32 deposit = auctionmgr.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_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.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->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), GUID_LOPART(auctioneer), bid, buyout, auction_time, AH->GetHouseId()); auctionHouse->AddAuction(AH); auctionmgr.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); }
//this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_PLACE_BID"); ObjectGuid auctioneer; uint32 auctionId; uint32 price; recvData >> auctioneer; recvData >> auctionId >> price; if (!auctionId || !price) return; //check for cheaters Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!creature) { TC_LOG_DEBUG("network", "WORLD: HandleAuctionPlaceBid - %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(); if (!auction || auction->owner == player->GetGUID().GetCounter()) { //you cannot bid your own auction: SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN); return; } // impossible have online own another character (use this for speedup check in case online owner) ObjectGuid ownerGuid(HighGuid::Player, auction->owner); Player* auction_owner = ObjectAccessor::FindPlayer(ownerGuid); if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(ownerGuid) == 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->GetGUID().GetCounter()) 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->GetGUID().GetCounter(); auction->bid = price; GetPlayer()->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, ERR_AUCTION_OK, 0); } else { //buyout: if (player->GetGUID().GetCounter() == auction->bidder) player->ModifyMoney(-int32(auction->buyout - auction->bid)); else { player->ModifyMoney(-int32(auction->buyout)); if (auction->bidder) //buyout for bidded auction .. sAuctionMgr->SendAuctionOutbiddedMail(auction, auction->buyout, GetPlayer(), trans); } auction->bidder = player->GetGUID().GetCounter(); auction->bid = auction->buyout; GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout); //- Mails must be under transaction control too to prevent data loss sAuctionMgr->SendAuctionSalePendingMail(auction, trans); sAuctionMgr->SendAuctionSuccessfulMail(auction, trans); sAuctionMgr->SendAuctionWonMail(auction, trans); SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK); auction->DeleteFromDB(trans); sAuctionMgr->RemoveAItem(auction->itemGUIDLow); auctionHouse->RemoveAuction(auction); } player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); }
bool ChatHandler::HandleModifyFactionCommand(const char* args) { uint32 factionid; uint32 flag; uint32 npcflag; uint32 dyflag; char* pfactionid = strtok((char*)args, " "); Creature* chr = getSelectedCreature(); if(!chr) { SendSysMessage(LANG_SELECT_CREATURE); return true; } if(!pfactionid) { if(chr) { factionid = chr->getFaction(); flag = chr->GetUInt32Value(UNIT_FIELD_FLAGS); npcflag = chr->GetUInt32Value(UNIT_NPC_FLAGS); dyflag = chr->GetUInt32Value(UNIT_DYNAMIC_FLAGS); PSendSysMessage(LANG_CURRENT_FACTION,chr->GetGUIDLow(),factionid,flag,npcflag,dyflag); } return true; } if (chr == NULL) { SendSysMessage(LANG_NO_CHAR_SELECTED); return true; } factionid = atoi(pfactionid); char *pflag = strtok(NULL, " "); if (!pflag) flag = chr->GetUInt32Value(UNIT_FIELD_FLAGS); else flag = atoi(pflag); char* pnpcflag = strtok(NULL, " "); if(!pnpcflag) npcflag = chr->GetUInt32Value(UNIT_NPC_FLAGS); else npcflag = atoi(pnpcflag); char* pdyflag = strtok(NULL, " "); if(!pdyflag) dyflag = chr->GetUInt32Value(UNIT_DYNAMIC_FLAGS); else dyflag = atoi(pdyflag); if(!sFactionTemplateStore.LookupEntry(factionid)) { PSendSysMessage(LANG_WRONG_FACTION, factionid); return true; } PSendSysMessage(LANG_YOU_CHANGE_FACTION, chr->GetGUIDLow(),factionid,flag,npcflag,dyflag); //sprintf((char*)buf,"%s changed your Faction to %i.", m_session->GetPlayer()->GetName(), factionid); //FillSystemMessageData(&data, m_session, buf); //chr->GetSession()->SendPacket(&data); chr->setFaction(factionid); chr->SetUInt32Value(UNIT_FIELD_FLAGS,flag); chr->SetUInt32Value(UNIT_NPC_FLAGS,npcflag); chr->SetUInt32Value(UNIT_DYNAMIC_FLAGS,dyflag); return true; }
void WorldSession::HandleGossipHelloOpcode(WorldPacket& recvData) { TC_LOG_DEBUG("network", "WORLD: Received CMSG_GOSSIP_HELLO"); uint64 guid; recvData >> guid; Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE); if (!unit) { TC_LOG_DEBUG("network", "WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(guid))); return; } // set faction visible if needed if (FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction())) _player->GetReputationMgr().SetVisible(factionTemplateEntry); GetPlayer()->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); // remove fake death //if (GetPlayer()->HasUnitState(UNIT_STATE_DIED)) // GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); if (unit->IsArmorer() || unit->IsCivilian() || unit->IsQuestGiver() || unit->IsServiceProvider() || unit->IsGuard()) { unit->StopMoving(); } // If spiritguide, no need for gossip menu, just put player into resurrect queue if (unit->IsSpiritGuide()) { Battleground* bg = _player->GetBattleground(); if (bg) { bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID()); sBattlegroundMgr->SendAreaSpiritHealerQueryOpcode(_player, bg, unit->GetGUID()); return; } } if (!sScriptMgr->OnGossipHello(_player, unit)) { // _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID()); _player->PrepareGossipMenu(unit, unit->GetCreatureTemplate()->GossipMenuId, true); _player->SendPreparedGossip(unit); } unit->AI()->sGossipHello(_player); }
//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->GetGUID().GetCounter()); 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->GetGUID().GetCounter()) || !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->houseId = AUCTIONHOUSE_NEUTRAL; else { CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(creature->GetSpawnId()); if (!auctioneerData) { TC_LOG_ERROR("misc", "Data for auctioneer not found (%s)", auctioneer.ToString().c_str()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); delete AH; return; } CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id); if (!auctioneerInfo) { TC_LOG_ERROR("misc", "Non existing auctioneer (%s)", auctioneer.ToString().c_str()); SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); delete AH; return; } const AuctionHouseEntry* AHEntry = sAuctionMgr->GetAuctionHouseEntry(auctioneerInfo->faction); AH->houseId = AHEntry->houseId; } // 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->GetGUID().GetCounter(); AH->itemEntry = item->GetEntry(); AH->itemCount = item->GetCount(); AH->owner = _player->GetGUID().GetCounter(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->etime = etime; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUID().GetCounter(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUID().GetCounter(), item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(item); auctionHouse->AddAuction(AH); sAuctionMgr->PendingAuctionAdd(_player, 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->GetGUID().GetCounter(); AH->itemEntry = newItem->GetEntry(); AH->itemCount = newItem->GetCount(); AH->owner = _player->GetGUID().GetCounter(); AH->startbid = bid; AH->bidder = 0; AH->bid = 0; AH->buyout = buyout; AH->expire_time = time(NULL) + auctionTime; AH->deposit = deposit; AH->etime = etime; AH->auctionHouseEntry = auctionHouseEntry; TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUID().GetCounter(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUID().GetCounter(), newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId()); sAuctionMgr->AddAItem(newItem); auctionHouse->AddAuction(AH); sAuctionMgr->PendingAuctionAdd(_player, 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); } }
//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"); uint64 auctioneer; uint32 auctionId; recvData >> auctioneer; recvData >> 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->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, ERR_AUCTION_DATABASE_ERROR); return; } } else { SendAuctionCommandResult(NULL, AUCTION_CANCEL, 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); }
// this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket& recvData) { sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_PLACE_BID"); uint64 auctioneer; uint32 auctionId; uint64 price; recvData >> auctioneer; recvData >> auctionId; recvData >> 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(NULL, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN); 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(NULL, 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()) { // client already test it but just in case ... SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_HIGHER_BID); return; } if (!player->HasEnoughMoney(price)) { // client already test it but just in case ... SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_NOT_ENOUGHT_MONEY); return; } SQLTransaction trans = CharacterDatabase.BeginTransaction(); if (price < auction->buyout || auction->buyout == 0) { if (auction->bidder > 0) { if (auction->bidder == player->GetGUIDLow()) player->ModifyMoney(-int64(price - auction->bid)); else { // mail to last bidder and return money sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans); player->ModifyMoney(-int64(price)); } } else player->ModifyMoney(-int64(price)); auction->bidder = player->GetGUIDLow(); auction->bid = price; GetPlayer()->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, AUCTION_PLACE_BID, ERR_AUCTION_OK); } else { //buyout: if (player->GetGUIDLow() == auction->bidder) player->ModifyMoney(-int64(auction->buyout - auction->bid)); else { player->ModifyMoney(-int64(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()->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, AUCTION_PLACE_BID, ERR_AUCTION_OK); auction->DeleteFromDB(trans); uint32 itemEntry = auction->itemEntry; sAuctionMgr->RemoveAItem(auction->itemGUIDLow); auctionHouse->RemoveAuction(auction, itemEntry); } player->SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); }
//this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket& recvData) { uint64 auctioneer, bid, buyout; uint32 itemsCount, etime; recvData >> auctioneer; recvData >> 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(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } for (uint32 i = 0; i < itemsCount; ++i) { recvData >> itemGUIDs[i]; recvData >> count[i]; if (!itemGUIDs[i] || !count[i] || count[i] > 1000 ) return; } recvData >> bid; recvData >> buyout; recvData >> 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(NULL, AUCTION_SELL_ITEM, ERR_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(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } items[i] = item; finalCount += count[i]; } if (!finalCount) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } for (uint32 i = 0; i < itemsCount; ++i) { Item* item = items[i]; if (item->GetMaxStackCount() < finalCount) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_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((uint64)deposit)) { SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_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 (HasPermission(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->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; 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 " UI64FMTD " with buyout " UI64FMTD " 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, AUCTION_SELL_ITEM, ERR_AUCTION_OK); GetPlayer()->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(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR); return; } if (HasPermission(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->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; 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 " UI64FMTD " with buyout " UI64FMTD " 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); } 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, AUCTION_SELL_ITEM, ERR_AUCTION_OK); GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); return; } } }
//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(LOG_FILTER_NETWORKIO, "Cancel AUCTION AuctionID: %u", auctionId); Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { 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_STAT_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction()); AuctionEntry *auction = auctionHouse->GetAuction(auctionId); Player *pl = GetPlayer(); SQLTransaction trans = CharacterDatabase.BeginTransaction(); 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->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); 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(trans, pl, auction, MAIL_CHECK_MASK_COPIED); } 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 pl->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 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); }
//this void is called when player clicks on search button void WorldSession::HandleAuctionListItems(WorldPacket & recv_data) { 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 *pCreature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { 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_STAT_DIED)) GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH); AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction()); //sLog->outDebug(LOG_FILTER_NETWORKIO, "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) { 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)