/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "WorldPacket.h" #include "WorldSession.h" #include "Opcodes.h" #include "Log.h" #include "World.h" #include "ObjectMgr.h" #include "Player.h" #include "UpdateMask.h" #include "AuctionHouseObject.h" #include "Util.h" //please DO NOT use iterator++, because it is slower than ++iterator!!! //post-incrementation is always slower than pre-incrementation ! //void called when player click on auctioneer npc void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8); uint64 guid; //NPC guid recv_data >> guid; Creature *unit = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); if (!unit) { sLog.outDebug( "WORLD: HandleAuctionHelloOpcode - 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); SendAuctionHello(guid, unit); } static uint8 AuctioneerFactionToLocation(uint32 faction) { if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return 7; // neutral FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(faction); if(!u_entry) return 7; // neutral if(u_entry->ourMask & FACTION_MASK_ALLIANCE) return 2; else if(u_entry->ourMask & FACTION_MASK_HORDE) return 6; else return 7; } //this void causes that auction window is opened void WorldSession::SendAuctionHello( uint64 guid, Creature* unit ) { WorldPacket data( MSG_AUCTION_HELLO, 12 ); data << (uint64) guid; data << (uint32) AuctioneerFactionToLocation(unit->getFaction()); SendPacket( &data ); } //this function inserts to WorldPacket auction's data bool WorldSession::SendAuctionInfo(WorldPacket & data, AuctionEntry* auction) { Item *pItem = objmgr.GetAItem(auction->item_guidlow); if (!pItem) { sLog.outError("auction to item, that doesn't exist !!!!"); return false; } data << auction->Id; data << pItem->GetUInt32Value(OBJECT_FIELD_ENTRY); for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++) { data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i)); data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i)); data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i)); } data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor data << (uint32) pItem->GetCount(); //item->count data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF data << (uint32) 0; //Unknown data << (uint64) auction->owner; //Auction->owner data << (uint32) auction->startbid; //Auction->startbid (not sure if useful) data << (uint32) ((auction->bid)? objmgr.GetAuctionOutBid(auction->bid) : 0); //minimal outbid data << (uint32) auction->buyout; //auction->buyout data << (uint32) (auction->time - time(NULL)) * 1000; //time left data << (uint64) auction->bidder; //auction->bidder current data << (uint32) auction->bid; //current bid return true; } //call this method when player bids, creates, or deletes auction void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError ) { WorldPacket data( SMSG_AUCTION_COMMAND_RESULT, 16 ); data << auctionId; data << Action; data << ErrorCode; if ( !ErrorCode && Action ) data << bidError; //when bid, then send 0, once... SendPacket(&data); } //this function sends notification, if bidder is online void WorldSession::SendAuctionBidderNotification( uint32 location, uint32 auctionId, uint64 bidder, uint32 bidSum, uint32 diff, uint32 item_template) { WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4)); data << location; data << auctionId; data << (uint64) bidder; data << bidSum; data << (uint32) diff; data << item_template; data << (uint32) 0; SendPacket(&data); } //this void causes on client to display: "Your auction sold" void WorldSession::SendAuctionOwnerNotification( AuctionEntry* auction) { WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, (7*4)); data << auction->Id; data << auction->bid; data << (uint32) 0; //unk data << (uint32) 0; //unk data << (uint32) 0; //unk data << auction->item_template; data << (uint32) 0; //unk SendPacket(&data); } //this function sends mail to old bidder void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPrice) { uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder,0, HIGHGUID_PLAYER); Player *oldBidder = objmgr.GetPlayer(oldBidder_guid); uint32 oldBidder_accId = 0; if(!oldBidder) oldBidder_accId = objmgr.GetPlayerAccountIdByGUID(oldBidder_guid); // old bidder exist if(oldBidder || oldBidder_accId) { std::ostringstream msgAuctionOutbiddedSubject; msgAuctionOutbiddedSubject << auction->item_template << ":0:" << AUCTION_OUTBIDDED; if (oldBidder) oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, objmgr.GetAuctionOutBid(auction->bid), auction->item_template); WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE); } } //this function sends mail, when auction is canceled to old bidder void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction ) { uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); Player *bidder = objmgr.GetPlayer(bidder_guid); uint32 bidder_accId = 0; if(!bidder) bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid); // bidder exist if(bidder || bidder_accId) { std::ostringstream msgAuctionCancelledSubject; msgAuctionCancelledSubject << auction->item_template << ":0:" << AUCTION_CANCELLED_TO_BIDDER; WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionCancelledSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE); } } //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 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; } 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 ) { 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 ) { 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; } //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( 0, count ); // add count to placeholder data << totalcount; data << (uint32)300; //unk 2.3.0 SendPacket(&data); } //this void sends player info about his auctions void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data ) { CHECK_PACKET_SIZE(recv_data,8+4); uint32 listfrom; uint64 guid; recv_data >> guid; recv_data >> listfrom; // not used in fact (this list not have page control in client) Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid,UNIT_NPC_FLAG_AUCTIONEER); if (!pCreature) { sLog.outDebug( "WORLD: HandleAuctionListOwnerItems - 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_OWNER_LIST_RESULT, (4+4+4) ); data << (uint32) 0; // amount place holder uint32 count = 0; uint32 totalcount = 0; for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr) { AuctionEntry *Aentry = itr->second; if( Aentry && Aentry->owner == _player->GetGUIDLow() ) { if(SendAuctionInfo(data, itr->second)) ++count; ++totalcount; } } data.put(0, count); data << (uint32) totalcount; data << (uint32) 0; SendPacket(&data); } //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(0, count); data << (uint32) totalcount; data << (uint32) 300; // unk 2.3.0 const? SendPacket(&data); }