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C++ AuctionEntry类代码示例

本文整理汇总了C++中AuctionEntry的典型用法代码示例。如果您正苦于以下问题:C++ AuctionEntry类的具体用法?C++ AuctionEntry怎么用?C++ AuctionEntry使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了AuctionEntry类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: BuildListAuctionItems

void WorldSession::BuildListAuctionItems(std::list<AuctionEntry*> &auctions, WorldPacket& data, std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin,
    uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool isFull)
{
    int loc_idx = _player->GetSession()->GetSessionDbLocaleIndex();

    for (std::list<AuctionEntry*>::const_iterator itr = auctions.begin(); itr != auctions.end();++itr)
    {
        AuctionEntry *Aentry = *itr;
        if (Aentry->moneyDeliveryTime)
            continue;
        Item *item = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
        if (!item)
            continue;

        if (isFull)
        {
            ++count;
            Aentry->BuildAuctionInfo(data);
        }
        else
        {
            ItemPrototype const *proto = item->GetProto();

            if (itemClass != 0xffffffff && proto->Class != itemClass)
                continue;

            if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
                continue;

            if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
                continue;

            if (quality != 0xffffffff && proto->Quality < quality)
                continue;

            if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
                continue;

            if (usable != 0x00 && _player->CanUseItem(item) != EQUIP_ERR_OK)
                continue;

            std::string name = proto->Name1;
            if (name.empty())
                continue;

            // local name
            if (loc_idx >= 0)
            {
                ItemLocale const *il = sObjectMgr.GetItemLocale(proto->ItemId);
                if (il)
                {
                    if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
                        name = il->Name[loc_idx];
                }
            }

            if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname))
                continue;

            if (count < 50 && totalcount >= listfrom)
            {
                ++count;
                Aentry->BuildAuctionInfo(data);
            }
        }

        ++totalcount;
    }
}
开发者ID:Tasssadar,项目名称:mangos-arm,代码行数:69,代码来源:AuctionHouseMgr.cpp

示例2: GetPlayer


//.........这里部分代码省略.........
    {
    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);
}
开发者ID:Bootz,项目名称:SkyFireEMU,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例3: DEBUG_LOG

// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: HandleAuctionSellItem");

    ObjectGuid auctioneerGuid;
    uint64 item;
    uint32 etime, bid, buyout;
    recv_data >> auctioneerGuid;
    recv_data.read_skip<uint32>();                          // const 1?
    recv_data >> item;
    recv_data.read_skip<uint32>();                          // stack size
    recv_data >> bid;
    recv_data >> buyout;
    recv_data >> etime;

    if (!item || !bid || !etime)
        return;                                             // check for cheaters

    Player *pl = GetPlayer();

    AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
    if (!auctionHouseEntry)
        return;

    // always return pointer
    AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);

    // client send time in minutes, convert to common used sec time
    etime *= MINUTE;

    // client understand only 3 auction time
    switch(etime)
    {
        case 1*MIN_AUCTION_TIME:
        case 2*MIN_AUCTION_TIME:
        case 4*MIN_AUCTION_TIME:
            break;
        default:
            return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item *it = pl->GetItemByGuid( item );
    // do not allow to sell already auctioned items
    if(sAuctionMgr.GetAItem(GUID_LOPART(item)))
    {
        sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }
    // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
    if(!it)
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_ITEM_NOT_FOUND);
        return;
    }

    if(!it->CanBeTraded())
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
        return;
    }

    //we have to take deposit :
    uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it );
    if ( pl->GetMoney() < deposit )
    {
        SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
    {
        sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
            GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
    }

    pl->ModifyMoney( -int32(deposit) );

    uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));

    AuctionEntry *AH = new AuctionEntry;
    AH->Id = sObjectMgr.GenerateAuctionID();
    AH->item_guidlow = GUID_LOPART(item);
    AH->item_template = it->GetEntry();
    AH->owner = pl->GetGUIDLow();
    AH->startbid = bid;
    AH->bidder = 0;
    AH->bid = 0;
    AH->buyout = buyout;
//.........这里部分代码省略.........
开发者ID:kicho,项目名称:mangos,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例4: DEBUG_LOG

// 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);

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

    if (!auction || auction->owner == pl->GetGUIDLow())
    {
        // you cannot bid your own auction:
        SendAuctionCommandResult(nullptr, 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(nullptr, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
        return;
    }

    // cheating or client lags
    if (price <= auction->bid)
    {
        // client test but possible in result lags
        SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_HIGHER_BID);
        return;
    }

    // price too low for next bid if not buyout
    if ((price < auction->buyout || auction->buyout == 0) &&
            price < auction->bid + auction->GetAuctionOutBid())
    {
        // client test but possible in result lags
        SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_BID_INCREMENT);
        return;
    }

    if (price > pl->GetMoney())
    {
        // you don't have enough money!, client tests!
        // SendAuctionCommandResult(auction->auctionId, AUCTION_ERR_INVENTORY, EQUIP_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    // cheating
    if (price < auction->startbid)
        return;

    SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK);

    auction->UpdateBid(price, pl);
}
开发者ID:520lly,项目名称:mangos-classic,代码行数:74,代码来源:AuctionHouseHandler.cpp

示例5: GetPlayer

// this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid(WorldPackets::AuctionHouse::AuctionPlaceBid& packet)
{
    if (!packet.AuctionItemID || !packet.BidAmount)
        return; // check for cheaters

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.Auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionPlaceBid - %s not found or you can't interact with him.", packet.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(packet.AuctionItemID);
    Player* player = GetPlayer();

    if (!auction || auction->owner == player->GetGUID().GetCounter())
    {
        //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)
    ObjectGuid ownerGuid = ObjectGuid::Create<HighGuid::Player>(auction->owner);
    Player* auction_owner = ObjectAccessor::FindPlayer(ownerGuid);
    if (!auction_owner && ObjectMgr::GetPlayerAccountIdByGUID(ownerGuid) == player->GetSession()->GetAccountId())
    {
        //you cannot bid your another character auction:
        SendAuctionCommandResult(NULL, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
        return;
    }

    // cheating
    if (packet.BidAmount <= auction->bid || packet.BidAmount < auction->startbid)
        return;

    // price too low for next bid if not buyout
    if ((packet.BidAmount < auction->buyout || auction->buyout == 0) &&
        packet.BidAmount < 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(packet.BidAmount))
    {
        // client already test it but just in case ...
        SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    if (packet.BidAmount < auction->buyout || auction->buyout == 0)
    {
        if (auction->bidder)
        {
            if (auction->bidder == player->GetGUID().GetCounter())
                player->ModifyMoney(-int64(packet.BidAmount - auction->bid));
            else
            {
                // mail to last bidder and return money
                sAuctionMgr->SendAuctionOutbiddedMail(auction, packet.BidAmount, GetPlayer(), trans);
                player->ModifyMoney(-int64(packet.BidAmount));
            }
        }
        else
            player->ModifyMoney(-int64(packet.BidAmount));

        auction->bidder = player->GetGUID().GetCounter();
        auction->bid = packet.BidAmount;
        GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, packet.BidAmount);

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
        stmt->setUInt64(0, auction->bidder);
        stmt->setUInt32(1, auction->bid);
        stmt->setUInt32(2, auction->Id);
        trans->Append(stmt);

        SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_OK);

        // Not sure if we must send this now.
        Player* owner = sObjectAccessor->FindConnectedPlayer(ObjectGuid::Create<HighGuid::Player>(auction->owner));
        Item* item = sAuctionMgr->GetAItem(auction->itemGUIDLow);
        if (owner && item)
            owner->GetSession()->SendAuctionOwnerBidNotification(auction, item);
    }
    else
    {
        //buyout:
        if (player->GetGUID().GetCounter() == auction->bidder)
            player->ModifyMoney(-int64(auction->buyout - auction->bid));
//.........这里部分代码省略.........
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例6: BuildListAuctionItems

void WorldSession::BuildListAuctionItems(std::vector<AuctionEntry*> const& auctions, WorldPacket& data, std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin,
        uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool isFull)
{
    int loc_idx = _player->GetSession()->GetSessionDbLocaleIndex();

    for (std::vector<AuctionEntry*>::const_iterator itr = auctions.begin(); itr != auctions.end(); ++itr)
    {
        AuctionEntry* Aentry = *itr;
        Item* item = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
        if (!item)
            continue;

        if (isFull)
        {
            ++count;
            Aentry->BuildAuctionInfo(data);
        }
        else
        {
            ItemPrototype const* proto = item->GetProto();

            if (itemClass != 0xffffffff && proto->Class != itemClass)
                continue;

            if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
                continue;

            if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
                continue;

            if (quality != 0xffffffff && proto->Quality < quality)
                continue;

            if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
                continue;

            if (usable != 0x00)
            {
                if (_player->CanUseItem(item) != EQUIP_ERR_OK)
                    continue;

                if (proto->Class == ITEM_CLASS_RECIPE)
                {
                    if (SpellEntry const* spell = sSpellStore.LookupEntry(proto->Spells[0].SpellId))
                    {
                        if (_player->HasSpell(spell->EffectTriggerSpell[EFFECT_INDEX_0]))
                            continue;
                    }
                }
            }

            std::string name = proto->Name1;
            sObjectMgr.GetItemLocaleStrings(proto->ItemId, loc_idx, &name);

            if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname))
                continue;

            if (count < 50 && totalcount >= listfrom)
            {
                ++count;
                Aentry->BuildAuctionInfo(data);
            }
        }

        ++totalcount;
    }
}
开发者ID:mierzc,项目名称:mangos-tbc,代码行数:67,代码来源:AuctionHouseMgr.cpp

示例7: time

// Tries to bid and buy items based on their prices and chances set in configs
void AuctionBotBuyer::BuyAndBidItems(BuyerConfiguration& config)
{
    time_t now = time(nullptr);
    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(config.GetHouseType());
    CheckEntryMap& items = config.EligibleItems;

    // Max amount of items to buy or bid
    uint32 cycles = sAuctionBotConfig->GetItemPerCycleNormal();
    if (items.size() > sAuctionBotConfig->GetItemPerCycleBoost())
    {
        // set more cycles if there is a huge influx of items
        cycles = sAuctionBotConfig->GetItemPerCycleBoost();
        TC_LOG_DEBUG("ahbot", "AHBot: Boost value used for Buyer! (if this happens often adjust both ItemsPerCycle in worldserver.conf)");
    }

    // Process items eligible to be bidded or bought
    CheckEntryMap::iterator itr = items.begin();
    while (cycles && itr != items.end())
    {
        AuctionEntry* auction = auctionHouse->GetAuction(itr->second.AuctionId);
        if (!auction)
        {
            TC_LOG_DEBUG("ahbot", "AHBot: Entry %u doesn't exists, perhaps bought already?", itr->second.AuctionId);
            items.erase(itr++);
            continue;
        }

        // Check if the item has been checked once before
        // If it has been checked and it was recently, skip it
        if (itr->second.LastChecked && (now - itr->second.LastChecked) <= _checkInterval)
        {
            TC_LOG_DEBUG("ahbot", "AHBot: In time interval wait for entry %u!", auction->Id);
            ++itr;
            continue;
        }

        Item* item = sAuctionMgr->GetAItem(auction->itemGUIDLow);
        if (!item)
        {
            // auction item not accessible, possible auction in payment pending mode
            items.erase(itr++);
            continue;
        }

        // price to bid if bidding
        uint32 bidPrice;
        if (auction->bid >= auction->startbid)
        {
            // get bid price to outbid previous bidder
            bidPrice = auction->bid + auction->GetAuctionOutBid();
        }
        else
        {
            // no previous bidders - use starting bid
            bidPrice = auction->startbid;
        }

        const BuyerItemInfo* ahInfo = nullptr;
        BuyerItemInfoMap::const_iterator sameItemItr = config.SameItemInfo.find(item->GetEntry());
        if (sameItemItr != config.SameItemInfo.end())
            ahInfo = &sameItemItr->second;

        TC_LOG_DEBUG("ahbot", "AHBot: Rolling for AHentry %u:", auction->Id);

        // Roll buy and bid chances
        bool successBuy = RollBuyChance(ahInfo, item, auction, bidPrice);
        bool successBid = RollBidChance(ahInfo, item, auction, bidPrice);

        // If roll bidding succesfully and bid price is above buyout -> buyout
        // If roll for buying was successful but not for bid, buyout directly
        // If roll bidding was also successful, buy the entry with 20% chance
        // - Better bid than buy since the item is bought by bot if no player bids after
        // Otherwise bid if roll for bid was successful
        if ((auction->buyout && successBid && bidPrice >= auction->buyout) ||
            (successBuy && (!successBid || urand(1, 5) == 1)))
            BuyEntry(auction, auctionHouse); // buyout
        else if (successBid)
            PlaceBidToEntry(auction, bidPrice); // bid

        itr->second.LastChecked = now;
        --cycles;
        ++itr;
    }

    // Clear not needed entries
    config.SameItemInfo.clear();
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:88,代码来源:AuctionHouseBotBuyer.cpp

示例8: SendAuctionCommandResult


//.........这里部分代码省略.........
        for (uint32 j = i + 1; j < packet.Items.size(); ++j)
        {
            if (packet.Items[i].Guid == packet.Items[j].Guid)
            {
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
                return;
            }
        }
    }

    for (auto const& packetItem : packet.Items)
    {
        Item* item = _player->GetItemByGuid(packetItem.Guid);

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }

    Item* item = _player->GetItemByGuid(packet.Items[0].Guid);

    uint32 auctionTime = uint32(packet.RunTime * sWorld->getRate(RATE_AUCTION_TIME));
    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, packet.RunTime, item, finalCount);
    if (!_player->HasEnoughMoney((uint64)deposit))
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    AuctionEntry* AH = new AuctionEntry();

    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = UI64LIT(23442);     ///@TODO - HARDCODED DB GUID, BAD BAD BAD
    else
        AH->auctioneer = packet.Auctioneer.GetCounter();

    // Required stack size of auction matches to current item stack size, just move item to auctionhouse
    if (packet.Items.size() == 1 && item->GetCount() == packet.Items[0].UseCount)
    {
        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()->GetDefaultLocaleName(), 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 = packet.MinBid;
        AH->bidder = UI64LIT(0);
        AH->bid = 0;
        AH->buyout = packet.BuyoutPrice;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling item %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
            _player->GetGUID().ToString().c_str(), _player->GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetTemplate()->GetDefaultLocaleName(), AH->auctioneer, item->GetCount(), packet.MinBid, packet.BuyoutPrice, auctionTime, AH->GetHouseId());
        sAuctionMgr->AddAItem(item);
        auctionHouse->AddAuction(AH);
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:67,代码来源:AuctionHouseHandler.cpp

示例9: memset


//.........这里部分代码省略.........
        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))
        {
开发者ID:Declipe,项目名称:ElunaTrinityWotlk,代码行数:67,代码来源:AuctionHouseHandler.cpp

示例10: COUNT

void AuctionHouseMgr::LoadAuctions()
{
    QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auction");
    if (!result)
    {
        BarGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty.");
        return;
    }

    Field *fields = result->Fetch();
    uint32 AuctionCount=fields[0].GetUInt32();
    delete result;

    if (!AuctionCount)
    {
        BarGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty.");
        return;
    }

    result = CharacterDatabase.Query("SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auction");
    if (!result)
    {
        BarGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty.");
        return;
    }

    BarGoLink bar(AuctionCount);

    do
    {
        fields = result->Fetch();

        bar.step();

        AuctionEntry *auction = new AuctionEntry;
        auction->Id = fields[0].GetUInt32();
        uint32 houseid  = fields[1].GetUInt32();
        auction->itemGuidLow = fields[2].GetUInt32();
        auction->itemTemplate = fields[3].GetUInt32();
        auction->owner = fields[4].GetUInt32();
        auction->buyout = fields[5].GetUInt32();
        auction->expireTime = fields[6].GetUInt32();
        auction->bidder = fields[7].GetUInt32();
        auction->bid = fields[8].GetUInt32();
        auction->startbid = fields[9].GetUInt32();
        auction->deposit = fields[10].GetUInt32();
        auction->auctionHouseEntry = NULL;                  // init later

        // check if sold item exists for guid
        // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
        Item* pItem = GetAItem(auction->itemGuidLow);
        if (!pItem)
        {
            auction->DeleteFromDB();
            sLog.outError("Auction %u has not a existing item : %u, deleted", auction->Id, auction->itemGuidLow);
            delete auction;
            continue;
        }

        auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(houseid);

        if (!houseid)
        {
            // need for send mail, use goblin auctionhouse
            auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(7);

            // Attempt send item back to owner
            std::ostringstream msgAuctionCanceledOwner;
            msgAuctionCanceledOwner << auction->itemTemplate << ":0:" << AUCTION_CANCELED;

            // item will deleted or added to received mail list
            MailDraft(msgAuctionCanceledOwner.str(), "")    // TODO: fix body
                .AddItem(pItem)
                .SendMailTo(MailReceiver(ObjectGuid(HIGHGUID_PLAYER, auction->owner)), auction, MAIL_CHECK_MASK_COPIED);

            RemoveAItem(auction->itemGuidLow);
            auction->DeleteFromDB();
            delete auction;

            continue;
        }

        GetAuctionsMap(auction->auctionHouseEntry)->AddAuction(auction);

    } while (result->NextRow());
    delete result;

    sLog.outString();
    sLog.outString(">> Loaded %u auctions", AuctionCount);
}
开发者ID:yyhhrr,项目名称:mangospriv,代码行数:99,代码来源:AuctionHouseMgr.cpp

示例11: GetPlayer

//this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
{
    uint64 auctioneer;
    uint32 auctionId;
    uint32 price;
    recv_data >> auctioneer;
    recv_data >> auctionId >> price;

    if (!auctionId || !price)
        return;                                             //check for cheaters

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer,UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog.outDebug( "WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)) );
        return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->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;

        // 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));
//.........这里部分代码省略.........
开发者ID:NVN,项目名称:mangoszero,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例12: BuildListAuctionItems

void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
    std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
    uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
    uint32& count, uint32& totalcount)
{
    int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();

    for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
    {
        AuctionEntry *Aentry = itr->second;
        Item *item = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
        if (!item)
            continue;

        {
            ItemPrototype const *proto = item->GetProto();

            if (itemClass != 0xffffffff && proto->Class != itemClass)
                continue;

            if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
                continue;

            if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
                continue;

            if (quality != 0xffffffff && proto->Quality < quality)
                continue;

            if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
                continue;

            if (usable != 0x00 && player->CanUseItem(item) != EQUIP_ERR_OK)
                continue;

			if (usable != 0x00 && proto->Class == ITEM_CLASS_RECIPE)
				if (SpellEntry const* spell = sSpellStore.LookupEntry(proto->Spells[0].SpellId))
					if (player->HasSpell(spell->EffectTriggerSpell[EFFECT_INDEX_0]))
						continue;

            std::string name = proto->Name1;
            if (name.empty())
                continue;

            // local name
            if (loc_idx >= 0)
            {
                ItemLocale const *il = sObjectMgr.GetItemLocale(proto->ItemId);
                if (il)
                {
                    if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
                        name = il->Name[loc_idx];
                }
            }

            if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname))
                continue;

            if (count < 50 && totalcount >= listfrom)
            {
                ++count;
                Aentry->BuildAuctionInfo(data);
            }
        }

        ++totalcount;
    }
}
开发者ID:yyhhrr,项目名称:mangospriv,代码行数:68,代码来源:AuctionHouseMgr.cpp

示例13: GetPlayer

//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
{
    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 = GetPlayer()->GetNPCIfCanInteractWith(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;
//.........这里部分代码省略.........
开发者ID:Atenogenes,项目名称:mangos,代码行数:101,代码来源:AuctionHouseHandler.cpp

示例14: TC_LOG_DEBUG


//.........这里部分代码省略.........
        items[i] = item;
        finalCount += count[i];
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    for (uint32 i = 0; i < itemCount; ++i)
    {
        Item* item = items[i];

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(NULL, 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((uint64)deposit))
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
        return;
    }

    AuctionEntry* AH = new AuctionEntry();

    if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
        AH->auctioneer = 23442;     ///@TODO - HARDCODED DB GUID, BAD BAD BAD
    else
        AH->auctioneer = GUID_LOPART(auctioneer);

    // Required stack size of auction matches to current item stack size, just move item to auctionhouse
    if (itemCount == 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->autcionId = sObjectMgr->GenerateAuctionID();
        AH->itemGUIDLow = item->GetGUIDLow();
        AH->itemEntry = item->GetEntry();
        AH->itemCount = item->GetCount();
        AH->owner = _player->GetGUIDLow();
        AH->startbid = bid;
        AH->bidder = 0;
        AH->bid = 0;
        AH->buyout = buyout;
        AH->expire_time = time(NULL) + auctionTime;
        AH->deposit = deposit;
        AH->auctionHouseEntry = auctionHouseEntry;

        TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) "
            "to auctioneer %u with count %u with initial bid " 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());
开发者ID:GlassFace,项目名称:Skyfire-6.1.2-version,代码行数:67,代码来源:AuctionHouseHandler.cpp

示例15: COUNT

void AuctionHouseMgr::LoadAuctions()
{
    QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auctionhouse");
    if( !result )
    {
        barGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
        return;
    }

    Field *fields = result->Fetch();
    uint32 AuctionCount=fields[0].GetUInt32();
    delete result;

    if(!AuctionCount)
    {
        barGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
        return;
    }

    result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse" );
    if( !result )
    {
        barGoLink bar(1);
        bar.step();
        sLog.outString();
        sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
        return;
    }

    barGoLink bar( AuctionCount );

    AuctionEntry *aItem;

    do
    {
        fields = result->Fetch();

        bar.step();

        aItem = new AuctionEntry;
        aItem->Id = fields[0].GetUInt32();
        aItem->auctioneer = fields[1].GetUInt32();
        aItem->item_guidlow = fields[2].GetUInt32();
        aItem->item_template = fields[3].GetUInt32();
        aItem->owner = fields[4].GetUInt32();
        aItem->buyout = fields[5].GetUInt32();
        aItem->expire_time = fields[6].GetUInt32();
        aItem->bidder = fields[7].GetUInt32();
        aItem->bid = fields[8].GetUInt32();
        aItem->startbid = fields[9].GetUInt32();
        aItem->deposit = fields[10].GetUInt32();

        CreatureData const* auctioneerData = sObjectMgr.GetCreatureData(aItem->auctioneer);
        if(!auctioneerData)
        {
            aItem->DeleteFromDB();
            sLog.outError("Auction %u has not a existing auctioneer (GUID : %u)", aItem->Id, aItem->auctioneer);
            delete aItem;
            continue;
        }

        CreatureInfo const* auctioneerInfo = ObjectMgr::GetCreatureTemplate(auctioneerData->id);
        if(!auctioneerInfo)
        {
            aItem->DeleteFromDB();
            sLog.outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", aItem->Id, aItem->auctioneer,auctioneerData->id);
            delete aItem;
            continue;
        }

        aItem->auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(auctioneerInfo->faction_A);
        if(!aItem->auctionHouseEntry)
        {
            aItem->DeleteFromDB();
            sLog.outError("Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u",
                aItem->Id, aItem->auctioneer,auctioneerData->id,auctioneerInfo->faction_A);
            delete aItem;
            continue;
        }

        // check if sold item exists for guid
        // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
        if ( !GetAItem( aItem->item_guidlow ) )
        {
            aItem->DeleteFromDB();
            sLog.outError("Auction %u has not a existing item : %u", aItem->Id, aItem->item_guidlow);
            delete aItem;
            continue;
        }

        GetAuctionsMap( auctioneerInfo->faction_A )->AddAuction(aItem);

    } while (result->NextRow());
    delete result;
//.........这里部分代码省略.........
开发者ID:ContaCtcore,项目名称:Gcontact,代码行数:101,代码来源:AuctionHouseMgr.cpp


注:本文中的AuctionEntry类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。