本文整理汇总了C++中AuctionEntry类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;
}
}
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);
}
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.........
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);
}
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.........
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;
}
}
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();
}
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);
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))
{
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);
}
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.........
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;
}
}
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.........
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());
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.........