本文整理汇总了C++中AuctionHouseObject::BuildListAuctionItems方法的典型用法代码示例。如果您正苦于以下问题:C++ AuctionHouseObject::BuildListAuctionItems方法的具体用法?C++ AuctionHouseObject::BuildListAuctionItems怎么用?C++ AuctionHouseObject::BuildListAuctionItems使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AuctionHouseObject
的用法示例。
在下文中一共展示了AuctionHouseObject::BuildListAuctionItems方法的9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: HandleAuctionListItems
// this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
{
DEBUG_LOG("WORLD: HandleAuctionListItems");
ObjectGuid auctioneerGuid;
std::string searchedname;
uint8 levelmin, levelmax, usable, isFull, sortCount;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
recv_data >> auctioneerGuid;
recv_data >> listfrom; // start, used for page control listing by 50 elements
recv_data >> searchedname;
recv_data >> levelmin >> levelmax;
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality;
recv_data >> usable >> isFull >> sortCount;
// auction columns sorting
for(uint32 i = 0; i < sortCount; ++i)
{
recv_data.read_skip<uint8>(); // column?
recv_data.read_skip<uint8>(); // direction?
}
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
//DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// auctioneerGuid.GetString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) );
uint32 count = 0;
uint32 totalcount = 0;
data << uint32(0);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if(!Utf8toWStr(searchedname,wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next list request?
SendPacket(&data);
}
示例2: HandleAuctionListItems
//this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPackets::AuctionHouse::AuctionListItems& packet)
{
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.Auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListItems - %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());
TC_LOG_DEBUG("auctionHouse", "Auctionhouse search (%s), searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
packet.Auctioneer.ToString().c_str(), packet.Name.c_str(), packet.MinLevel, packet.MaxLevel , packet.InvType, packet.ItemClass, packet.ItemSubclass, packet.Quality, packet.OnlyUsable);
WorldPackets::AuctionHouse::AuctionListItemsResult result;
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(packet.Name, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(result, _player,
wsearchedname, packet.Offset, packet.MinLevel, packet.MaxLevel, packet.OnlyUsable,
packet.InvType, packet.ItemClass, packet.ItemSubclass, packet.Quality, result.TotalCount);
result.DesiredDelay = 300;
result.OnlyUsable = packet.OnlyUsable;
SendPacket(result.Write());
}
示例3: HandleAuctionListItems
//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;
uint8 levelmin, levelmax, usable;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
uint64 guid;
recv_data >> guid;
recv_data >> listfrom; // start, used for page control listing by 50 elements
recv_data >> searchedname;
// 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 = GetPlayer()->GetNPCIfCanInteractWith(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);
AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
//sLog.outDebug("Auctionhouse search (GUID: %u TypeId: %u)", , list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) );
uint32 count = 0;
uint32 totalcount = 0;
data << (uint32) 0;
// converting string that we try to find to lower case
std::wstring wsearchedname;
if(!Utf8toWStr(searchedname,wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data,_player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count,totalcount);
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 300; // unk 2.3.0 const?
SendPacket(&data);
}
示例4: HandleAuctionListItems
// this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket& recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListItems");
ObjectGuid auctioneerGuid;
std::string searchedname;
uint8 levelmin, levelmax, usable;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
recv_data >> auctioneerGuid;
recv_data >> listfrom; // start, used for page control listing by 50 elements
recv_data >> searchedname;
recv_data >> levelmin >> levelmax;
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality;
recv_data >> usable;
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
return;
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// auctioneerGuid.GetString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4 + 4));
uint32 count = 0;
uint32 totalcount = 0;
data << uint32(0);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(searchedname, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
SendPacket(data);
}
示例5: Execute
bool AuctionListItemsDelayEvent::Execute()
{
Player* plr = ObjectAccessor::FindPlayer(_playerguid);
if (!plr || !plr->IsInWorld() || plr->IsDuringRemoveFromWorld() || plr->IsBeingTeleported())
return true;
Creature* creature = plr->GetNPCIfCanInteractWith(_creatureguid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
return true;
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
//sLog->outDebug("Auctionhouse search (GUID: %u TypeId: %u)",, list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4)+50*((16+MAX_INSPECTED_ENCHANTMENT_SLOT*3)*4));
uint32 count = 0;
uint32 totalcount = 0;
data << (uint32) 0;
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(_searchedname, wsearchedname))
return true;
wstrToLower(wsearchedname);
bool result = auctionHouse->BuildListAuctionItems(data, plr,
wsearchedname, _listfrom, _levelmin, _levelmax, _usable,
_auctionSlotID, _auctionMainCategory, _auctionSubCategory, _quality,
count, totalcount, _getAll);
if (!result)
return false;
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 300; // clientside search cooldown [ms] (gray search button)
plr->GetSession()->SendPacket(&data);
return true;
}
示例6: HandleAuctionListItems
//this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
std::string searchedname;
uint8 levelmin, levelmax, usable;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
ObjectGuid guid;
recvData >> guid;
recvData >> listfrom; // start, used for page control listing by 50 elements
recvData >> searchedname;
recvData >> levelmin >> levelmax;
recvData >> auctionSlotID >> auctionMainCategory >> auctionSubCategory;
recvData >> quality >> usable;
recvData.read_skip<uint8>(); // unk
// this block looks like it uses some lame byte packing or similar...
uint8 unkCnt;
recvData >> unkCnt;
for (uint8 i = 0; i < unkCnt; i++)
{
recvData.read_skip<uint8>();
recvData.read_skip<uint8>();
}
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListItems - %s not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
TC_LOG_DEBUG("auctionHouse", "Auctionhouse search (%s) list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
guid.ToString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4));
uint32 count = 0;
uint32 totalcount = 0;
data << (uint32) 0;
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(searchedname, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 300; // unk 2.3.0 const?
SendPacket(&data);
}
示例7: HandleAuctionListItems
//this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket& recvData)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
uint8 levelmin, levelmax, unkbyte;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, dword148;
ObjectGuid guid;
recvData >> auctionSubCategory;
recvData >> levelmin;
recvData >> quality;
recvData >> listfrom;
recvData >> unkbyte;
recvData >> auctionMainCategory;
recvData >> auctionSlotID;
recvData >> levelmax;
recvData >> dword148;
// this block looks like it uses some lame byte packing or similar...
for (uint32 i = 0; i < dword148; i++)
recvData.read_skip<uint8>();
auto searchedname_len = recvData.ReadBits(8);
bool test1 = recvData.ReadBit();
guid[4] = recvData.ReadBit();
guid[0] = recvData.ReadBit();
guid[6] = recvData.ReadBit();
guid[2] = recvData.ReadBit();
bool usable = recvData.ReadBit();
guid[5] = recvData.ReadBit();
guid[7] = recvData.ReadBit();
guid[1] = recvData.ReadBit();
guid[3] = recvData.ReadBit();
recvData.FlushBits();
std::string searchedname = recvData.ReadString(searchedname_len);
recvData.ReadByteSeq(guid[4]);
recvData.ReadByteSeq(guid[6]);
recvData.ReadByteSeq(guid[2]);
recvData.ReadByteSeq(guid[0]);
recvData.ReadByteSeq(guid[7]);
recvData.ReadByteSeq(guid[1]);
recvData.ReadByteSeq(guid[5]);
recvData.ReadByteSeq(guid[3]);
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
//sLog->outDebug(LOG_FILTER_GENERAL, "Auctionhouse search (GUID: %u TypeId: %u)",, list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4 + 4 + 4));
uint32 count = 0;
uint32 totalcount = 0;
data << uint32(0);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(searchedname, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); //unk 2.3.0
SendPacket(&data);
}
示例8: HandleAuctionListItems
//this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
ObjectGuid auctioneer;
std::string searchString;
uint8 levelMin, levelMax, searchStringLen, Unk;
uint32 listFrom, auctionSlotId, auctionMainCategory, auctionSubCategory, quality, sortCount;
bool usableItems, exactMatch;
recvData >> listFrom; // start, used for page control listing by 50 elements
recvData >> auctioneer;
recvData >> levelMin;
recvData >> levelMax;
recvData >> auctionSlotId;
recvData >> auctionMainCategory;
recvData >> auctionSubCategory;
recvData >> quality;
recvData >> Unk;
searchStringLen = recvData.ReadBits(8);
recvData.FlushBits();
searchString = recvData.ReadString(searchStringLen);
usableItems = recvData.ReadBit();
exactMatch = recvData.ReadBit();
recvData.FlushBits();
recvData >> sortCount;
for (uint8 i = 0; i < sortCount; i++)
recvData.read_skip<uint8>(); // sorts currently unhandle
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
//TC_LOG_DEBUG("misc", "Auctionhouse search (GUID: %u TypeId: %u)",, list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// GUID_LOPART(guid), GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
uint32 count = 0;
uint32 totalcount = 0;
WorldPacket data(SMSG_AUCTION_LIST_RESULT, 500); // guess size
data << uint32(0); // amount place holder
data << uint32(AUCTION_SEARCH_DELAY);
data << uint32(totalcount);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(searchString, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listFrom, levelMin, levelMax, usableItems,
auctionSlotId, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.WriteBit(usableItems);
data.put<uint32>(0, count);
SendPacket(&data);
}
示例9: HandleAuctionListItems
//this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket& recv_data)
{
std::string searchedname;
uint8 levelmin, levelmax, usable;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
uint64 guid;
recv_data >> guid;
recv_data >> listfrom; // start, used for page control listing by 50 elements
recv_data >> searchedname;
recv_data >> levelmin >> levelmax;
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory;
recv_data >> quality >> usable;
recv_data.read_skip<uint8>(); // unk
// this block looks like it uses some lame byte packing or similar...
uint8 unkCnt;
recv_data >> unkCnt;
for (uint8 i = 0; i < unkCnt; i++)
{
recv_data.read_skip<uint8>();
recv_data.read_skip<uint8>();
}
Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!pCreature)
{
sLog.outDebug("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);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction());
//sLog.outDebug("Auctionhouse search (GUID: %u TypeId: %u)", , list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4));
uint32 count = 0;
uint32 totalcount = 0;
data << uint32(0);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(searchedname,wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next list request?
SendPacket(&data);
}