public bool MakeBid(uint myBid) { // Range Check if (myBid <= 0 || myBid > uint.MaxValue) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Bid amount {0} out of range.", myBid)); return(false); } // Sellers cannot bid on their own items if (IsSeller) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Cannot bid on own item.", AuctionIndex)); return(false); } AuctionHouseInfo ListedItem = Envir.GetAuction(AuctionIndex); // Can't find the Auction if (ListedItem == null) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : {0} Index was not found.", AuctionIndex)); return(false); } // The Auctions ended if (SMain.Envir.Time > ListedItem.ListEndTime) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : {0} Auction has already finished.", AuctionIndex)); return(false); } // The Item up for Auction doesn't exist if (ListedItem.ListedItem == null) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : {0} Item not found.", AuctionIndex)); return(false); } // Bidder was the previous bidder if (ListedItem.HighestBidderIndex == PlayerIndex) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Already made bid.")); return(false); } PlayerObject bidder = Envir.GetPlayer((uint)PlayerIndex); // Can't find the player if (bidder == null) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer not found {0}.", PlayerIndex)); return(false); } // Can't find the players account if (bidder.Account == null) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Account not found {0}.", PlayerIndex)); return(false); } uint gold = 0; string message = ""; // Switch between the currency switch (ListedItem.CurrencyType) { default: case CurrencyType.Gold: { // Bid was more than the Account has if (bidder.Account.Gold < myBid) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Not enough gold {0}.", myBid - bidder.Account.Gold)); return(false); } // Bid was too low if (myBid <= ListedItem.CurrentBid + 1000) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Bid is too low {0}.", myBid - ListedItem.CurrentBid)); return(false); } if (!FirstBid && !GoldRetrived) { gold = MyBid; // Message contents. message = string.Format("{0:#,###,###,###} Gold has been returned to you.", MyBid); // Create the mail MailInfo mail = new MailInfo(PlayerIndex, true) { MailID = ++Envir.NextMailID, Sender = "AuctionHouse", Message = message, Gold = gold, }; GoldRetrived = true; } MyBid = myBid; if (myBid >= bidder.Account.Gold) { myBid = bidder.Account.Gold; } bidder.Account.Gold -= myBid; bidder.Enqueue(new S.LoseGold { Gold = myBid }); ListedItem.CurrentBid = myBid; ListedItem.HighestBidderIndex = PlayerIndex; GoldRetrived = false; bidder.ReceiveChat(string.Format("You bid {0:#,###,###,###} for {1}{2} has been placed.", MyBid, ListedItem.ListedItem.FriendlyName, ListedItem.ListedItem.Count >= 1 ? string.Format("[{0}]", ListedItem.ListedItem.Count) : ""), ChatType.System); if (FirstBid) { FirstBid = false; } return(true); } case CurrencyType.Credits: { if (bidder.Account.Credit < myBid) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Not enough credit {0}.", myBid - bidder.Account.Credit)); return(false); } // Only allow Increments of 1k if (myBid <= ListedItem.CurrentBid + 5) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Bid is too low {0}.", myBid - ListedItem.CurrentBid)); return(false); } if (!FirstBid && !GoldRetrived) { gold = MyBid; // Message contents. message = string.Format("{0:#,###,###,###} Gold has been returned to you.", MyBid); // Create the mail MailInfo mail = new MailInfo(PlayerIndex, true) { MailID = ++Envir.NextMailID, Sender = "AuctionHouse", Message = message, Gold = gold, }; GoldRetrived = true; } MyBid = myBid; if (myBid >= bidder.Account.Credit) { myBid = bidder.Account.Credit; } bidder.Account.Credit -= myBid; bidder.Enqueue(new S.LoseCredit { Credit = myBid }); ListedItem.CurrentBid = myBid; ListedItem.HighestBidderIndex = PlayerIndex; GoldRetrived = false; bidder.ReceiveChat(string.Format("You bid {0:#,###,###,###} for {1}{2} has been placed.", MyBid, ListedItem.ListedItem.FriendlyName, ListedItem.ListedItem.Count >= 1 ? string.Format("[{0}]", ListedItem.ListedItem.Count) : ""), ChatType.System); if (FirstBid) { FirstBid = false; } return(true); } case CurrencyType.Pearl: { if (bidder.Info.PearlCount < myBid) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Not enough pearl {0}.", myBid - bidder.Info.PearlCount)); return(false); } // Only allow Increments of 1k if (myBid <= ListedItem.CurrentBid + 1) { SMain.EnqueueDebugging(string.Format("[MakeBid(uint myBid)]Auction House Error : Buyer Bid is too low {0}.", myBid - ListedItem.CurrentBid)); return(false); } if (!FirstBid && !GoldRetrived) { gold = MyBid; // Message contents. message = string.Format("{0:#,###,###,###} Gold has been returned to you.", MyBid); // Create the mail MailInfo mail = new MailInfo(PlayerIndex, true) { MailID = ++Envir.NextMailID, Sender = "AuctionHouse", Message = message, Gold = gold, }; GoldRetrived = true; } MyBid = myBid; if (myBid >= bidder.Info.PearlCount) { myBid = (uint)bidder.Info.PearlCount; } bidder.Info.PearlCount -= (int)myBid; ListedItem.CurrentBid = myBid; ListedItem.HighestBidderIndex = PlayerIndex; GoldRetrived = false; bidder.ReceiveChat(string.Format("You bid {0:#,###,###,###} Pearl{2} for {1}{3} has been placed.", MyBid, ListedItem.ListedItem.FriendlyName, MyBid > 1 ? "s" : "", ListedItem.ListedItem.Count >= 1 ? string.Format("[{0}]", ListedItem.ListedItem.Count) : ""), ChatType.System); if (FirstBid) { FirstBid = false; } return(true); } } }
public bool BuyNow() { // Sellers cannot bid on their own items if (IsSeller) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : Cannot bid on own item.", AuctionIndex)); return(false); } AuctionHouseInfo ListedItem = Envir.GetAuction(AuctionIndex); // Can't find the Auction if (ListedItem == null) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Index was not found.", AuctionIndex)); return(false); } if (ListedItem.Sold) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Auction has already finished or been purchased.", AuctionIndex)); return(false); } if (!ListedItem.CanBuyNow) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Auction is not Buy now.", AuctionIndex)); return(false); } if (ListedItem.BuyNowPrice <= 0 || ListedItem.BuyNowPrice > uint.MaxValue) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Auction Buy now price out of range.", AuctionIndex)); return(false); } // The Auctions ended if (SMain.Envir.Time > ListedItem.ListEndTime) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Auction has already finished.", AuctionIndex)); return(false); } // The Item up for Auction doesn't exist if (ListedItem.ListedItem == null) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Item not found.", AuctionIndex)); return(false); } PlayerObject bidder = Envir.GetPlayer((uint)PlayerIndex); // Can't find the player if (bidder == null) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : Buyer not found {0}.", PlayerIndex)); return(false); } // Can't find the players account if (bidder.Account == null) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : Buyer Account not found {0}.", PlayerIndex)); return(false); } PlayerObject seller = Envir.GetPlayer((uint)ListedItem.SellersIndex); if (seller == null) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : Sellers Account not found {0}.", PlayerIndex)); return(false); } uint gold = 0; string message = ""; List <UserItem> items = new List <UserItem>(); switch (ListedItem.CurrencyType) { default: case CurrencyType.Gold: { if (bidder.Account.Gold < ListedItem.BuyNowPrice) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Player does not have enough gold.", AuctionIndex)); return(false); } gold = ListedItem.BuyNowPrice; if (gold >= bidder.Account.Gold) { gold = bidder.Account.Gold; } bidder.Account.Gold -= gold; bidder.Enqueue(new S.LoseGold { Gold = gold }); items.Add(ListedItem.ListedItem); message = string.Format("You purchased {0} from {1} for {2:#,###,###,###}.", ListedItem.ListedItem.FriendlyName, seller.Name, ListedItem.BuyNowPrice); MailInfo mail = new MailInfo(PlayerIndex, false) { Gold = 0, Message = message, Items = items, Sender = "AuctionHouse", MailID = ++Envir.NextMailID }; mail.Send(); mail = null; items.Add(ListedItem.ListedItem); message = string.Format("{0} purchased {1} from you for {2:#,###,###,###}.", bidder.Name, ListedItem.ListedItem.FriendlyName, ListedItem.BuyNowPrice); mail = new MailInfo(PlayerIndex, false) { Gold = ListedItem.BuyNowPrice - (uint)Functions.GetPercentage(ListedItem.Commission, (int)ListedItem.BuyNowPrice), Message = message, Sender = "AuctionHouse", MailID = ++Envir.NextMailID }; mail.Send(); mail = null; // End it. ListedItem.ListedItem = null; ListedItem.CurrentBid = gold; ListedItem.HighestBidderIndex = PlayerIndex; ListedItem.ListEndTime = Envir.Time; ListedItem.Sold = true; GoldRetrived = true; /* * gold = MyBid; * // Message contents. * message = string.Format("{0:#,###,###,###} Gold has been returned to you.", MyBid); * // Create the mail * MailInfo mail = new MailInfo(PlayerIndex, true) * { * MailID = ++Envir.NextMailID, * Sender = "AuctionHouse", * Message = message, * Gold = gold, * }; */ } break; case CurrencyType.Credits: { if (bidder.Account.Credit < ListedItem.BuyNowPrice) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Player does not have enough credits.", AuctionIndex)); return(false); } } break; case CurrencyType.Pearl: { if (bidder.Info.PearlCount < ListedItem.BuyNowPrice) { SMain.EnqueueDebugging(string.Format("[BuyNow()]Auction House Error : {0} Player does not have enough pearls.", AuctionIndex)); return(false); } } break; } return(true); }