/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2 * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "Common.h" #include "ObjectMgr.h" #include "Player.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "DatabaseEnv.h" #include "DBCStores.h" #include "ScriptMgr.h" #include "AccountMgr.h" #include "AuctionHouseMgr.h" #include "Item.h" #include "Language.h" #include "Logging/Log.h" #include #include "AvgDiffTracker.h" #include "AsyncAuctionListing.h" enum eAuctionHouse { AH_MINIMUM_DEPOSIT = 100, }; AuctionHouseMgr::AuctionHouseMgr() { } AuctionHouseMgr::~AuctionHouseMgr() { for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr) delete itr->second; } AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId) { if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return &mNeutralAuctions; // team have linked auction houses FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId); if (!u_entry) return &mNeutralAuctions; else if (u_entry->ourMask & FACTION_MASK_ALLIANCE) return &mAllianceAuctions; else if (u_entry->ourMask & FACTION_MASK_HORDE) return &mHordeAuctions; else return &mNeutralAuctions; } uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count) { uint32 MSV = pItem->GetTemplate()->SellPrice; if (MSV <= 0) return AH_MINIMUM_DEPOSIT; float multiplier = CalculatePct(float(entry->depositPercent), 3); uint32 timeHr = (((time / 60) / 60) / 12); uint32 deposit = uint32(((multiplier * MSV * count / 3) * timeHr * 3) * sWorld->getRate(RATE_AUCTION_DEPOSIT)); ;//sLog->outDebug(LOG_FILTER_AUCTIONHOUSE, "MSV: %u", MSV); ;//sLog->outDebug(LOG_FILTER_AUCTIONHOUSE, "Items: %u", count); ;//sLog->outDebug(LOG_FILTER_AUCTIONHOUSE, "Multiplier: %f", multiplier); ;//sLog->outDebug(LOG_FILTER_AUCTIONHOUSE, "Deposit: %u", deposit); if (deposit < AH_MINIMUM_DEPOSIT) return AH_MINIMUM_DEPOSIT; else return deposit; } //does not clear ram void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans) { Item* pItem = GetAItem(auction->item_guidlow); if (!pItem) return; uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); uint32 bidder_accId = 0; Player* bidder = ObjectAccessor::FindPlayerInOrOutOfWorld(bidder_guid); if (bidder) bidder_accId = bidder->GetSession()->GetAccountId(); else bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid); // receiver exist if (bidder || bidder_accId) { // set owner to bidder (to prevent delete item with sender char deleting) // owner in `data` will set at mail receive and item extracting PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER); stmt->setUInt32(0, auction->bidder); stmt->setUInt32(1, pItem->GetGUIDLow()); trans->Append(stmt); if (bidder) { bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template); // FIXME: for offline player need also bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1); } MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0)) .AddItem(pItem) .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } else sAuctionMgr->RemoveAItem(auction->item_guidlow, true); } void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans) { uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER); Player* owner = ObjectAccessor::FindPlayerInOrOutOfWorld(owner_guid); uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid); // owner exist (online or offline) if (owner || owner_accId) MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut())) .SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED); } //call this method to send mail to auction owner, when auction is successful, it does not clear ram void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans) { uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER); Player* owner = ObjectAccessor::FindPlayerInOrOutOfWorld(owner_guid); uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid); // owner exist if (owner || owner_accId) { uint32 profit = auction->bid + auction->deposit - auction->GetAuctionCut(); if (owner) { owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit); owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid); owner->GetSession()->SendAuctionOwnerNotification(auction); } MailDraft(auction->BuildAuctionMailSubject(AUCTION_SUCCESSFUL), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut())) .AddMoney(profit) .SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY)); if (auction->bid >= 500*GOLD) if (const GlobalPlayerData* gpd = sWorld->GetGlobalPlayerData(auction->bidder)) { uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); Player* bidder = ObjectAccessor::FindPlayerInOrOutOfWorld(bidder_guid); std::string owner_name = ""; uint8 owner_level = 0; if (const GlobalPlayerData* gpd_owner = sWorld->GetGlobalPlayerData(auction->owner)) { owner_name = gpd_owner->name; owner_level = gpd_owner->level; } CharacterDatabase.PExecute("INSERT INTO log_money VALUES(%u, %u, \"%s\", \"%s\", %u, \"%s\", %u, \" profit: %ug, bidder: %s %u lvl (guid: %u), seller: %s %u lvl (guid: %u), item %u (%u)\", NOW())", gpd->accountId, auction->bidder, gpd->name.c_str(), bidder ? bidder->GetSession()->GetRemoteAddress().c_str() : "", owner_accId, owner_name.c_str(), auction->bid, (profit/GOLD), gpd->name.c_str(), gpd->level, auction->bidder, owner_name.c_str(), owner_level, auction->owner, auction->item_template, auction->itemCount); } } } //does not clear ram void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans) { //return an item in auction to its owner by mail Item* pItem = GetAItem(auction->item_guidlow); if (!pItem) return; uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER); Player* owner = ObjectAccessor::FindPlayerInOrOutOfWorld(owner_guid); uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid); // owner exist if (owner || owner_accId) { if (owner) owner->GetSession()->SendAuctionOwnerNotification(auction); MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0)) .AddItem(pItem) .SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, 0); } else sAuctionMgr->RemoveAItem(auction->item_guidlow, true); } //this function sends mail to old bidder void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans) { uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); Player* oldBidder = ObjectAccessor::FindPlayerInOrOutOfWorld(oldBidder_guid); uint32 oldBidder_accId = 0; if (!oldBidder) oldBidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(oldBidder_guid); // old bidder exist if (oldBidder || oldBidder_accId) { if (oldBidder && newBidder) oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template); MailDraft(auction->BuildAuctionMailSubject(AUCTION_OUTBIDDED), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut())) .AddMoney(auction->bid) .SendMailTo(trans, MailReceiver(oldBidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } } //this function sends mail, when auction is cancelled to old bidder void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans) { uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); Player* bidder = ObjectAccessor::FindPlayerInOrOutOfWorld(bidder_guid); uint32 bidder_accId = 0; if (!bidder) bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid); // bidder exist if (bidder || bidder_accId) MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, 0)) .AddMoney(auction->bid) .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } void AuctionHouseMgr::LoadAuctionItems() { uint32 oldMSTime = getMSTime(); // need to clear in case we are reloading if (!mAitems.empty()) { for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr) delete itr->second; mAitems.clear(); } // data needs to be at first place for Item::LoadFromDB PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { sLog->outString(">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!"); sLog->outString(); return; } uint32 count = 0; do { Field* fields = result->Fetch(); uint32 item_guid = fields[11].GetUInt32(); uint32 item_template = fields[12].GetUInt32(); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item_template); if (!proto) { sLog->outError("AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid, item_template); continue; } Item* item = NewItemOrBag(proto); if (!item->LoadFromDB(item_guid, 0, fields, item_template)) { delete item; continue; } AddAItem(item); ++count; } while (result->NextRow()); sLog->outString(">> Loaded %u auction items in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } void AuctionHouseMgr::LoadAuctions() { uint32 oldMSTime = getMSTime(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { sLog->outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty."); sLog->outString(); return; } uint32 count = 0; SQLTransaction trans = CharacterDatabase.BeginTransaction(); do { Field* fields = result->Fetch(); AuctionEntry* aItem = new AuctionEntry(); if (!aItem->LoadFromDB(fields)) { aItem->DeleteFromDB(trans); delete aItem; continue; } GetAuctionsMap(aItem->factionTemplateId)->AddAuction(aItem); count++; } while (result->NextRow()); CharacterDatabase.CommitTransaction(trans); sLog->outString(">> Loaded %u auctions in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } void AuctionHouseMgr::AddAItem(Item* it) { ASSERT(it); ASSERT(mAitems.find(it->GetGUIDLow()) == mAitems.end()); mAitems[it->GetGUIDLow()] = it; } bool AuctionHouseMgr::RemoveAItem(uint32 id, bool deleteFromDB) { ItemMap::iterator i = mAitems.find(id); if (i == mAitems.end()) return false; if (deleteFromDB) { SQLTransaction trans = CharacterDatabase.BeginTransaction(); i->second->FSetState(ITEM_REMOVED); i->second->SaveToDB(trans); CharacterDatabase.CommitTransaction(trans); } mAitems.erase(i); return true; } void AuctionHouseMgr::Update() { mHordeAuctions.Update(); mAllianceAuctions.Update(); mNeutralAuctions.Update(); } AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId) { uint32 houseid = 7; // goblin auction house if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) { //FIXME: found way for proper auctionhouse selection by another way // AuctionHouse.dbc have faction field with _player_ factions associated with auction house races. // but no easy way convert creature faction to player race faction for specific city switch (factionTemplateId) { case 12: houseid = 1; break; // human case 29: houseid = 6; break; // orc, and generic for horde case 55: houseid = 2; break; // dwarf, and generic for alliance case 68: houseid = 4; break; // undead case 80: houseid = 3; break; // n-elf case 104: houseid = 5; break; // trolls case 120: houseid = 7; break; // booty bay, neutral case 474: houseid = 7; break; // gadgetzan, neutral case 855: houseid = 7; break; // everlook, neutral case 1604: houseid = 6; break; // b-elfs, default: // for unknown case { FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId); if (!u_entry) houseid = 7; // goblin auction house else if (u_entry->ourMask & FACTION_MASK_ALLIANCE) houseid = 1; // human auction house else if (u_entry->ourMask & FACTION_MASK_HORDE) houseid = 6; // orc auction house else houseid = 7; // goblin auction house break; } } } return sAuctionHouseStore.LookupEntry(houseid); } void AuctionHouseObject::AddAuction(AuctionEntry* auction) { ASSERT(auction); AuctionsMap[auction->Id] = auction; sScriptMgr->OnAuctionAdd(this, auction); } bool AuctionHouseObject::RemoveAuction(AuctionEntry* auction) { bool wasInMap = AuctionsMap.erase(auction->Id) ? true : false; sScriptMgr->OnAuctionRemove(this, auction); // we need to delete the entry, it is not referenced any more delete auction; auction = NULL; return wasInMap; } void AuctionHouseObject::Update() { time_t checkTime = sWorld->GetGameTime() + 60; ///- Handle expired auctions // If storage is empty, no need to update. next == NULL in this case. if (AuctionsMap.empty()) return; SQLTransaction trans = CharacterDatabase.BeginTransaction(); for (AuctionEntryMap::iterator itr, iter = AuctionsMap.begin(); iter != AuctionsMap.end(); ) { itr = iter++; AuctionEntry* auction = (*itr).second; if (auction->expire_time > checkTime) continue; ///- Either cancel the auction if there was no bidder if (auction->bidder == 0) { sAuctionMgr->SendAuctionExpiredMail(auction, trans); sScriptMgr->OnAuctionExpire(this, auction); } ///- Or perform the transaction else { //we should send an "item sold" message if the seller is online //we send the item to the winner //we send the money to the seller sAuctionMgr->SendAuctionSuccessfulMail(auction, trans); sAuctionMgr->SendAuctionWonMail(auction, trans); sScriptMgr->OnAuctionSuccessful(this, auction); } ///- In any case clear the auction auction->DeleteFromDB(trans); sAuctionMgr->RemoveAItem(auction->item_guidlow); RemoveAuction(auction); } CharacterDatabase.CommitTransaction(trans); } void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) { AuctionEntry* Aentry = itr->second; if (Aentry && Aentry->bidder == player->GetGUIDLow()) { if (itr->second->BuildAuctionInfo(data)) ++count; ++totalcount; } } } void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) { AuctionEntry* Aentry = itr->second; if (Aentry && Aentry->owner == player->GetGUIDLow()) { if (Aentry->BuildAuctionInfo(data)) ++count; ++totalcount; } } } bool AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player, std::wstring const& wsearchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, uint8 getAll) { uint32 itrcounter = 0; // pussywizard: optimization, this is a simplified case if (itemClass == 0xffffffff && itemSubClass == 0xffffffff && inventoryType == 0xffffffff && quality == 0xffffffff && levelmin == 0x00 && levelmax == 0x00 && usable == 0x00 && wsearchedname.empty()) { totalcount = Getcount(); if (listfrom < totalcount) { AuctionEntryMap::iterator itr = AuctionsMap.begin(); std::advance(itr, listfrom); for (; itr != AuctionsMap.end(); ++itr) { itr->second->BuildAuctionInfo(data); if ((++count) >= 50) break; } } return true; } time_t curTime = sWorld->GetGameTime(); int loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); int locdbc_idx = player->GetSession()->GetSessionDbcLocale(); for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) { if (AsyncAuctionListingMgr::IsAuctionListingAllowed() == false) // pussywizard: World::Update is waiting for us... if ((itrcounter++) % 100 == 0) // check condition every 100 iterations if (avgDiffTracker.getAverage() >= 30 || getMSTimeDiff(World::GetGameTimeMS(), getMSTime()) >= 10) // pussywizard: stop immediately if diff is high or waiting too long return false; AuctionEntry* Aentry = itr->second; // Skip expired auctions if (Aentry->expire_time < curTime) continue; Item* item = sAuctionMgr->GetAItem(Aentry->item_guidlow); if (!item) continue; ItemTemplate const* proto = item->GetTemplate(); if (itemClass != 0xffffffff && proto->Class != itemClass) continue; if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass) continue; if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType) { // xinef: exception, robes are counted as chests if (inventoryType != INVTYPE_CHEST || proto->InventoryType != INVTYPE_ROBE) 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; // xinef: check already learded recipes and pets if (proto->Spells[1].SpellTrigger == ITEM_SPELLTRIGGER_LEARN_SPELL_ID && player->HasSpell(proto->Spells[1].SpellId)) continue; } // Allow search by suffix (ie: of the Monkey) or partial name (ie: Monkey) // No need to do any of this if no search term was entered if (!wsearchedname.empty()) { std::string name = proto->Name1; if (name.empty()) continue; // local name if (loc_idx >= 0) if (ItemLocale const* il = sObjectMgr->GetItemLocale(proto->ItemId)) ObjectMgr::GetLocaleString(il->Name, loc_idx, name); // DO NOT use GetItemEnchantMod(proto->RandomProperty) as it may return a result // that matches the search but it may not equal item->GetItemRandomPropertyId() // used in BuildAuctionInfo() which then causes wrong items to be listed int32 propRefID = item->GetItemRandomPropertyId(); if (propRefID) { // Append the suffix to the name (ie: of the Monkey) if one exists // These are found in ItemRandomSuffix.dbc and ItemRandomProperties.dbc // even though the DBC name seems misleading char* const* suffix = NULL; if (propRefID < 0) { const ItemRandomSuffixEntry* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId()); if (itemRandEntry) suffix = itemRandEntry->nameSuffix; } else { const ItemRandomPropertiesEntry* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId()); if (itemRandEntry) suffix = itemRandEntry->nameSuffix; } // dbc local name if (suffix) { // Append the suffix (ie: of the Monkey) to the name using localization // or default enUS if localization is invalid name += ' '; name += suffix[locdbc_idx >= 0 ? locdbc_idx : LOCALE_enUS]; } } // Perform the search (with or without suffix) if (!Utf8FitTo(name, wsearchedname)) continue; } // Add the item if no search term or if entered search term was found if (count < 50 && totalcount >= listfrom) { ++count; Aentry->BuildAuctionInfo(data); } ++totalcount; } return true; } //this function inserts to WorldPacket auction's data bool AuctionEntry::BuildAuctionInfo(WorldPacket& data) const { Item* item = sAuctionMgr->GetAItem(item_guidlow); if (!item) { sLog->outError("AuctionEntry::BuildAuctionInfo: Auction %u has a non-existent item: %u", Id, item_guidlow); return false; } data << uint32(Id); data << uint32(item->GetEntry()); for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i) { data << uint32(item->GetEnchantmentId(EnchantmentSlot(i))); data << uint32(item->GetEnchantmentDuration(EnchantmentSlot(i))); data << uint32(item->GetEnchantmentCharges(EnchantmentSlot(i))); } data << int32(item->GetItemRandomPropertyId()); // Random item property id data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << uint32(item->GetCount()); // item->count data << uint32(item->GetSpellCharges()); // item->charge FFFFFFF data << uint32(0); // Unknown data << uint64(owner); // Auction->owner data << uint32(startbid); // Auction->startbid (not sure if useful) data << uint32(bid ? GetAuctionOutBid() : 0); // Minimal outbid data << uint32(buyout); // Auction->buyout data << uint32((expire_time - time(NULL)) * IN_MILLISECONDS); // time left data << uint64(bidder); // auction->bidder current data << uint32(bid); // current bid return true; } uint32 AuctionEntry::GetAuctionCut() const { int32 cut = int32(CalculatePct(bid, auctionHouseEntry->cutPercent) * sWorld->getRate(RATE_AUCTION_CUT)); return std::max(cut, 0); } /// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c uint32 AuctionEntry::GetAuctionOutBid() const { uint32 outbid = CalculatePct(bid, 5); return outbid ? outbid : 1; } void AuctionEntry::DeleteFromDB(SQLTransaction& trans) const { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION); stmt->setUInt32(0, Id); trans->Append(stmt); } void AuctionEntry::SaveToDB(SQLTransaction& trans) const { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION); stmt->setUInt32(0, Id); stmt->setUInt32(1, auctioneer); stmt->setUInt32(2, item_guidlow); stmt->setUInt32(3, owner); stmt->setUInt32 (4, buyout); stmt->setUInt32(5, uint32(expire_time)); stmt->setUInt32(6, bidder); stmt->setUInt32 (7, bid); stmt->setUInt32 (8, startbid); stmt->setUInt32 (9, deposit); trans->Append(stmt); } bool AuctionEntry::LoadFromDB(Field* fields) { Id = fields[0].GetUInt32(); auctioneer = fields[1].GetUInt32(); item_guidlow = fields[2].GetUInt32(); item_template = fields[3].GetUInt32(); itemCount = fields[4].GetUInt32(); owner = fields[5].GetUInt32(); buyout = fields[6].GetUInt32(); expire_time = fields[7].GetUInt32(); bidder = fields[8].GetUInt32(); bid = fields[9].GetUInt32(); startbid = fields[10].GetUInt32(); deposit = fields[11].GetUInt32(); CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(auctioneer); if (!auctioneerData) { sLog->outError("Auction %u has not a existing auctioneer (GUID : %u)", Id, auctioneer); return false; } CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id); if (!auctioneerInfo) { sLog->outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", Id, auctioneer, auctioneerData->id); return false; } factionTemplateId = auctioneerInfo->faction; auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(factionTemplateId); if (!auctionHouseEntry) { sLog->outError("Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u", Id, auctioneer, auctioneerData->id, factionTemplateId); return false; } // check if sold item exists for guid // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems) if (!sAuctionMgr->GetAItem(item_guidlow)) { sLog->outError("Auction %u has not a existing item : %u", Id, item_guidlow); return false; } return true; } bool AuctionEntry::LoadFromFieldList(Field* fields) { // Loads an AuctionEntry item from a field list. Unlike "LoadFromDB()", this one // does not require the AuctionEntryMap to have been loaded with items. It simply // acts as a wrapper to fill out an AuctionEntry struct from a field list Id = fields[0].GetUInt32(); auctioneer = fields[1].GetUInt32(); item_guidlow = fields[2].GetUInt32(); item_template = fields[3].GetUInt32(); itemCount = fields[4].GetUInt32(); owner = fields[5].GetUInt32(); buyout = fields[6].GetUInt32(); expire_time = fields[7].GetUInt32(); bidder = fields[8].GetUInt32(); bid = fields[9].GetUInt32(); startbid = fields[10].GetUInt32(); deposit = fields[11].GetUInt32(); CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(auctioneer); if (!auctioneerData) { sLog->outError("AuctionEntry::LoadFromFieldList() - Auction %u has not a existing auctioneer (GUID : %u)", Id, auctioneer); return false; } CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id); if (!auctioneerInfo) { sLog->outError("AuctionEntry::LoadFromFieldList() - Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", Id, auctioneer, auctioneerData->id); return false; } factionTemplateId = auctioneerInfo->faction; auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(factionTemplateId); if (!auctionHouseEntry) { sLog->outError("AuctionEntry::LoadFromFieldList() - Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u", Id, auctioneer, auctioneerData->id, factionTemplateId); return false; } return true; } std::string AuctionEntry::BuildAuctionMailSubject(MailAuctionAnswers response) const { std::ostringstream strm; strm << item_template << ":0:" << response << ':' << Id << ':' << itemCount; return strm.str(); } std::string AuctionEntry::BuildAuctionMailBody(uint32 lowGuid, uint32 bid, uint32 buyout, uint32 deposit, uint32 cut) { std::ostringstream strm; strm.width(16); strm << std::right << std::hex << MAKE_NEW_GUID(lowGuid, 0, HIGHGUID_PLAYER); // HIGHGUID_PLAYER always present, even for empty guids strm << std::dec << ':' << bid << ':' << buyout; strm << ':' << deposit << ':' << cut; return strm.str(); }