Files
azerothcore-wotlk/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
Zenslash b2d057a599 fix(Core/Auction): server returning wrong items (#7260)
Server Returning Wrong Items With Auction House Function Que

- Closes #7208
2021-08-12 14:26:40 +02:00

793 lines
30 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "AccountMgr.h"
#include "AsyncAuctionListing.h"
#include "AuctionHouseMgr.h"
#include "AvgDiffTracker.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "DBCStores.h"
#include "Item.h"
#include "Logging/Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include <vector>
constexpr auto AH_MINIMUM_DEPOSIT = 100;
AuctionHouseMgr::AuctionHouseMgr()
{
}
AuctionHouseMgr::~AuctionHouseMgr()
{
for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
delete itr->second;
}
AuctionHouseMgr* AuctionHouseMgr::instance()
{
static AuctionHouseMgr instance;
return &instance;
}
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;
return &mNeutralAuctions;
}
AuctionHouseObject* AuctionHouseMgr::GetAuctionsMapByHouseId(uint8 auctionHouseId)
{
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
return &mNeutralAuctions;
switch(auctionHouseId)
{
case AUCTIONHOUSE_ALLIANCE:
return &mAllianceAuctions;
case AUCTIONHOUSE_HORDE:
return &mHordeAuctions;
break;
}
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 * sWorld->getRate(RATE_AUCTION_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));
LOG_DEBUG("auctionHouse", "MSV: %u", MSV);
LOG_DEBUG("auctionHouse", "Items: %u", count);
LOG_DEBUG("auctionHouse", "Multiplier: %f", multiplier);
LOG_DEBUG("auctionHouse", "Deposit: %u", deposit);
if (deposit < AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT))
return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
else
return deposit;
}
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
{
Item* pItem = GetAItem(auction->item_guid);
if (!pItem)
return;
uint32 bidder_accId = 0;
Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
if (bidder)
bidder_accId = bidder->GetSession()->GetAccountId();
else
bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->bidder.GetCounter());
// receiver exist
if (bidder || bidder_accId)
{
sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionWonMail(this, auction, bidder, bidder_accId, sendNotification, updateAchievementCriteria, sendMail);
// set owner to bidder (to prevent delete item with sender char deleting)
// owner in `data` will set at mail receive and item extracting
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
stmt->setUInt32(0, auction->bidder.GetCounter());
stmt->setUInt32(1, pItem->GetGUID().GetCounter());
trans->Append(stmt);
if (bidder)
{
if (sendNotification) // can be changed in the hook
bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, auction->bidder, 0, 0, auction->item_template);
// FIXME: for offline player need also
if (updateAchievementCriteria) // can be changed in the hook
bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
}
if (sendMail) // can be changed in the hook
MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout))
.AddItem(pItem)
.SendMailTo(trans, MailReceiver(bidder, auction->bidder.GetCounter()), auction, MAIL_CHECK_MASK_COPIED);
}
else
sAuctionMgr->RemoveAItem(auction->item_guid, true, &trans);
}
void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail)
{
Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner.GetCounter());
// owner exist (online or offline)
if (owner || owner_accId)
{
sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionSalePendingMail(this, auction, owner, owner_accId, sendMail);
uint32 deliveryDelay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY);
ByteBuffer timePacker;
timePacker.AppendPackedTime(time_t(time(nullptr) + deliveryDelay));
if (sendMail) // can be changed in the hook
MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING),
AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut(), deliveryDelay, timePacker.read<uint32>()))
.SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, 0, 0, false, true, -static_cast<int32>(auction->Id));
}
}
//call this method to send mail to auction owner, when auction is successful, it does not clear ram
void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
{
Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner.GetCounter());
// owner exist
if (owner || owner_accId)
{
uint32 profit = auction->bid + auction->deposit - auction->GetAuctionCut();
sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionSuccessfulMail(this, auction, owner, owner_accId, profit, sendNotification, updateAchievementCriteria, sendMail);
if (owner)
{
if (updateAchievementCriteria) // can be changed in the hook
{
owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
}
if (sendNotification) // can be changed in the hook
owner->GetSession()->SendAuctionOwnerNotification(auction);
}
if (sendMail) // can be changed in the hook
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.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY), 0, false, true, auction->Id);
if (auction->bid >= 500 * GOLD)
if (const GlobalPlayerData* gpd = sWorld->GetGlobalPlayerData(auction->bidder.GetCounter()))
{
Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
std::string owner_name = "";
uint8 owner_level = 0;
if (const GlobalPlayerData* gpd_owner = sWorld->GetGlobalPlayerData(auction->owner.GetCounter()))
{
owner_name = gpd_owner->name;
owner_level = gpd_owner->level;
}
CharacterDatabase.PExecute("INSERT INTO log_money VALUES(%u, %u, \"%s\", \"%s\", %u, \"%s\", %u, \"<AH> profit: %ug, bidder: %s %u lvl (guid: %u), seller: %s %u lvl (guid: %u), item %u (%u)\", NOW())",
gpd->accountId, auction->bidder.GetCounter(), 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.GetCounter(), owner_name.c_str(), owner_level, auction->owner.GetCounter(), auction->item_template, auction->itemCount);
}
}
}
//does not clear ram
void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail)
{
//return an item in auction to its owner by mail
Item* pItem = GetAItem(auction->item_guid);
if (!pItem)
return;
Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner.GetCounter());
// owner exist
if (owner || owner_accId)
{
sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionExpiredMail(this, auction, owner, owner_accId, sendNotification, sendMail);
if (owner && sendNotification) // can be changed in the hook
owner->GetSession()->SendAuctionOwnerNotification(auction);
if (sendMail) // can be changed in the hook
MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(ObjectGuid::Empty, 0, auction->buyout, auction->deposit))
.AddItem(pItem)
.SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, 0);
}
else
sAuctionMgr->RemoveAItem(auction->item_guid, true, &trans);
}
//this function sends mail to old bidder
void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail)
{
Player* oldBidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
uint32 oldBidder_accId = 0;
if (!oldBidder)
oldBidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->bidder.GetCounter());
// old bidder exist
if (oldBidder || oldBidder_accId)
{
sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionOutbiddedMail(this, auction, oldBidder, oldBidder_accId, newBidder, newPrice, sendNotification, sendMail);
if (oldBidder && newBidder && sendNotification) // can be changed in the hook
oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
if (sendMail) // can be changed in the hook
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.GetCounter()), auction, MAIL_CHECK_MASK_COPIED);
}
}
//this function sends mail, when auction is cancelled to old bidder
void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail)
{
Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
uint32 bidder_accId = 0;
if (!bidder)
bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->bidder.GetCounter());
// bidder exist
if (bidder || bidder_accId)
{
sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionCancelledToBidderMail(this, auction, bidder, bidder_accId, sendMail);
if (sendMail) // can be changed in the hook
MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit))
.AddMoney(auction->bid)
.SendMailTo(trans, MailReceiver(bidder, auction->bidder.GetCounter()), 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
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
{
LOG_INFO("server.loading", ">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
ObjectGuid::LowType item_guid = fields[11].GetUInt32();
uint32 item_template = fields[12].GetUInt32();
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item_template);
if (!proto)
{
LOG_ERROR("auctionHouse", "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, ObjectGuid::Empty, fields, item_template))
{
delete item;
continue;
}
AddAItem(item);
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded %u auction items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AuctionHouseMgr::LoadAuctions()
{
uint32 oldMSTime = getMSTime();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
{
LOG_INFO("server.loading", ">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
LOG_INFO("server.loading", " ");
return;
}
uint32 count = 0;
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
do
{
Field* fields = result->Fetch();
AuctionEntry* aItem = new AuctionEntry();
if (!aItem->LoadFromDB(fields))
{
aItem->DeleteFromDB(trans);
delete aItem;
continue;
}
GetAuctionsMapByHouseId(aItem->houseId)->AddAuction(aItem);
count++;
} while (result->NextRow());
CharacterDatabase.CommitTransaction(trans);
LOG_INFO("server.loading", ">> Loaded %u auctions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void AuctionHouseMgr::AddAItem(Item* it)
{
ASSERT(it);
ASSERT(mAitems.find(it->GetGUID()) == mAitems.end());
mAitems[it->GetGUID()] = it;
}
bool AuctionHouseMgr::RemoveAItem(ObjectGuid itemGuid, bool deleteFromDB, CharacterDatabaseTransaction* trans /*= nullptr*/)
{
ItemMap::iterator i = mAitems.find(itemGuid);
if (i == mAitems.end())
return false;
if (deleteFromDB)
{
ASSERT(trans);
i->second->FSetState(ITEM_REMOVED);
i->second->SaveToDB(*trans);
}
mAitems.erase(i);
return true;
}
void AuctionHouseMgr::Update()
{
sScriptMgr->OnBeforeAuctionHouseMgrUpdate();
mHordeAuctions.Update();
mAllianceAuctions.Update();
mNeutralAuctions.Update();
}
AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId)
{
uint32 houseid = AUCTIONHOUSE_NEUTRAL; // 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
FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
if (!u_entry)
houseid = AUCTIONHOUSE_NEUTRAL; // goblin auction house
else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
houseid = AUCTIONHOUSE_ALLIANCE; // human auction house
else if (u_entry->ourMask & FACTION_MASK_HORDE)
houseid = AUCTIONHOUSE_HORDE; // orc auction house
else
houseid = AUCTIONHOUSE_NEUTRAL; // goblin auction house
}
return sAuctionHouseStore.LookupEntry(houseid);
}
AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntryFromHouse(uint8 houseId)
{
return (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) ? sAuctionHouseStore.LookupEntry(AUCTIONHOUSE_NEUTRAL) : 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);
sScriptMgr->OnAuctionRemove(this, auction);
// we need to delete the entry, it is not referenced any more
delete auction;
auction = nullptr;
return wasInMap;
}
void AuctionHouseObject::Update()
{
time_t checkTime = sWorld->GetGameTime() + 60;
///- Handle expired auctions
// If storage is empty, no need to update. next == nullptr in this case.
if (AuctionsMap.empty())
return;
CharacterDatabaseTransaction 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)
{
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_guid);
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->GetGUID())
{
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->GetGUID())
{
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()) // 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_guid);
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 = nullptr;
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_guid);
if (!item)
{
LOG_ERROR("auctionHouse", "AuctionEntry::BuildAuctionInfo: Auction %u has a non-existent item: %s", Id, item_guid.ToString().c_str());
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 << 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(nullptr)) * IN_MILLISECONDS); // time left
data << 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(CharacterDatabaseTransaction trans) const
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION);
stmt->setUInt32(0, Id);
trans->Append(stmt);
}
void AuctionEntry::SaveToDB(CharacterDatabaseTransaction trans) const
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
stmt->setUInt32(0, Id);
stmt->setUInt8(1, houseId);
stmt->setUInt32(2, item_guid.GetCounter());
stmt->setUInt32(3, owner.GetCounter());
stmt->setUInt32 (4, buyout);
stmt->setUInt32(5, uint32(expire_time));
stmt->setUInt32(6, bidder.GetCounter());
stmt->setUInt32 (7, bid);
stmt->setUInt32 (8, startbid);
stmt->setUInt32 (9, deposit);
trans->Append(stmt);
}
bool AuctionEntry::LoadFromDB(Field* fields)
{
Id = fields[0].GetUInt32();
houseId = fields[1].GetUInt8();
item_guid = ObjectGuid::Create<HighGuid::Item>(fields[2].GetUInt32());
item_template = fields[3].GetUInt32();
itemCount = fields[4].GetUInt32();
owner = ObjectGuid::Create<HighGuid::Player>(fields[5].GetUInt32());
buyout = fields[6].GetUInt32();
expire_time = fields[7].GetUInt32();
bidder = ObjectGuid::Create<HighGuid::Player>(fields[8].GetUInt32());
bid = fields[9].GetUInt32();
startbid = fields[10].GetUInt32();
deposit = fields[11].GetUInt32();
auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntryFromHouse(houseId);
if (!auctionHouseEntry)
{
LOG_ERROR("auctionHouse", "Auction %u has invalid house id %u", Id, houseId);
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_guid))
{
LOG_ERROR("auctionHouse", "Auction %u has not a existing item : %s", Id, item_guid.ToString().c_str());
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(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit /*= 0*/, uint32 cut /*= 0*/, uint32 moneyDelay /*= 0*/, uint32 eta /*= 0*/)
{
std::ostringstream strm;
strm.width(16);
strm << std::right << std::hex << guid.GetRawValue();
strm << std::dec << ':' << bid << ':' << buyout;
strm << ':' << deposit << ':' << cut;
strm << ':' << moneyDelay << ':' << eta;
return strm.str();
}