mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
1049 lines
39 KiB
C++
1049 lines
39 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AuctionHouseMgr.h"
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#include "Common.h"
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#include "DBCStores.h"
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#include "DatabaseEnv.h"
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#include "GameTime.h"
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#include "Item.h"
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#include "Logging/Log.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "UpdateTime.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include <vector>
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constexpr auto AH_MINIMUM_DEPOSIT = 100;
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// Proof of concept, we should shift the info we're obtaining in here into AuctionEntry probably
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static bool SortAuction(AuctionEntry* left, AuctionEntry* right, AuctionSortOrderVector& sortOrder, Player* player, bool checkMinBidBuyout)
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{
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for (auto& thisOrder : sortOrder)
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{
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switch (thisOrder.sortOrder)
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{
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case AUCTION_SORT_BID:
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{
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if (left->bid == right->bid)
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{
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if (checkMinBidBuyout)
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{
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if (left->buyout == right->buyout)
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{
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if (left->startbid == right->startbid)
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{
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continue;
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}
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return thisOrder.isDesc ? left->startbid > right->startbid : left->startbid < right->startbid;
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}
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return thisOrder.isDesc ? left->buyout > right->buyout : left->buyout < right->buyout;
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}
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continue;
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}
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return thisOrder.isDesc ? left->bid > right->bid : left->bid < right->bid;
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}
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case AUCTION_SORT_BUYOUT:
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case AUCTION_SORT_BUYOUT_2:
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{
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if (left->buyout == right->buyout)
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{
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continue;
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}
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return thisOrder.isDesc ? left->buyout > right->buyout : left->buyout < right->buyout;
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}
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case AUCTION_SORT_ITEM:
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{
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ItemTemplate const* protoLeft = sObjectMgr->GetItemTemplate(left->item_template);
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ItemTemplate const* protoRight = sObjectMgr->GetItemTemplate(right->item_template);
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if (!protoLeft || !protoRight)
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{
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continue;
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}
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std::string leftName = protoLeft->Name1;
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std::string rightName = protoRight->Name1;
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if (leftName.empty() || rightName.empty())
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{
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continue;
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}
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LocaleConstant locale = LOCALE_enUS;
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if (player && player->GetSession())
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{
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locale = player->GetSession()->GetSessionDbLocaleIndex();
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}
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if (locale > LOCALE_enUS)
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{
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if (ItemLocale const* leftIl = sObjectMgr->GetItemLocale(protoLeft->ItemId))
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{
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ObjectMgr::GetLocaleString(leftIl->Name, locale, leftName);
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}
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if (ItemLocale const* rightIl = sObjectMgr->GetItemLocale(protoRight->ItemId))
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{
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ObjectMgr::GetLocaleString(rightIl->Name, locale, rightName);
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}
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}
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int result = leftName.compare(rightName);
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if (result == 0)
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{
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continue;
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}
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return thisOrder.isDesc ? result > 0 : result < 0;
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}
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case AUCTION_SORT_MINLEVEL:
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{
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ItemTemplate const* protoLeft = sObjectMgr->GetItemTemplate(left->item_template);
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ItemTemplate const* protoRight = sObjectMgr->GetItemTemplate(right->item_template);
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if (!protoLeft || !protoRight)
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{
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continue;
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}
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if (protoLeft->RequiredLevel == protoRight->RequiredLevel)
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{
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continue;
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}
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return thisOrder.isDesc ? protoLeft->RequiredLevel > protoRight->RequiredLevel : protoLeft->RequiredLevel < protoRight->RequiredLevel;
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}
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case AUCTION_SORT_OWNER:
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{
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std::string leftName;
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sCharacterCache->GetCharacterNameByGuid(left->owner, leftName);
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std::string rightName;
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sCharacterCache->GetCharacterNameByGuid(right->owner, rightName);
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int result = leftName.compare(rightName);
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if (result == 0)
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{
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continue;
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}
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return thisOrder.isDesc ? result > 0 : result < 0;
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}
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case AUCTION_SORT_RARITY:
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{
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ItemTemplate const* protoLeft = sObjectMgr->GetItemTemplate(left->item_template);
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ItemTemplate const* protoRight = sObjectMgr->GetItemTemplate(right->item_template);
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if (!protoLeft || !protoRight)
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{
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continue;
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}
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if (protoLeft->Quality == protoRight->Quality)
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{
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continue;
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}
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return thisOrder.isDesc ? protoLeft->Quality > protoRight->Quality : protoLeft->Quality < protoRight->Quality;
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}
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case AUCTION_SORT_STACK:
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{
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if (left->itemCount == right->itemCount)
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{
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continue;
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}
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if (!thisOrder.isDesc)
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{
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return (left->itemCount < right->itemCount);
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}
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return (left->itemCount > right->itemCount);
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}
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case AUCTION_SORT_TIMELEFT:
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{
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if (left->expire_time == right->expire_time)
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{
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continue;
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}
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return thisOrder.isDesc ? left->expire_time > right->expire_time : left->expire_time < right->expire_time;
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}
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case AUCTION_SORT_MINBIDBUY:
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{
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if (left->buyout == right->buyout)
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{
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if (left->startbid == right->startbid)
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{
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continue;
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}
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return thisOrder.isDesc ? left->startbid > right->startbid : left->startbid < right->startbid;
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}
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return thisOrder.isDesc ? left->buyout > right->buyout : left->buyout < right->buyout;
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}
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case AUCTION_SORT_MAX:
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// Such sad travis appeasement
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case AUCTION_SORT_UNK4:
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default:
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break;
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}
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}
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return false;
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}
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AuctionHouseMgr::AuctionHouseMgr()
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{
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}
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AuctionHouseMgr::~AuctionHouseMgr()
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{
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for (ItemMap::iterator itr = _mAitems.begin(); itr != _mAitems.end(); ++itr)
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delete itr->second;
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}
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AuctionHouseMgr* AuctionHouseMgr::instance()
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{
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static AuctionHouseMgr instance;
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return &instance;
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}
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AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
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{
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return &_neutralAuctions;
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// team have linked auction houses
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FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
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if (!u_entry)
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return &_neutralAuctions;
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else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
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return &_allianceAuctions;
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else if (u_entry->ourMask & FACTION_MASK_HORDE)
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return &_hordeAuctions;
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return &_neutralAuctions;
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}
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AuctionHouseObject* AuctionHouseMgr::GetAuctionsMapByHouseId(uint8 auctionHouseId)
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{
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return &_neutralAuctions;
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switch(auctionHouseId)
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{
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case AUCTIONHOUSE_ALLIANCE:
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return &_allianceAuctions;
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case AUCTIONHOUSE_HORDE:
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return &_hordeAuctions;
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break;
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}
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return &_neutralAuctions;
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}
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count)
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{
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uint32 MSV = pItem->GetTemplate()->SellPrice;
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if (MSV <= 0)
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return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
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float multiplier = CalculatePct(float(entry->depositPercent), 3);
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uint32 timeHr = (((time / 60) / 60) / 12);
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uint32 deposit = uint32(((multiplier * MSV * count / 3) * timeHr * 3) * sWorld->getRate(RATE_AUCTION_DEPOSIT));
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LOG_DEBUG("auctionHouse", "MSV: {}", MSV);
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LOG_DEBUG("auctionHouse", "Items: {}", count);
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LOG_DEBUG("auctionHouse", "Multiplier: {}", multiplier);
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LOG_DEBUG("auctionHouse", "Deposit: {}", deposit);
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if (deposit < AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT))
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return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
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else
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return deposit;
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
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{
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Item* pItem = GetAItem(auction->item_guid);
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if (!pItem)
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return;
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uint32 bidder_accId = 0;
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Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
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if (bidder)
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{
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bidder_accId = bidder->GetSession()->GetAccountId();
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}
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else
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{
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bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->bidder);
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}
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// receiver exist
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if (bidder || bidder_accId)
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{
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sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionWonMail(this, auction, bidder, bidder_accId, sendNotification, updateAchievementCriteria, sendMail);
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// set owner to bidder (to prevent delete item with sender char deleting)
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// owner in `data` will set at mail receive and item extracting
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
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stmt->SetData(0, auction->bidder.GetCounter());
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stmt->SetData(1, pItem->GetGUID().GetCounter());
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trans->Append(stmt);
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if (bidder)
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{
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if (sendNotification) // can be changed in the hook
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bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, auction->bidder, 0, 0, auction->item_template);
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// FIXME: for offline player need also
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if (updateAchievementCriteria) // can be changed in the hook
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bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
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}
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if (sendMail) // can be changed in the hook
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout))
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.AddItem(pItem)
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.SendMailTo(trans, MailReceiver(bidder, auction->bidder.GetCounter()), auction, MAIL_CHECK_MASK_COPIED);
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}
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else
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sAuctionMgr->RemoveAItem(auction->item_guid, true, &trans);
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}
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void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail)
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{
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Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
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uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->owner);
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// owner exist (online or offline)
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if (owner || owner_accId)
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{
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sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionSalePendingMail(this, auction, owner, owner_accId, sendMail);
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uint32 deliveryDelay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY);
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ByteBuffer timePacker;
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timePacker.AppendPackedTime(GameTime::GetGameTime().count() + time_t(deliveryDelay));
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if (sendMail) // can be changed in the hook
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING),
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AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut(), deliveryDelay, timePacker.read<uint32>()))
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.SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), auction, MAIL_CHECK_MASK_COPIED);
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}
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}
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//call this method to send mail to auction owner, when auction is successful, it does not clear ram
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void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
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{
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Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
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uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->owner);
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// owner exist
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if (owner || owner_accId)
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{
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uint32 profit = auction->bid + auction->deposit - auction->GetAuctionCut();
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sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionSuccessfulMail(this, auction, owner, owner_accId, profit, sendNotification, updateAchievementCriteria, sendMail);
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if (owner)
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{
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if (updateAchievementCriteria) // can be changed in the hook
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{
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owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
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owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
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}
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if (sendNotification) // can be changed in the hook
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owner->GetSession()->SendAuctionOwnerNotification(auction);
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}
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if (sendMail) // can be changed in the hook
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_SUCCESSFUL), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
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.AddMoney(profit)
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.SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY));
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if (auction->bid >= 500 * GOLD)
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if (CharacterCacheEntry const* gpd = sCharacterCache->GetCharacterCacheByGuid(auction->bidder))
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{
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Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
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std::string owner_name = "";
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uint8 owner_level = 0;
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if (CharacterCacheEntry const* gpd_owner = sCharacterCache->GetCharacterCacheByGuid(auction->owner))
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{
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owner_name = gpd_owner->Name;
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owner_level = gpd_owner->Level;
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}
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CharacterDatabase.Execute("INSERT INTO log_money VALUES({}, {}, \"{}\", \"{}\", {}, \"{}\", {}, \"profit: {}g, bidder: {} {} lvl (guid: {}), seller: {} {} lvl (guid: {}), item {} ({})\", NOW(), {})",
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gpd->AccountId, auction->bidder.GetCounter(), gpd->Name, bidder ? bidder->GetSession()->GetRemoteAddress() : "", owner_accId, owner_name, auction->bid, (profit / GOLD), gpd->Name, gpd->Level, auction->bidder.GetCounter(), owner_name, owner_level, auction->owner.GetCounter(), auction->item_template, auction->itemCount, 2);
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}
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}
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail)
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{
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//return an item in auction to its owner by mail
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Item* pItem = GetAItem(auction->item_guid);
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if (!pItem)
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return;
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Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
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uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->owner);
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// owner exist
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if (owner || owner_accId)
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{
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sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionExpiredMail(this, auction, owner, owner_accId, sendNotification, sendMail);
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if (owner && sendNotification) // can be changed in the hook
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owner->GetSession()->SendAuctionOwnerNotification(auction);
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if (sendMail) // can be changed in the hook
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(ObjectGuid::Empty, 0, auction->buyout, auction->deposit))
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.AddItem(pItem)
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.SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, 0);
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}
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else
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sAuctionMgr->RemoveAItem(auction->item_guid, true, &trans);
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}
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//this function sends mail to old bidder
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void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail)
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{
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Player* oldBidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
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uint32 oldBidder_accId = 0;
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if (!oldBidder)
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oldBidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->bidder);
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// old bidder exist
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if (oldBidder || oldBidder_accId)
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{
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sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionOutbiddedMail(this, auction, oldBidder, oldBidder_accId, newBidder, newPrice, sendNotification, sendMail);
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if (oldBidder && newBidder && sendNotification) // can be changed in the hook
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oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
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if (sendMail) // can be changed in the hook
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_OUTBIDDED), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
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.AddMoney(auction->bid)
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.SendMailTo(trans, MailReceiver(oldBidder, auction->bidder.GetCounter()), auction, MAIL_CHECK_MASK_COPIED);
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}
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}
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//this function sends mail, when auction is cancelled to old bidder
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void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail)
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{
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Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
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uint32 bidder_accId = 0;
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if (!bidder)
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{
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bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->bidder);
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}
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// bidder exist
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if (bidder || bidder_accId)
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{
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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_WARN("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].Get<uint32>();
|
|
uint32 item_template = fields[12].Get<uint32>();
|
|
|
|
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item_template);
|
|
if (!proto)
|
|
{
|
|
LOG_ERROR("auctionHouse", "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: {} id: #{}) 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 {} auction items in {} 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_WARN("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 {} auctions in {} 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();
|
|
_hordeAuctions.Update();
|
|
_allianceAuctions.Update();
|
|
_neutralAuctions.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 = GameTime::GetGameTime().count() + 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*/, AuctionSortOrderVector const& sortOrder, Milliseconds searchTimeout)
|
|
{
|
|
uint32 itrcounter = 0;
|
|
|
|
// Ensures that listfrom is not greater that auctions count
|
|
listfrom = std::min(listfrom, static_cast<uint32>(GetAuctions().size()));
|
|
|
|
std::vector<AuctionEntry*> auctionShortlist;
|
|
|
|
// pussywizard: optimization, this is a simplified case
|
|
if (itemClass == 0xffffffff && itemSubClass == 0xffffffff && inventoryType == 0xffffffff && quality == 0xffffffff && levelmin == 0x00 && levelmax == 0x00 && usable == 0x00 && wsearchedname.empty())
|
|
{
|
|
auto itr = GetAuctionsBegin();
|
|
for (; itr != GetAuctionsEnd(); ++itr)
|
|
{
|
|
auctionShortlist.push_back(itr->second);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto curTime = GameTime::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 ((itrcounter++) % 100 == 0) // check condition every 100 iterations
|
|
{
|
|
if (GetMSTimeDiff(GameTime::GetGameTimeMS(), GetTimeMS()) >= searchTimeout) // pussywizard: stop immediately if diff is high or waiting too long
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
AuctionEntry* Aentry = itr->second;
|
|
if (!Aentry)
|
|
return false;
|
|
|
|
// Skip expired auctions
|
|
if (Aentry->expire_time < curTime.count())
|
|
{
|
|
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
|
|
std::array<char const*, 16> const* suffix = nullptr;
|
|
|
|
if (propRefID < 0)
|
|
{
|
|
ItemRandomSuffixEntry const* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId());
|
|
if (itemRandEntry)
|
|
suffix = &itemRandEntry->Name;
|
|
}
|
|
else
|
|
{
|
|
ItemRandomPropertiesEntry const* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId());
|
|
if (itemRandEntry)
|
|
suffix = &itemRandEntry->Name;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
auctionShortlist.push_back(Aentry);
|
|
}
|
|
}
|
|
|
|
if (auctionShortlist.empty())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Check if sort enabled, and first sort column is valid, if not don't sort
|
|
if (!sortOrder.empty())
|
|
{
|
|
AuctionSortInfo const& sortInfo = *sortOrder.begin();
|
|
if (sortInfo.sortOrder >= AUCTION_SORT_MINLEVEL && sortInfo.sortOrder < AUCTION_SORT_MAX && sortInfo.sortOrder != AUCTION_SORT_UNK4)
|
|
{
|
|
// Partial sort to improve performance a bit, but the last pages will burn
|
|
if (listfrom + 50 <= auctionShortlist.size())
|
|
{
|
|
std::partial_sort(auctionShortlist.begin(), auctionShortlist.begin() + listfrom + 50, auctionShortlist.end(),
|
|
std::bind(SortAuction, std::placeholders::_1, std::placeholders::_2, sortOrder, player, sortInfo.sortOrder == AUCTION_SORT_BID));
|
|
}
|
|
else
|
|
{
|
|
std::sort(auctionShortlist.begin(), auctionShortlist.end(), std::bind(SortAuction, std::placeholders::_1, std::placeholders::_2, sortOrder,
|
|
player, sortInfo.sortOrder == AUCTION_SORT_BID));
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto& auction : auctionShortlist)
|
|
{
|
|
// Add the item if no search term or if entered search term was found
|
|
if (count < 50 && totalcount >= listfrom)
|
|
{
|
|
Item* item = sAuctionMgr->GetAItem(auction->item_guid);
|
|
if (!item)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
++count;
|
|
auction->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 {} has a non-existent item: {}", Id, item_guid.ToString());
|
|
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 - GameTime::GetGameTime().count()) * 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->SetData(0, Id);
|
|
trans->Append(stmt);
|
|
}
|
|
|
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void AuctionEntry::SaveToDB(CharacterDatabaseTransaction trans) const
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{
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
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stmt->SetData(0, Id);
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stmt->SetData(1, houseId);
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stmt->SetData(2, item_guid.GetCounter());
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stmt->SetData(3, owner.GetCounter());
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stmt->SetData (4, buyout);
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stmt->SetData(5, uint32(expire_time));
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stmt->SetData(6, bidder.GetCounter());
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stmt->SetData (7, bid);
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stmt->SetData (8, startbid);
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stmt->SetData (9, deposit);
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trans->Append(stmt);
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}
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bool AuctionEntry::LoadFromDB(Field* fields)
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{
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Id = fields[0].Get<uint32>();
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houseId = fields[1].Get<uint8>();
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item_guid = ObjectGuid::Create<HighGuid::Item>(fields[2].Get<uint32>());
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item_template = fields[3].Get<uint32>();
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itemCount = fields[4].Get<uint32>();
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owner = ObjectGuid::Create<HighGuid::Player>(fields[5].Get<uint32>());
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buyout = fields[6].Get<uint32>();
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expire_time = fields[7].Get<uint32>();
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bidder = ObjectGuid::Create<HighGuid::Player>(fields[8].Get<uint32>());
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bid = fields[9].Get<uint32>();
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startbid = fields[10].Get<uint32>();
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deposit = fields[11].Get<uint32>();
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auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntryFromHouse(houseId);
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if (!auctionHouseEntry)
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{
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LOG_ERROR("auctionHouse", "Auction {} has invalid house id {}", Id, houseId);
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return false;
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}
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// check if sold item exists for guid
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// and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
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if (!sAuctionMgr->GetAItem(item_guid))
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{
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LOG_ERROR("auctionHouse", "Auction {} has not a existing item : {}", Id, item_guid.ToString());
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return false;
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}
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return true;
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}
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std::string AuctionEntry::BuildAuctionMailSubject(MailAuctionAnswers response) const
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{
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std::ostringstream strm;
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strm << item_template << ":0:" << response << ':' << Id << ':' << itemCount;
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return strm.str();
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}
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std::string AuctionEntry::BuildAuctionMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit /*= 0*/, uint32 cut /*= 0*/, uint32 moneyDelay /*= 0*/, uint32 eta /*= 0*/)
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{
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std::ostringstream strm;
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|
strm.width(16);
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strm << std::right << std::hex << guid.GetRawValue();
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strm << std::dec << ':' << bid << ':' << buyout;
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strm << ':' << deposit << ':' << cut;
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strm << ':' << moneyDelay << ':' << eta;
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return strm.str();
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}
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