[7266] Use DBC data for auction cut/deposit percents and location (auiction house id in fact).

Note: `auctionhouse`.`location` field not used after this. But not removed to simplify backporting to mangos-0.12.
This commit is contained in:
VladimirMangos 2009-02-12 03:28:54 +03:00
parent 4fd34bf101
commit 2d242c86a8
9 changed files with 163 additions and 112 deletions

View file

@ -18,6 +18,7 @@
#include "Common.h"
#include "Database/DatabaseEnv.h"
#include "Database/DBCStores.h"
#include "Database/SQLStorage.h"
#include "ProgressBar.h"
@ -46,32 +47,25 @@ AuctionHouseMgr::~AuctionHouseMgr()
delete itr->second;
}
AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap( AuctionLocation location )
AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap( uint32 factionTemplateId )
{
switch ( location )
{
case AUCTION_HORDE:
return & mHordeAuctions;
break;
case AUCTION_ALLIANCE:
return & mAllianceAuctions;
break;
default: //neutral
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(AuctionLocation location, uint32 time, Item *pItem)
uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
{
float percentance; // in 0..1
if (location == AUCTION_NEUTRAL && !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
percentance = 0.75f;
else
percentance = 0.15f;
uint32 deposit = pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME );
percentance *= sWorld.getRate(RATE_AUCTION_DEPOSIT);
return uint32( percentance * pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME ) );
return uint32(deposit * entry->depositPercent * 3 * sWorld.getRate(RATE_AUCTION_DEPOSIT) / 100.0f );
}
//does not clear ram
@ -148,12 +142,12 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
if (bidder)
bidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, bidder_guid, 0, 0, auction->item_template);
bidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
else
RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
// will delete item or place to receiver mail list
WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionWonSubject.str(), itemTextId, &mi, 0, 0, MAIL_CHECK_MASK_AUCTION);
WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->bidder, msgAuctionWonSubject.str(), itemTextId, &mi, 0, 0, MAIL_CHECK_MASK_AUCTION);
}
// receiver not exist
else
@ -190,7 +184,7 @@ void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
uint32 itemTextId = objmgr.CreateItemText( msgAuctionSalePendingBody.str() );
WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->owner, msgAuctionSalePendingSubject.str(), itemTextId, NULL, 0, 0, MAIL_CHECK_MASK_AUCTION);
WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->owner, msgAuctionSalePendingSubject.str(), itemTextId, NULL, 0, 0, MAIL_CHECK_MASK_AUCTION);
}
}
@ -230,7 +224,7 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
owner->GetSession()->SendAuctionOwnerNotification( auction );
}
WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->owner, msgAuctionSuccessfulSubject.str(), itemTextId, NULL, profit, 0, MAIL_CHECK_MASK_AUCTION, HOUR);
WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->owner, msgAuctionSuccessfulSubject.str(), itemTextId, NULL, profit, 0, MAIL_CHECK_MASK_AUCTION, HOUR);
}
}
@ -266,7 +260,7 @@ void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
// will delete item or place to receiver mail list
WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, GUID_LOPART(owner_guid), subject.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), GUID_LOPART(owner_guid), subject.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
}
// owner not found
else
@ -355,7 +349,7 @@ void AuctionHouseMgr::LoadAuctions()
return;
}
result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location FROM auctionhouse" );
result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse" );
if( !result )
{
barGoLink bar(1);
@ -388,29 +382,45 @@ void AuctionHouseMgr::LoadAuctions()
aItem->startbid = fields[9].GetUInt32();
aItem->deposit = fields[10].GetUInt32();
uint32 loc = fields[11].GetUInt8();
if(!IsValidAuctionLocation(loc))
CreatureData const* auctioneerData = objmgr.GetCreatureData(aItem->auctioneer);
if(!auctioneerData)
{
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",aItem->Id);
sLog.outError("Auction %u has wrong auction location (%u)", aItem->Id, loc);
aItem->DeleteFromDB();
sLog.outError("Auction %u has not a existing auctioneer (GUID : %u)", aItem->Id, aItem->auctioneer);
delete aItem;
continue;
}
CreatureInfo const* auctioneerInfo = objmgr.GetCreatureTemplate(auctioneerData->id);
if(!auctioneerInfo)
{
aItem->DeleteFromDB();
sLog.outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", aItem->Id, aItem->auctioneer,auctioneerData->id);
delete aItem;
continue;
}
aItem->auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(auctioneerInfo->faction_A);
if(!aItem->auctionHouseEntry)
{
aItem->DeleteFromDB();
sLog.outError("Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u",
aItem->Id, aItem->auctioneer,auctioneerData->id,auctioneerInfo->faction_A);
delete aItem;
continue;
}
aItem->location = AuctionLocation(loc);
// check if sold item exists for guid
// and item_template in fact (GetAItem will fail if problematic in result check in ObjectMgr::LoadAuctionItems)
if ( !GetAItem( aItem->item_guidlow ) )
{
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",aItem->Id);
aItem->DeleteFromDB();
sLog.outError("Auction %u has not a existing item : %u", aItem->Id, aItem->item_guidlow);
delete aItem;
continue;
}
if(aItem->location)
GetAuctionsMap( aItem->location )->AddAuction(aItem);
GetAuctionsMap( auctioneerInfo->faction_A )->AddAuction(aItem);
} while (result->NextRow());
delete result;
@ -444,6 +454,46 @@ void AuctionHouseMgr::Update()
mNeutralAuctions.Update();
}
AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId)
{
uint32 houseid = 1; // human auction house
if(!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
{
//FIXME: found way for proper auctionhouse selection by another way
// AuctionHo use.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::Update()
{
time_t curTime = sWorld.GetGameTime();
@ -471,8 +521,7 @@ void AuctionHouseObject::Update()
}
///- In any case clear the auction
//No SQL injection (Id is integer)
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",itr->second->Id);
itr->second->DeleteFromDB();
auctionmgr.RemoveAItem(itr->second->item_guidlow);
delete itr->second;
RemoveAuction(itr->first);
@ -606,10 +655,7 @@ bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
uint32 AuctionEntry::GetAuctionCut() const
{
if (location == AUCTION_NEUTRAL && !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
return (uint32) (0.15f * bid * sWorld.getRate(RATE_AUCTION_CUT));
else
return (uint32) (0.05f * bid * sWorld.getRate(RATE_AUCTION_CUT));
return uint32(auctionHouseEntry->cutPercent * bid * sWorld.getRate(RATE_AUCTION_CUT) / 100.f);
}
/// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
@ -620,3 +666,17 @@ uint32 AuctionEntry::GetAuctionOutBid() const
outbid = 1;
return outbid;
}
void AuctionEntry::DeleteFromDB() const
{
//No SQL injection (Id is integer)
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",Id);
}
void AuctionEntry::SaveToDB() const
{
//No SQL injection (no strings)
CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')",
Id, auctioneer, item_guidlow, item_template, owner, buyout, (uint64)expire_time, bidder, bid, startbid, deposit, GetHouseId());
}