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Move auction related code from ObjectMgr to AuctionHouseMgr.
This commit is contained in:
parent
ef1c243187
commit
7c3ab4b453
12 changed files with 572 additions and 513 deletions
455
src/game/AuctionHouseMgr.cpp
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455
src/game/AuctionHouseMgr.cpp
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "Database/DatabaseEnv.h"
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#include "Database/SQLStorage.h"
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#include "ProgressBar.h"
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#include "AccountMgr.h"
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#include "AuctionHouseMgr.h"
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#include "Item.h"
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#include "Language.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "World.h"
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#include "WorldSession.h"
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#include "Policies/SingletonImp.h"
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INSTANTIATE_SINGLETON_1( AuctionHouseMgr );
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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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AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap( AuctionLocation location )
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{
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switch ( location )
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{
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case AUCTION_HORDE:
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return & mHordeAuctions;
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break;
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case AUCTION_ALLIANCE:
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return & mAllianceAuctions;
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break;
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default: //neutral
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return & mNeutralAuctions;
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}
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}
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uint32 AuctionHouseMgr::GetAuctionCut(AuctionLocation location, uint32 highBid)
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{
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if (location == AUCTION_NEUTRAL && !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return (uint32) (0.15f * highBid * sWorld.getRate(RATE_AUCTION_CUT));
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else
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return (uint32) (0.05f * highBid * sWorld.getRate(RATE_AUCTION_CUT));
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}
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionLocation location, uint32 time, Item *pItem)
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{
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float percentance; // in 0..1
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if (location == AUCTION_NEUTRAL && !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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percentance = 0.75f;
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else
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percentance = 0.15f;
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percentance *= sWorld.getRate(RATE_AUCTION_DEPOSIT);
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return uint32( percentance * pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME ) );
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}
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/// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
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uint32 AuctionHouseMgr::GetAuctionOutBid(uint32 currentBid)
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{
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uint32 outbid = (currentBid / 100) * 5;
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if (!outbid)
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outbid = 1;
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return outbid;
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
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{
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Item *pItem = GetAItem(auction->item_guidlow);
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if(!pItem)
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return;
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uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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Player *bidder = objmgr.GetPlayer(bidder_guid);
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uint32 bidder_accId = 0;
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// data for gm.log
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if( sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
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{
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uint32 bidder_security = 0;
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std::string bidder_name;
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if (bidder)
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{
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bidder_accId = bidder->GetSession()->GetAccountId();
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bidder_security = bidder->GetSession()->GetSecurity();
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bidder_name = bidder->GetName();
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}
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else
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{
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bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
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bidder_security = accmgr.GetSecurity(bidder_accId);
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if(bidder_security > SEC_PLAYER ) // not do redundant DB requests
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{
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if(!objmgr.GetPlayerNameByGUID(bidder_guid,bidder_name))
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bidder_name = objmgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
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}
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}
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if( bidder_security > SEC_PLAYER )
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{
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std::string owner_name;
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if(!objmgr.GetPlayerNameByGUID(auction->owner,owner_name))
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owner_name = objmgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
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uint32 owner_accid = objmgr.GetPlayerAccountIdByGUID(auction->owner);
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sLog.outCommand(bidder_accId,"GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
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bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid);
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}
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}
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else if(!bidder)
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bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
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// receiver exist
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if(bidder || bidder_accId)
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{
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std::ostringstream msgAuctionWonSubject;
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msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;
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std::ostringstream msgAuctionWonBody;
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msgAuctionWonBody.width(16);
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msgAuctionWonBody << std::right << std::hex << auction->owner;
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msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
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sLog.outDebug( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() );
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//prepare mail data... :
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uint32 itemTextId = objmgr.CreateItemText( msgAuctionWonBody.str() );
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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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CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
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CharacterDatabase.CommitTransaction();
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MailItemsInfo mi;
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mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
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if (bidder)
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bidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, bidder_guid, 0, 0, auction->item_template);
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else
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RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
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// will delete item or place to receiver mail list
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WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionWonSubject.str(), itemTextId, &mi, 0, 0, MAIL_CHECK_MASK_AUCTION);
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}
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// receiver not exist
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else
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{
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CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", pItem->GetGUIDLow());
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RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
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delete pItem;
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}
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}
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void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
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{
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uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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Player *owner = objmgr.GetPlayer(owner_guid);
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// owner exist (online or offline)
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if(owner || objmgr.GetPlayerAccountIdByGUID(owner_guid))
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{
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std::ostringstream msgAuctionSalePendingSubject;
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msgAuctionSalePendingSubject << auction->item_template << ":0:" << AUCTION_SALE_PENDING;
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std::ostringstream msgAuctionSalePendingBody;
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uint32 auctionCut = GetAuctionCut(auction->location, auction->bid);
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time_t distrTime = time(NULL) + HOUR;
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msgAuctionSalePendingBody.width(16);
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msgAuctionSalePendingBody << std::right << std::hex << auction->bidder;
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msgAuctionSalePendingBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
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msgAuctionSalePendingBody << ":" << auction->deposit << ":" << auctionCut << ":0:";
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msgAuctionSalePendingBody << secsToTimeBitFields(distrTime);
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sLog.outDebug("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str());
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uint32 itemTextId = objmgr.CreateItemText( msgAuctionSalePendingBody.str() );
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WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->owner, msgAuctionSalePendingSubject.str(), itemTextId, NULL, 0, 0, MAIL_CHECK_MASK_AUCTION);
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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 )
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{
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uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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Player *owner = objmgr.GetPlayer(owner_guid);
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uint32 owner_accId = 0;
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if(!owner)
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owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
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// owner exist
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if(owner || owner_accId)
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{
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std::ostringstream msgAuctionSuccessfulSubject;
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msgAuctionSuccessfulSubject << auction->item_template << ":0:" << AUCTION_SUCCESSFUL;
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std::ostringstream auctionSuccessfulBody;
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uint32 auctionCut = GetAuctionCut(auction->location, auction->bid);
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auctionSuccessfulBody.width(16);
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auctionSuccessfulBody << std::right << std::hex << auction->bidder;
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auctionSuccessfulBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
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auctionSuccessfulBody << ":" << auction->deposit << ":" << auctionCut;
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sLog.outDebug("AuctionSuccessful body string : %s", auctionSuccessfulBody.str().c_str());
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uint32 itemTextId = objmgr.CreateItemText( auctionSuccessfulBody.str() );
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uint32 profit = auction->bid + auction->deposit - auctionCut;
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if (owner)
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{
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//send auction owner notification, bidder must be current!
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owner->GetSession()->SendAuctionOwnerNotification( auction );
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}
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WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->owner, msgAuctionSuccessfulSubject.str(), itemTextId, NULL, profit, 0, MAIL_CHECK_MASK_AUCTION, HOUR);
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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 )
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{ //return an item in auction to its owner by mail
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Item *pItem = GetAItem(auction->item_guidlow);
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if(!pItem)
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{
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sLog.outError("Auction item (GUID: %u) not found, and lost.",auction->item_guidlow);
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return;
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}
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uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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Player *owner = objmgr.GetPlayer(owner_guid);
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uint32 owner_accId = 0;
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if(!owner)
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owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
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// owner exist
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if(owner || owner_accId)
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{
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std::ostringstream subject;
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subject << auction->item_template << ":0:" << AUCTION_EXPIRED;
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if ( owner )
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owner->GetSession()->SendAuctionOwnerNotification( auction );
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else
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RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
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MailItemsInfo mi;
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mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
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// will delete item or place to receiver mail list
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WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, GUID_LOPART(owner_guid), subject.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
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}
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// owner not found
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else
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{
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CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'",pItem->GetGUIDLow());
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RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
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delete pItem;
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}
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}
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void AuctionHouseMgr::LoadAuctionItems()
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{
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// data needs to be at first place for Item::LoadFromDB
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QueryResult *result = CharacterDatabase.Query( "SELECT data,itemguid,item_template FROM auctionhouse JOIN item_instance ON itemguid = guid" );
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if( !result )
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString("");
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sLog.outString(">> Loaded 0 auction items");
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return;
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}
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barGoLink bar( result->GetRowCount() );
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uint32 count = 0;
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Field *fields;
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do
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{
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bar.step();
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fields = result->Fetch();
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uint32 item_guid = fields[1].GetUInt32();
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uint32 item_template = fields[2].GetUInt32();
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ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
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if(!proto)
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{
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sLog.outError( "ObjectMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
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continue;
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}
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Item *item = NewItemOrBag(proto);
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if(!item->LoadFromDB(item_guid,0, result))
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{
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delete item;
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continue;
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}
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AddAItem(item);
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++count;
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}
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while( result->NextRow() );
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delete result;
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sLog.outString();
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sLog.outString( ">> Loaded %u auction items", count );
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}
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void AuctionHouseMgr::LoadAuctions()
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{
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QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auctionhouse");
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if( !result )
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString("");
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sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
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return;
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}
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Field *fields = result->Fetch();
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uint32 AuctionCount=fields[0].GetUInt32();
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delete result;
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if(!AuctionCount)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString("");
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sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
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return;
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}
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result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location FROM auctionhouse" );
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if( !result )
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString("");
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sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
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return;
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}
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barGoLink bar( AuctionCount );
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AuctionEntry *aItem;
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do
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{
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fields = result->Fetch();
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bar.step();
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aItem = new AuctionEntry;
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aItem->Id = fields[0].GetUInt32();
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aItem->auctioneer = fields[1].GetUInt32();
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aItem->item_guidlow = fields[2].GetUInt32();
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aItem->item_template = fields[3].GetUInt32();
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aItem->owner = fields[4].GetUInt32();
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aItem->buyout = fields[5].GetUInt32();
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aItem->time = fields[6].GetUInt32();
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aItem->bidder = fields[7].GetUInt32();
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aItem->bid = fields[8].GetUInt32();
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aItem->startbid = fields[9].GetUInt32();
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aItem->deposit = fields[10].GetUInt32();
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uint32 loc = fields[11].GetUInt8();
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if(!IsValidAuctionLocation(loc))
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{
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CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",aItem->Id);
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sLog.outError("Auction %u has wrong auction location (%u)", aItem->Id, loc);
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delete aItem;
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continue;
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}
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aItem->location = AuctionLocation(loc);
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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 ObjectMgr::LoadAuctionItems)
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if ( !GetAItem( aItem->item_guidlow ) )
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{
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CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",aItem->Id);
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sLog.outError("Auction %u has not a existing item : %u", aItem->Id, aItem->item_guidlow);
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delete aItem;
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continue;
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}
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if(aItem->location)
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GetAuctionsMap( aItem->location )->AddAuction(aItem);
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} while (result->NextRow());
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delete result;
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sLog.outString();
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sLog.outString( ">> Loaded %u auctions", AuctionCount );
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}
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void AuctionHouseMgr::AddAItem( Item* it )
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{
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ASSERT( it );
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ASSERT( mAitems.find(it->GetGUIDLow()) == mAitems.end());
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mAitems[it->GetGUIDLow()] = it;
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}
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|
||||
bool AuctionHouseMgr::RemoveAItem( uint32 id )
|
||||
{
|
||||
ItemMap::iterator i = mAitems.find(id);
|
||||
if (i == mAitems.end())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
mAitems.erase(i);
|
||||
return true;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue