/* * Copyright (C) 2005-2011 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "AuctionHouseMgr.h" #include "Database/DatabaseEnv.h" #include "SQLStorages.h" #include "DBCStores.h" #include "ProgressBar.h" #include "AccountMgr.h" #include "Item.h" #include "Language.h" #include "Log.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "Player.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Mail.h" #include "Policies/SingletonImp.h" INSTANTIATE_SINGLETON_1(AuctionHouseMgr); AuctionHouseMgr::AuctionHouseMgr() { } AuctionHouseMgr::~AuctionHouseMgr() { for(ItemMap::const_iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr) delete itr->second; } AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(AuctionHouseEntry const* house) { if(sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return &mNeutralAuctions; // team have linked auction houses switch(GetAuctionHouseTeam(house)) { case ALLIANCE: return &mAllianceAuctions; case HORDE: return &mHordeAuctions; default: return &mNeutralAuctions; } } uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem) { float deposit = float(pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME)); deposit = deposit * entry->depositPercent * 3.0f / 100.0f; float min_deposit = float(sWorld.getConfig(CONFIG_UINT32_AUCTION_DEPOSIT_MIN)); if (deposit < min_deposit) deposit = min_deposit; return uint32(deposit * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_DEPOSIT)); } // does not clear ram void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction) { Item *pItem = GetAItem(auction->itemGuidLow); if (!pItem) return; ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder); Player *bidder = sObjectMgr.GetPlayer(bidder_guid); uint32 bidder_accId = 0; // data for gm.log if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE)) { uint32 bidder_security = 0; std::string bidder_name; if (bidder) { bidder_accId = bidder->GetSession()->GetAccountId(); bidder_security = bidder->GetSession()->GetSecurity(); bidder_name = bidder->GetName(); } else { bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); bidder_security = sAccountMgr.GetSecurity(bidder_accId); if (bidder_security > SEC_PLAYER) // not do redundant DB requests { if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name)) bidder_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); } } if (bidder_security > SEC_PLAYER) { ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); std::string owner_name; if (!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name)) owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN); uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid); 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)", bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid); } } else if (!bidder) bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid); if (auction_owner) auction_owner->GetSession()->SendAuctionOwnerNotification(auction); // receiver exist if (bidder || bidder_accId) { std::ostringstream msgAuctionWonSubject; msgAuctionWonSubject << auction->itemTemplate << ":0:" << AUCTION_WON; std::ostringstream msgAuctionWonBody; msgAuctionWonBody.width(16); msgAuctionWonBody << std::right << std::hex << auction->owner; msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout; DEBUG_LOG("AuctionWon body string : %s", msgAuctionWonBody.str().c_str()); // set owner to bidder (to prevent delete item with sender char deleting) // owner in `data` will set at mail receive and item extracting CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow()); CharacterDatabase.CommitTransaction(); if (bidder) { bidder->GetSession()->SendAuctionBidderNotification(auction); // FIXME: for offline player need also bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1); } else RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! // will delete item or place to receiver mail list MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str()) .AddItem(pItem) .SendMailTo(MailReceiver(bidder, bidder_guid), auction, MAIL_CHECK_MASK_COPIED); } // receiver not exist else { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", pItem->GetGUIDLow()); RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! delete pItem; } } void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction) { ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); Player *owner = sObjectMgr.GetPlayer(owner_guid); // owner exist (online or offline) if (owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid)) { std::ostringstream msgAuctionSalePendingSubject; msgAuctionSalePendingSubject << auction->itemTemplate << ":0:" << AUCTION_SALE_PENDING; std::ostringstream msgAuctionSalePendingBody; uint32 auctionCut = auction->GetAuctionCut(); time_t distrTime = time(NULL) + HOUR; msgAuctionSalePendingBody.width(16); msgAuctionSalePendingBody << std::right << std::hex << auction->bidder; msgAuctionSalePendingBody << std::dec << ":" << auction->bid << ":" << auction->buyout; msgAuctionSalePendingBody << ":" << auction->deposit << ":" << auctionCut << ":0:"; msgAuctionSalePendingBody << secsToTimeBitFields(distrTime); DEBUG_LOG("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str()); MailDraft(msgAuctionSalePendingSubject.str(), msgAuctionSalePendingBody.str()) .SendMailTo(MailReceiver(owner, owner_guid), auction, MAIL_CHECK_MASK_COPIED); } } // call this method to send mail to auction owner, when auction is successful, it does not clear ram void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction) { ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); Player *owner = sObjectMgr.GetPlayer(owner_guid); uint32 owner_accId = 0; if (!owner) owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid); // owner exist if (owner || owner_accId) { std::ostringstream msgAuctionSuccessfulSubject; msgAuctionSuccessfulSubject << auction->itemTemplate << ":0:" << AUCTION_SUCCESSFUL; std::ostringstream auctionSuccessfulBody; uint32 auctionCut = auction->GetAuctionCut(); auctionSuccessfulBody.width(16); auctionSuccessfulBody << std::right << std::hex << auction->bidder; auctionSuccessfulBody << std::dec << ":" << auction->bid << ":" << auction->buyout; auctionSuccessfulBody << ":" << auction->deposit << ":" << auctionCut; DEBUG_LOG("AuctionSuccessful body string : %s", auctionSuccessfulBody.str().c_str()); uint32 profit = auction->bid + auction->deposit - auctionCut; if (owner) { // FIXME: what do if owner offline owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit); owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid); } MailDraft(msgAuctionSuccessfulSubject.str(), auctionSuccessfulBody.str()) .SetMoney(profit) .SendMailTo(MailReceiver(owner, owner_guid), auction, MAIL_CHECK_MASK_COPIED); } } // does not clear ram void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry * auction) { // return an item in auction to its owner by mail Item *pItem = GetAItem(auction->itemGuidLow); if (!pItem) { sLog.outError("Auction item (GUID: %u) not found, and lost.", auction->itemGuidLow); return; } ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); Player *owner = sObjectMgr.GetPlayer(owner_guid); uint32 owner_accId = 0; if (!owner) owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid); // owner exist if (owner || owner_accId) { std::ostringstream subject; subject << auction->itemTemplate << ":0:" << AUCTION_EXPIRED << ":0:0"; if (owner) owner->GetSession()->SendAuctionOwnerNotification(auction); else RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! // will delete item or place to receiver mail list MailDraft(subject.str(), "") // TODO: fix body .AddItem(pItem) .SendMailTo(MailReceiver(owner, owner_guid), auction, MAIL_CHECK_MASK_COPIED); } // owner not found else { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'",pItem->GetGUIDLow()); RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! delete pItem; } } void AuctionHouseMgr::LoadAuctionItems() { // data needs to be at first place for Item::LoadFromDB 0 1 2 3 QueryResult *result = CharacterDatabase.Query("SELECT data,text,itemguid,item_template FROM auction JOIN item_instance ON itemguid = guid"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 auction items"); return; } barGoLink bar((int)result->GetRowCount()); uint32 count = 0; Field *fields; do { bar.step(); fields = result->Fetch(); uint32 item_guid = fields[2].GetUInt32(); uint32 item_template = fields[3].GetUInt32(); ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template); if (!proto) { sLog.outError("AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template); continue; } Item *item = NewItemOrBag(proto); if (!item->LoadFromDB(item_guid, fields)) { delete item; continue; } AddAItem(item); ++count; } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded %u auction items", count); } void AuctionHouseMgr::LoadAuctions() { QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auction"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty."); return; } Field *fields = result->Fetch(); uint32 AuctionCount=fields[0].GetUInt32(); delete result; if (!AuctionCount) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty."); return; } result = CharacterDatabase.Query("SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction"); if (!result) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 auctions. DB table `auction` is empty."); return; } barGoLink bar(AuctionCount); AuctionEntry *auction; do { fields = result->Fetch(); bar.step(); auction = new AuctionEntry; auction->Id = fields[0].GetUInt32(); uint32 houseid = fields[1].GetUInt32(); auction->itemGuidLow = fields[2].GetUInt32(); auction->itemTemplate = fields[3].GetUInt32(); auction->owner = fields[4].GetUInt32(); auction->buyout = fields[5].GetUInt32(); auction->expireTime = fields[6].GetUInt32(); auction->moneyDeliveryTime = fields[7].GetUInt32(); auction->bidder = fields[8].GetUInt32(); auction->bid = fields[9].GetUInt32(); auction->startbid = fields[10].GetUInt32(); auction->deposit = fields[11].GetUInt32(); auction->auctionHouseEntry = NULL; // init later // check if sold item exists for guid // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems) Item* pItem = GetAItem(auction->itemGuidLow); if (!pItem) { auction->DeleteFromDB(); sLog.outError("Auction %u has not a existing item : %u, deleted", auction->Id, auction->itemGuidLow); delete auction; continue; } auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(houseid); if (!houseid) { // need for send mail, use goblin auctionhouse auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(7); // Attempt send item back to owner std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->itemTemplate << ":0:" << AUCTION_CANCELED << ":0:0"; // item will deleted or added to received mail list MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body .AddItem(pItem) .SendMailTo(MailReceiver(ObjectGuid(HIGHGUID_PLAYER, auction->owner)), auction, MAIL_CHECK_MASK_COPIED); RemoveAItem(auction->itemGuidLow); auction->DeleteFromDB(); delete auction; continue; } GetAuctionsMap(auction->auctionHouseEntry)->AddAuction(auction); } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded %u auctions", AuctionCount); } void AuctionHouseMgr::AddAItem(Item* it) { MANGOS_ASSERT(it); MANGOS_ASSERT(mAitems.find(it->GetGUIDLow()) == mAitems.end()); mAitems[it->GetGUIDLow()] = it; } bool AuctionHouseMgr::RemoveAItem(uint32 id) { ItemMap::iterator i = mAitems.find(id); if (i == mAitems.end()) { return false; } mAitems.erase(i); return true; } void AuctionHouseMgr::Update() { mHordeAuctions.Update(); mAllianceAuctions.Update(); mNeutralAuctions.Update(); } uint32 AuctionHouseMgr::GetAuctionHouseTeam(AuctionHouseEntry const* house) { // auction houses have faction field pointing to PLAYER,* factions, // but player factions not have filled team field, and hard go from faction value to faction_template value, // so more easy just sort by auction house ids switch (house->houseId) { case 1: case 2: case 3: return ALLIANCE; case 4: case 5: case 6: return HORDE; case 7: default: return 0; // neutral } } AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit) { uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents) if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) { if (unit->GetTypeId() == TYPEID_UNIT) { // 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 uint32 factionTemplateId = unit->getFaction(); switch (factionTemplateId) { case 12: houseid = 1; break; // human case 29: houseid = 6; break; // orc, and generic for horde case 55: houseid = 2; break; // dwarf/gnome, 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 534: houseid = 2; break; // Alliance Generic case 855: houseid = 7; break; // everlook, neutral case 1604: houseid = 6; break; // b-elfs, case 1638: houseid = 2; break; // exodar, alliance 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; } } } else { Player* player = (Player*)unit; if (player->GetAuctionAccessMode() > 0) houseid = 7; else { switch (((Player*)unit)->GetTeam()) { case ALLIANCE: houseid = player->GetAuctionAccessMode() == 0 ? 1 : 6; break; case HORDE: houseid = player->GetAuctionAccessMode() == 0 ? 6 : 1; break; } } } } return sAuctionHouseStore.LookupEntry(houseid); } void AuctionHouseObject::Update() { time_t curTime = sWorld.GetGameTime(); ///- Handle expired auctions AuctionEntryMap::iterator next; for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); itr = next) { next = itr; ++next; if (itr->second->moneyDeliveryTime) { if (curTime > itr->second->moneyDeliveryTime) { sAuctionMgr.SendAuctionSuccessfulMail(itr->second); itr->second->DeleteFromDB(); sAuctionMgr.RemoveAItem(itr->second->itemGuidLow); delete itr->second; RemoveAuction(itr->first); } } else { if (curTime > itr->second->expireTime) { ///- Either cancel the auction if there was no bidder if (itr->second->bidder == 0) { sAuctionMgr.SendAuctionExpiredMail(itr->second); } ///- Or perform the transaction else { itr->second->moneyDeliveryTime = time(NULL) + HOUR; sAuctionMgr.SendAuctionWonMail(itr->second); continue; } ///- In any case clear the auction itr->second->DeleteFromDB(); sAuctionMgr.RemoveAItem(itr->second->itemGuidLow); delete itr->second; RemoveAuction(itr->first); } } } } 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->moneyDeliveryTime) continue; if (Aentry && Aentry->bidder == player->GetGUIDLow()) { if (itr->second->BuildAuctionInfo(data)) ++count; ++totalcount; } } } void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) { AuctionEntry *Aentry = itr->second; if (Aentry->moneyDeliveryTime) continue; if (Aentry && Aentry->owner == player->GetGUIDLow()) { if (Aentry->BuildAuctionInfo(data)) ++count; ++totalcount; } } } bool AuctionEntry::CompareAuctionEntry(uint32 column, const AuctionEntry *auc) const { Item *item1 = sAuctionMgr.GetAItem(itemGuidLow); Item *item2 = sAuctionMgr.GetAItem(auc->itemGuidLow); Player *pl1 = NULL; Player *pl2 = NULL; int res = 0; time_t currentTime = time(NULL); switch (column) { case 0: // level = 0 if (!item1 || !item2) break; if (item1->GetProto()->RequiredLevel < item2->GetProto()->RequiredLevel) return true; else if (item1->GetProto()->RequiredLevel > item2->GetProto()->RequiredLevel) return false; break; case 1: // quality = 1 if (!item1 || !item2) break; if (item1->GetProto()->Quality < item2->GetProto()->Quality) return true; else if (item1->GetProto()->Quality > item2->GetProto()->Quality) return false; break; case 2: // buyoutthenbid = 2 if (buyout) { if (buyout < auc->buyout) return true; else if (buyout > auc->buyout) return false; } else { if (bid < auc->bid) return true; else if (bid > auc->bid) return false; } break; case 3: // duration = 3 if ((expireTime - currentTime) < (auc->expireTime - currentTime)) return true; else if ((expireTime - currentTime) > (auc->expireTime - currentTime)) return false; break; case 4: // status = 4 if (bidder < auc->bidder) return true; else if (bidder > auc->bidder) return false; break; case 5: // name = 5 if (!item1 || !item2) break; res = strcmp(item1->GetProto()->Name1, item2->GetProto()->Name1); if (res < 0) return true; else if (res > 0) return false; break; case 6: // minbidbuyout = 6 if (bid) { if (bid < auc->bid) return true; else if (bid > auc->bid) return false; } else if (startbid) { if (startbid < auc->startbid) return true; else if (startbid > auc->startbid) return false; } else { if (buyout < auc->buyout) return true; else if (buyout > auc->buyout) return false; } break; case 7: // seller = 7 pl1 = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, owner)); pl2 = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, auc->owner)); if (!pl1 || !pl2) break; res = strcmp(pl1->GetName(), pl2->GetName()); if (res < 0) return true; else if (res > 0) return false; break; case 8: // bid = 8 if (bid) { if (bid < auc->bid) return true; else if (bid > auc->bid) return false; } else { if (startbid < auc->startbid) return true; else if (startbid > auc->startbid) return false; } break; case 9: // quantity = 9 if (!item1 || !item2) break; if (item1->GetCount() < item2->GetCount()) return true; else if (item1->GetCount() > item2->GetCount()) return false; break; case 10: // buyout = 10 if (buyout < auc->buyout) return true; else if (buyout > auc->buyout) return false; break; case 11: // unused = 11 break; default: break; } if (Id < auc->Id) return true; else if (Id > auc->Id) return false; return false; } bool AuctionSorter::operator()(const AuctionEntry *auc1, const AuctionEntry *auc2) const { bool result = false; uint32 column = 0; for (uint32 i = 0; i < MAX_AUCTION_SORT; ++i) { if (m_sort[i] == MAX_AUCTION_SORT) // end of sort { column = m_sort[0]; // use main column break; } column = m_sort[i]; result = auc1->CompareAuctionEntry(column & ~AUCTION_SORT_REVERSED, auc2); if (result) break; } if (column & AUCTION_SORT_REVERSED) // reversed flag result = !result; return result; } void WorldSession::BuildListAuctionItems(std::list &auctions, WorldPacket& data, std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool isFull) { int loc_idx = _player->GetSession()->GetSessionDbLocaleIndex(); for (std::list::const_iterator itr = auctions.begin(); itr != auctions.end();++itr) { AuctionEntry *Aentry = *itr; if (Aentry->moneyDeliveryTime) continue; Item *item = sAuctionMgr.GetAItem(Aentry->itemGuidLow); if (!item) continue; if (isFull) { ++count; Aentry->BuildAuctionInfo(data); } else { ItemPrototype const *proto = item->GetProto(); if (itemClass != 0xffffffff && proto->Class != itemClass) continue; if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass) continue; if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType) continue; if (quality != 0xffffffff && proto->Quality < quality) continue; if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax))) continue; if (usable != 0x00 && _player->CanUseItem(item) != EQUIP_ERR_OK) continue; std::string name = proto->Name1; if (name.empty()) continue; // local name if (loc_idx >= 0) { ItemLocale const *il = sObjectMgr.GetItemLocale(proto->ItemId); if (il) { if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty()) name = il->Name[loc_idx]; } } if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname)) continue; if (count < 50 && totalcount >= listfrom) { ++count; Aentry->BuildAuctionInfo(data); } } ++totalcount; } } void AuctionHouseObject::BuildListPendingSales(WorldPacket& data, Player* player, uint32& count) { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) { AuctionEntry *Aentry = itr->second; if (!Aentry->moneyDeliveryTime) continue; if (Aentry && Aentry->owner == player->GetGUIDLow()) { Item *pItem = sAuctionMgr.GetAItem(Aentry->itemGuidLow); if (!pItem) { sLog.outError("Auction: item with guid %u doesn't exist!", Aentry->itemGuidLow); continue; } std::ostringstream str1; str1 << Aentry->itemTemplate << ":" << pItem->GetItemRandomPropertyId() << ":" << AUCTION_SUCCESSFUL << ":" << Aentry->Id << ":" << pItem->GetCount(); std::ostringstream str2; str2.width(16); str2 << std::right << std::hex << Aentry->bidder << std::dec << ":"; str2 << Aentry->bid << ":" << Aentry->buyout << ":" << Aentry->deposit << ":" << Aentry->GetAuctionCut(); data << str1.str(); // string "%d:%d:%d:%d:%d" -> itemId, ItemRandomPropertyId, 2, auctionId, unk1 (stack size?, unused) data << str2.str(); // string "%16I64X:%d:%d:%d:%d" -> bidderGuid, bid, buyout, deposit, auctionCut data << uint32(97250); // unk1 data << uint32(68); // unk2 float timeLeft = float(Aentry->moneyDeliveryTime - time(NULL)) / float(DAY); data << float(timeLeft); // time left ++count; } } } // this function inserts to WorldPacket auction's data bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const { Item *pItem = sAuctionMgr.GetAItem(itemGuidLow); if (!pItem) { sLog.outError("auction to item, that doesn't exist !!!!"); return false; } data << uint32(Id); data << uint32(pItem->GetEntry()); for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i) { data << uint32(pItem->GetEnchantmentId(EnchantmentSlot(i))); data << uint32(pItem->GetEnchantmentDuration(EnchantmentSlot(i))); data << uint32(pItem->GetEnchantmentCharges(EnchantmentSlot(i))); } data << uint32(pItem->GetItemRandomPropertyId()); // random item property id data << uint32(pItem->GetItemSuffixFactor()); // SuffixFactor data << uint32(pItem->GetCount()); // item->count data << uint32(pItem->GetSpellCharges()); // item->charge FFFFFFF data << uint32(0); // item flags (dynamic?) (0x04 no lockId?) data << ObjectGuid(HIGHGUID_PLAYER, 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((expireTime-time(NULL))*IN_MILLISECONDS);// time left data << ObjectGuid(HIGHGUID_PLAYER, bidder); // auction->bidder current data << uint32(bid); // current bid return true; } uint32 AuctionEntry::GetAuctionCut() const { return uint32(auctionHouseEntry->cutPercent * bid * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_CUT) / 100.0f); } /// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c uint32 AuctionEntry::GetAuctionOutBid() const { uint32 outbid = (bid / 100) * 5; if (!outbid) outbid = 1; return outbid; } void AuctionEntry::DeleteFromDB() const { //No SQL injection (Id is integer) CharacterDatabase.PExecute("DELETE FROM auction WHERE id = '%u'", Id); } void AuctionEntry::SaveToDB() const { //No SQL injection (no strings) CharacterDatabase.PExecute("INSERT INTO auction (id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit) " "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '" UI64FMTD "', '%u', '%u', '%u', '%u')", Id, auctionHouseEntry->houseId, itemGuidLow, itemTemplate, owner, buyout, (uint64)expireTime, (uint64)moneyDeliveryTime, bidder, bid, startbid, deposit); }