server/src/game/AuctionHouseMgr.cpp
Schmoozerd 8068dcf6dd [11875] Update Copyright notice to year 2012
Start timemachine and a Happy new year to all!
2012-01-16 17:43:59 +01:00

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C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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 &mAuctions[AUCTION_HOUSE_NEUTRAL];
// team have linked auction houses
switch(GetAuctionHouseTeam(house))
{
case ALLIANCE: return &mAuctions[AUCTION_HOUSE_ALLIANCE];
case HORDE: return &mAuctions[AUCTION_HOUSE_HORDE];
default: return &mAuctions[AUCTION_HOUSE_NEUTRAL];
}
}
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;
ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid);
// data for gm.log
if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
AccountTypes bidder_security = SEC_PLAYER;
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 = bidder_accId ? sAccountMgr.GetSecurity(bidder_accId) : SEC_PLAYER;
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)
{
std::string owner_name;
if (auction_owner)
owner_name = auction_owner->GetName();
else if (ownerGuid && !sObjectMgr.GetPlayerNameByGUID(ownerGuid, owner_name))
owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid);
sLog.outCommand(bidder_accId,"GM %s (Account: %u) won item in auction (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
bidder_name.c_str(), bidder_accId, auction->itemTemplate, auction->itemCount, auction->bid, owner_name.c_str(), owner_accid);
}
}
else if (!bidder)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
// receiver exist
if (bidder || bidder_accId)
{
std::ostringstream msgAuctionWonSubject;
msgAuctionWonSubject << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << 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, auction->itemGuidLow);
if (bidder)
{
bidder->GetSession()->SendAuctionBidderNotification(auction);
// FIXME: for offline player need also
bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
}
RemoveAItem(auction->itemGuidLow); // we have to remove the item, before we delete it !!
auction->itemGuidLow = 0; // pending list will not use guid data
// 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'", auction->itemGuidLow);
RemoveAItem(auction->itemGuidLow); // we have to remove the item, before we delete it !!
auction->itemGuidLow = 0;
delete pItem;
}
}
// 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 << ":" << auction->itemRandomPropertyId << ":" << 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 << ":" << auction->itemRandomPropertyId << ":" << AUCTION_EXPIRED << ":" << auction->Id << ":" << auction->itemCount;
if (owner)
owner->GetSession()->SendAuctionOwnerNotification(auction);
RemoveAItem(auction->itemGuidLow); // we have to remove the item, before we delete it !!
auction->itemGuidLow = 0;
// 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'", auction->itemGuidLow);
RemoveAItem(auction->itemGuidLow); // we have to remove the item, before we delete it !!
auction->itemGuidLow = 0;
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(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,item_count,item_randompropertyid,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);
typedef std::map<uint32, std::wstring> PlayerNames;
PlayerNames playerNames; // caching for load time
do
{
fields = result->Fetch();
bar.step();
AuctionEntry *auction = new AuctionEntry;
auction->Id = fields[0].GetUInt32();
uint32 houseid = fields[1].GetUInt32();
auction->itemGuidLow = fields[2].GetUInt32();
auction->itemTemplate = fields[3].GetUInt32();
auction->itemCount = fields[4].GetUInt32();
auction->itemRandomPropertyId = fields[5].GetUInt32();
auction->owner = fields[6].GetUInt32();
if (auction->owner)
{
std::wstring& plWName = playerNames[auction->owner];
if (plWName.empty())
{
std::string plName;
if (!sObjectMgr.GetPlayerNameByGUID(ObjectGuid(HIGHGUID_PLAYER, auction->owner), plName))
plName = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
Utf8toWStr(plName, plWName);
}
auction->ownerName = plWName;
}
auction->buyout = fields[7].GetUInt32();
auction->expireTime = time_t(fields[8].GetUInt64());
auction->moneyDeliveryTime = time_t(fields[9].GetUInt64());
auction->bidder = fields[10].GetUInt32();
auction->bid = fields[11].GetUInt32();
auction->startbid = fields[12].GetUInt32();
auction->deposit = fields[13].GetUInt32();
auction->auctionHouseEntry = NULL; // init later
if (auction->moneyDeliveryTime)
auction->itemGuidLow = 0; // must be 0 if auction delivery pending
else
{
// 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;
}
// overwrite by real item data
if ((auction->itemTemplate != pItem->GetEntry()) ||
(auction->itemCount != pItem->GetCount()) ||
(auction->itemRandomPropertyId != pItem->GetItemRandomPropertyId()))
{
auction->itemTemplate = pItem->GetEntry();
auction->itemCount = pItem->GetCount();
auction->itemRandomPropertyId = pItem->GetItemRandomPropertyId();
//No SQL injection (no strings)
CharacterDatabase.PExecute("UPDATE auction SET item_template = %u, item_count = %u, item_randompropertyid = %i WHERE itemguid = %u",
auction->itemTemplate, auction->itemCount, auction->itemRandomPropertyId, auction->itemGuidLow);
}
}
auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(houseid);
if (!auction->auctionHouseEntry)
{
// need for send mail, use goblin auctionhouse
auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(7);
// Attempt send item back to owner
std::ostringstream msgAuctionCanceledOwner;
msgAuctionCanceledOwner << auction->itemTemplate << ":"<< auction->itemRandomPropertyId << ":" << AUCTION_CANCELED << ":" << auction->Id << ":" << auction->itemCount;
if (auction->itemGuidLow)
{
Item* pItem = GetAItem(auction->itemGuidLow);
RemoveAItem(auction->itemGuidLow);
auction->itemGuidLow = 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);
}
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()
{
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
mAuctions[i].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
for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); )
{
if (itr->second->moneyDeliveryTime) // pending auction
{
if (curTime > itr->second->moneyDeliveryTime)
{
sAuctionMgr.SendAuctionSuccessfulMail(itr->second);
itr->second->DeleteFromDB();
MANGOS_ASSERT(!itr->second->itemGuidLow); // already removed or send in mail at won
delete itr->second;
AuctionsMap.erase(itr++);
continue;
}
}
else // active auction
{
if (curTime > itr->second->expireTime)
{
///- perform the transaction if there was bidder
if (itr->second->bid)
itr->second->AuctionBidWinning();
///- cancel the auction if there was no bidder and clear the auction
else
{
sAuctionMgr.SendAuctionExpiredMail(itr->second);
itr->second->DeleteFromDB();
delete itr->second;
AuctionsMap.erase(itr++);
continue;
}
}
}
++itr;
}
}
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) // skip pending sell auctions
continue;
if (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) // skip pending sell auctions
continue;
if (Aentry->owner == player->GetGUIDLow())
{
if (Aentry->BuildAuctionInfo(data))
++count;
++totalcount;
}
}
}
int AuctionEntry::CompareAuctionEntry(uint32 column, const AuctionEntry *auc, Player* viewPlayer) const
{
switch (column)
{
case 0: // level = 0
{
ItemPrototype const* itemProto1 = ObjectMgr::GetItemPrototype(itemTemplate);
ItemPrototype const* itemProto2 = ObjectMgr::GetItemPrototype(auc->itemTemplate);
if (!itemProto2 || !itemProto1)
return 0;
if (itemProto1->RequiredLevel < itemProto2->RequiredLevel)
return -1;
else if (itemProto1->RequiredLevel > itemProto2->RequiredLevel)
return +1;
break;
}
case 1: // quality = 1
{
ItemPrototype const* itemProto1 = ObjectMgr::GetItemPrototype(itemTemplate);
ItemPrototype const* itemProto2 = ObjectMgr::GetItemPrototype(auc->itemTemplate);
if (!itemProto2 || !itemProto1)
return 0;
if (itemProto1->Quality < itemProto2->Quality)
return -1;
else if (itemProto1->Quality > itemProto2->Quality)
return +1;
break;
}
case 2: // buyoutthenbid = 2
if (buyout != auc->buyout)
{
if (buyout < auc->buyout)
return -1;
else if (buyout > auc->buyout)
return +1;
}
else
{
if (bid < auc->bid)
return -1;
else if (bid > auc->bid)
return +1;
}
break;
case 3: // duration = 3
if (expireTime < auc->expireTime)
return -1;
else if (expireTime > auc->expireTime)
return +1;
break;
case 4: // status = 4
if (bidder < auc->bidder)
return -1;
else if (bidder > auc->bidder)
return +1;
break;
case 5: // name = 5
{
ItemPrototype const* itemProto1 = ObjectMgr::GetItemPrototype(itemTemplate);
ItemPrototype const* itemProto2 = ObjectMgr::GetItemPrototype(auc->itemTemplate);
if (!itemProto2 || !itemProto1)
return 0;
int32 loc_idx = viewPlayer->GetSession()->GetSessionDbLocaleIndex();
std::string name1 = itemProto1->Name1;
sObjectMgr.GetItemLocaleStrings(itemProto1->ItemId, loc_idx, &name1);
std::string name2 = itemProto2->Name1;
sObjectMgr.GetItemLocaleStrings(itemProto2->ItemId, loc_idx, &name2);
std::wstring wname1, wname2;
Utf8toWStr(name1, wname1);
Utf8toWStr(name2, wname2);
return wname1.compare(wname2);
}
case 6: // minbidbuyout = 6
{
uint32 bid1 = bid ? bid : startbid;
uint32 bid2 = auc->bid ? auc->bid : auc->startbid;
if (bid1 != bid2)
{
if (bid1 < bid2)
return -1;
else if (bid1 > bid2)
return +1;
}
else
{
if (buyout < auc->buyout)
return -1;
else if (buyout > auc->buyout)
return +1;
}
break;
}
case 7: // seller = 7
return ownerName.compare(auc->ownerName);
case 8: // bid = 8
{
uint32 bid1 = bid ? bid : startbid;
uint32 bid2 = auc->bid ? auc->bid : auc->startbid;
if (bid1 < bid2)
return -1;
else if (bid1 > bid2)
return +1;
break;
}
case 9: // quantity = 9
{
if (itemCount < auc->itemCount)
return -1;
else if (itemCount > auc->itemCount)
return +1;
break;
}
case 10: // buyout = 10
if (buyout < auc->buyout)
return -1;
else if (buyout > auc->buyout)
return +1;
break;
case 11: // unused = 11
default:
break;
}
return 0;
}
bool AuctionSorter::operator()(const AuctionEntry *auc1, const AuctionEntry *auc2) const
{
if (m_sort[0] == MAX_AUCTION_SORT) // not sorted
return false;
for (uint32 i = 0; i < MAX_AUCTION_SORT; ++i)
{
if (m_sort[i] == MAX_AUCTION_SORT) // end of sort
return false;
int res = auc1->CompareAuctionEntry(m_sort[i] & ~AUCTION_SORT_REVERSED, auc2, m_viewPlayer);
// "equal" by used column
if (res == 0)
continue;
// less/greater and normal/reversed ordered
return (res < 0) == ((m_sort[i] & AUCTION_SORT_REVERSED) == 0);
}
return false; // "equal" by all sorts
}
void WorldSession::BuildListAuctionItems(std::vector<AuctionEntry*> const& 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::vector<AuctionEntry*>::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;
sObjectMgr.GetItemLocaleStrings(proto->ItemId, loc_idx, &name);
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) // skip not pending auctions
continue;
if (Aentry->owner == player->GetGUIDLow())
{
std::ostringstream str1;
str1 << Aentry->itemTemplate << ":" << Aentry->itemRandomPropertyId << ":" << AUCTION_SUCCESSFUL << ":" << Aentry->Id << ":" << Aentry->itemCount;
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;
}
}
}
AuctionEntry* AuctionHouseObject::AddAuction(AuctionHouseEntry const* auctionHouseEntry, Item* newItem, uint32 etime, uint32 bid, uint32 buyout, uint32 deposit, Player * pl /*= NULL*/)
{
uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
AuctionEntry *AH = new AuctionEntry;
AH->Id = sObjectMgr.GenerateAuctionID();
AH->itemGuidLow = newItem->GetObjectGuid().GetCounter();
AH->itemTemplate = newItem->GetEntry();
AH->itemCount = newItem->GetCount();
AH->itemRandomPropertyId = newItem->GetItemRandomPropertyId();
AH->owner = pl ? pl->GetGUIDLow() : 0;
if (pl)
Utf8toWStr(pl->GetName(), AH->ownerName);
AH->startbid = bid;
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->expireTime = time(NULL) + auction_time;
AH->moneyDeliveryTime = 0;
AH->deposit = deposit;
AH->auctionHouseEntry = auctionHouseEntry;
AddAuction(AH);
sAuctionMgr.AddAItem(newItem);
CharacterDatabase.BeginTransaction();
newItem->SaveToDB();
AH->SaveToDB();
if (pl)
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
return AH;
}
// 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,item_count,item_randompropertyid,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%i', '%u', '%u', '" UI64FMTD "', '" UI64FMTD "', '%u', '%u', '%u', '%u')",
Id, auctionHouseEntry->houseId, itemGuidLow, itemTemplate, itemCount, itemRandomPropertyId, owner, buyout, (uint64)expireTime, (uint64)moneyDeliveryTime, bidder, bid, startbid, deposit);
}
void AuctionEntry::AuctionBidWinning(Player* newbidder)
{
moneyDeliveryTime = time(NULL) + HOUR;
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("UPDATE auction SET itemguid = 0, moneyTime = '" UI64FMTD "', buyguid = '%u', lastbid = '%u' WHERE id = '%u'", (uint64)moneyDeliveryTime, bidder, bid, Id);
if (newbidder)
newbidder->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
sAuctionMgr.SendAuctionWonMail(this);
}
bool AuctionEntry::UpdateBid(uint32 newbid, Player* newbidder /*=NULL*/)
{
Player* auction_owner = owner ? sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, owner)) : NULL;
// bid can't be greater buyout
if (buyout && newbid > buyout)
newbid = buyout;
if (newbidder && newbidder->GetGUIDLow() == bidder)
{
newbidder->ModifyMoney(-int32(newbid - bid));
}
else
{
if (newbidder)
newbidder->ModifyMoney(-int32(newbid));
if (bidder) // return money to old bidder if present
WorldSession::SendAuctionOutbiddedMail(this);
}
bidder = newbidder ? newbidder->GetGUIDLow() : 0;
bid = newbid;
if ((newbid < buyout) || (buyout == 0)) // bid
{
if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(this);
// after this update we should save player's money ...
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("UPDATE auction SET buyguid = '%u', lastbid = '%u' WHERE id = '%u'", bidder, bid, Id);
if (newbidder)
newbidder->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
return true;
}
else // buyout
{
AuctionBidWinning(newbidder);
return false;
}
}