server/src/game/AuctionHouseMgr.cpp
VladimirMangos 9350c9990d [10250] Select auction store by house id only.
After this commit auction auctioneer guid used only for select auction house in packet or loading.
Next task replace it in DB by houseid, dependence DB data from creature guid isn't good.
2010-07-23 18:06:08 +04:00

723 lines
26 KiB
C++

/*
* Copyright (C) 2005-2010 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 "Common.h"
#include "Database/DatabaseEnv.h"
#include "Database/SQLStorage.h"
#include "DBCStores.h"
#include "ProgressBar.h"
#include "AccountMgr.h"
#include "AuctionHouseMgr.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->item_guidlow);
if(!pItem)
return;
uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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 )
{
std::string owner_name;
if(!sObjectMgr.GetPlayerNameByGUID(auction->owner,owner_name))
owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(auction->owner);
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);
// receiver exist
if(bidder || bidder_accId)
{
std::ostringstream msgAuctionWonSubject;
msgAuctionWonSubject << auction->item_template << ":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->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
// 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,auction->bidder), 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 )
{
uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
Player *owner = sObjectMgr.GetPlayer(owner_guid);
// owner exist (online or offline)
if(owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid))
{
std::ostringstream msgAuctionSalePendingSubject;
msgAuctionSalePendingSubject << auction->item_template << ":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,auction->owner), 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 )
{
uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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->item_template << ":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);
//send auction owner notification, bidder must be current!
owner->GetSession()->SendAuctionOwnerNotification( auction );
}
MailDraft(msgAuctionSuccessfulSubject.str(), auctionSuccessfulBody.str())
.AddMoney(profit)
.SendMailTo(MailReceiver(owner,auction->owner), auction, MAIL_CHECK_MASK_COPIED, HOUR);
}
}
//does not clear ram
void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
{ //return an item in auction to its owner by mail
Item *pItem = GetAItem(auction->item_guidlow);
if(!pItem)
{
sLog.outError("Auction item (GUID: %u) not found, and lost.",auction->item_guidlow);
return;
}
uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
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->item_template << ":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,auction->owner), 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 auctionhouse 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,0, result))
{
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 auctionhouse");
if( !result )
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` 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 `auctionhouse` is empty.");
return;
}
result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse" );
if( !result )
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
return;
}
barGoLink bar( AuctionCount );
AuctionEntry *auction;
do
{
fields = result->Fetch();
bar.step();
auction = new AuctionEntry;
auction->Id = fields[0].GetUInt32();
auction->auctioneer = fields[1].GetUInt32();
auction->item_guidlow = fields[2].GetUInt32();
auction->item_template = fields[3].GetUInt32();
auction->owner = fields[4].GetUInt32();
auction->buyout = fields[5].GetUInt32();
auction->expire_time = fields[6].GetUInt32();
auction->bidder = fields[7].GetUInt32();
auction->bid = fields[8].GetUInt32();
auction->startbid = fields[9].GetUInt32();
auction->deposit = fields[10].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->item_guidlow);
if (!pItem)
{
auction->DeleteFromDB();
sLog.outError("Auction %u has not a existing item : %u, deleted", auction->Id, auction->item_guidlow);
delete auction;
continue;
}
CreatureData const* auctioneerData = sObjectMgr.GetCreatureData(auction->auctioneer);
if(!auctioneerData)
{
sLog.outError("Auction %u has not a existing auctioneer (GUID : %u), will mail to owner (GUID: %u)",
auction->Id, auction->auctioneer, auction->owner);
}
CreatureInfo const* auctioneerInfo = auctioneerData ? ObjectMgr::GetCreatureTemplate(auctioneerData->id) : NULL;
if(auctioneerData && !auctioneerInfo)
{
sLog.outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u), will mail to owner (GUID: %u)",
auction->Id, auction->auctioneer,auctioneerData->id, auction->owner);
}
if (!auctioneerInfo)
{
// need for send mail, use goblin auctionhouse
auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(7);
// Attempt send item back to owner
std::ostringstream msgAuctionCanceledOwner;
msgAuctionCanceledOwner << auction->item_template << ":0:" << AUCTION_CANCELED << ":0:0";
// item will deleted or added to received mail list
MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body
.AddItem(pItem)
.SendMailTo(MailReceiver(auction->owner), auction, MAIL_CHECK_MASK_COPIED);
RemoveAItem(auction->item_guidlow);
auction->DeleteFromDB();
delete auction;
continue;
}
// always return pointer
auction->auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(auctioneerInfo->faction_A);
GetAuctionsMap(auction->auctionHouseEntry)->AddAuction(auction);
} while (result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u auctions", AuctionCount );
}
void AuctionHouseMgr::AddAItem( Item* it )
{
ASSERT( it );
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(uint32 factionTemplateId)
{
uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents)
if(!sWorld.getConfig(CONFIG_BOOL_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/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;
}
}
}
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 (curTime > (itr->second->expire_time))
{
///- Either cancel the auction if there was no bidder
if (itr->second->bidder == 0)
{
sAuctionMgr.SendAuctionExpiredMail( itr->second );
}
///- Or perform the transaction
else
{
//we should send an "item sold" message if the seller is online
//we send the item to the winner
//we send the money to the seller
sAuctionMgr.SendAuctionSuccessfulMail( itr->second );
sAuctionMgr.SendAuctionWonMail( itr->second );
}
///- In any case clear the auction
itr->second->DeleteFromDB();
sAuctionMgr.RemoveAItem(itr->second->item_guidlow);
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 && 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 && Aentry->owner == player->GetGUIDLow() )
{
if(Aentry->BuildAuctionInfo(data))
++count;
++totalcount;
}
}
}
void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount)
{
int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
{
AuctionEntry *Aentry = itr->second;
Item *item = sAuctionMgr.GetAItem(Aentry->item_guidlow);
if (!item)
continue;
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;
}
}
//this function inserts to WorldPacket auction's data
bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
{
Item *pItem = sAuctionMgr.GetAItem(item_guidlow);
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); //Unknown
data << uint64(owner); //Auction->owner
data << uint32(startbid); //Auction->startbid (not sure if useful)
data << uint32(bid ? GetAuctionOutBid() : 0);
//minimal outbid
data << uint32(buyout); //auction->buyout
data << uint32((expire_time-time(NULL))*IN_MILLISECONDS);//time left
data << uint64(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 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) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u')",
Id, auctioneer, item_guidlow, item_template, owner, buyout, (uint64)expire_time, bidder, bid, startbid, deposit);
}