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960 lines
34 KiB
C++
960 lines
34 KiB
C++
/*
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* Copyright (C) 2005-2011 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 "AuctionHouseMgr.h"
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#include "Database/DatabaseEnv.h"
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#include "SQLStorages.h"
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#include "DBCStores.h"
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#include "ProgressBar.h"
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#include "AccountMgr.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 "ObjectGuid.h"
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#include "Player.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Mail.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::const_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(AuctionHouseEntry const* house)
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{
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if(sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return &mNeutralAuctions;
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// team have linked auction houses
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switch(GetAuctionHouseTeam(house))
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{
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case ALLIANCE: return &mAllianceAuctions;
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case HORDE: return &mHordeAuctions;
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default: return &mNeutralAuctions;
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}
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}
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uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
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{
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float deposit = float(pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME));
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deposit = deposit * entry->depositPercent * 3.0f / 100.0f;
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float min_deposit = float(sWorld.getConfig(CONFIG_UINT32_AUCTION_DEPOSIT_MIN));
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if (deposit < min_deposit)
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deposit = min_deposit;
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return uint32(deposit * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_DEPOSIT));
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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->itemGuidLow);
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if (!pItem)
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return;
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ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
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Player *bidder = sObjectMgr.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_BOOL_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 = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
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bidder_security = sAccountMgr.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 (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name))
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bidder_name = sObjectMgr.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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ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
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std::string owner_name;
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if (!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name))
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owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
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uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
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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 = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
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ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
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Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid);
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if (auction_owner)
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auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
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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->itemTemplate << ":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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DEBUG_LOG("AuctionWon body string : %s", msgAuctionWonBody.str().c_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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if (bidder)
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{
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bidder->GetSession()->SendAuctionBidderNotification(auction);
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// FIXME: for offline player need also
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bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
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}
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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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MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
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.AddItem(pItem)
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.SendMailTo(MailReceiver(bidder, bidder_guid), auction, MAIL_CHECK_MASK_COPIED);
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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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ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
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Player *owner = sObjectMgr.GetPlayer(owner_guid);
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// owner exist (online or offline)
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if (owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid))
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{
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std::ostringstream msgAuctionSalePendingSubject;
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msgAuctionSalePendingSubject << auction->itemTemplate << ":0:" << AUCTION_SALE_PENDING;
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std::ostringstream msgAuctionSalePendingBody;
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uint32 auctionCut = auction->GetAuctionCut();
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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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DEBUG_LOG("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str());
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MailDraft(msgAuctionSalePendingSubject.str(), msgAuctionSalePendingBody.str())
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.SendMailTo(MailReceiver(owner, owner_guid), auction, MAIL_CHECK_MASK_COPIED);
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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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ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
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Player *owner = sObjectMgr.GetPlayer(owner_guid);
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uint32 owner_accId = 0;
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if (!owner)
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owner_accId = sObjectMgr.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->itemTemplate << ":0:" << AUCTION_SUCCESSFUL;
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std::ostringstream auctionSuccessfulBody;
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uint32 auctionCut = auction->GetAuctionCut();
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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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DEBUG_LOG("AuctionSuccessful body string : %s", auctionSuccessfulBody.str().c_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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// FIXME: what do if owner offline
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owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
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owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
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}
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MailDraft(msgAuctionSuccessfulSubject.str(), auctionSuccessfulBody.str())
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.SetMoney(profit)
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.SendMailTo(MailReceiver(owner, owner_guid), auction, MAIL_CHECK_MASK_COPIED);
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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->itemGuidLow);
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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->itemGuidLow);
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return;
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}
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ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
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Player *owner = sObjectMgr.GetPlayer(owner_guid);
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uint32 owner_accId = 0;
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if (!owner)
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owner_accId = sObjectMgr.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->itemTemplate << ":0:" << AUCTION_EXPIRED << ":0:0";
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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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// will delete item or place to receiver mail list
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MailDraft(subject.str(), "") // TODO: fix body
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.AddItem(pItem)
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.SendMailTo(MailReceiver(owner, owner_guid), auction, MAIL_CHECK_MASK_COPIED);
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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 0 1 2 3
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QueryResult *result = CharacterDatabase.Query("SELECT data,text,itemguid,item_template FROM auction 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((int)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[2].GetUInt32();
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uint32 item_template = fields[3].GetUInt32();
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ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template);
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if (!proto)
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{
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sLog.outError("AuctionHouseMgr::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, fields))
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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 auction");
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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 `auction` 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 `auction` is empty.");
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return;
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}
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result = CharacterDatabase.Query("SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction");
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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 `auction` is empty.");
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return;
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}
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barGoLink bar(AuctionCount);
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AuctionEntry *auction;
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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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auction = new AuctionEntry;
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auction->Id = fields[0].GetUInt32();
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uint32 houseid = fields[1].GetUInt32();
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auction->itemGuidLow = fields[2].GetUInt32();
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auction->itemTemplate = fields[3].GetUInt32();
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auction->owner = fields[4].GetUInt32();
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auction->buyout = fields[5].GetUInt32();
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auction->expireTime = fields[6].GetUInt32();
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auction->moneyDeliveryTime = fields[7].GetUInt32();
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auction->bidder = fields[8].GetUInt32();
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auction->bid = fields[9].GetUInt32();
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auction->startbid = fields[10].GetUInt32();
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auction->deposit = fields[11].GetUInt32();
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auction->auctionHouseEntry = NULL; // init later
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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 AuctionHouseMgr::LoadAuctionItems)
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Item* pItem = GetAItem(auction->itemGuidLow);
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if (!pItem)
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{
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auction->DeleteFromDB();
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sLog.outError("Auction %u has not a existing item : %u, deleted", auction->Id, auction->itemGuidLow);
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delete auction;
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continue;
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}
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auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(houseid);
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if (!houseid)
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{
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// need for send mail, use goblin auctionhouse
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auction->auctionHouseEntry = sAuctionHouseStore.LookupEntry(7);
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// Attempt send item back to owner
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std::ostringstream msgAuctionCanceledOwner;
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msgAuctionCanceledOwner << auction->itemTemplate << ":0:" << AUCTION_CANCELED << ":0:0";
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// item will deleted or added to received mail list
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MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body
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.AddItem(pItem)
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.SendMailTo(MailReceiver(ObjectGuid(HIGHGUID_PLAYER, auction->owner)), auction, MAIL_CHECK_MASK_COPIED);
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RemoveAItem(auction->itemGuidLow);
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auction->DeleteFromDB();
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delete auction;
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continue;
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}
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GetAuctionsMap(auction->auctionHouseEntry)->AddAuction(auction);
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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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MANGOS_ASSERT(it);
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MANGOS_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)
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{
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ItemMap::iterator i = mAitems.find(id);
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if (i == mAitems.end())
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{
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return false;
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}
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mAitems.erase(i);
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return true;
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}
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void AuctionHouseMgr::Update()
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{
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mHordeAuctions.Update();
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mAllianceAuctions.Update();
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mNeutralAuctions.Update();
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}
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uint32 AuctionHouseMgr::GetAuctionHouseTeam(AuctionHouseEntry const* house)
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{
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// auction houses have faction field pointing to PLAYER,* factions,
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// but player factions not have filled team field, and hard go from faction value to faction_template value,
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// so more easy just sort by auction house ids
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switch (house->houseId)
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{
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case 1: case 2: case 3:
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return ALLIANCE;
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case 4: case 5: case 6:
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return HORDE;
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case 7:
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default:
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return 0; // neutral
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}
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}
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AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
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{
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uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents)
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|
|
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<AuctionEntry*> &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<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;
|
|
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);
|
|
}
|