mirror of
https://github.com/TrinityCore/TrinityCore.git
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954 lines
34 KiB
C++
954 lines
34 KiB
C++
/*
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* Copyright (C) 2008-2019 TrinityCore <https://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AuctionHouseMgr.h"
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#include "AuctionHouseBot.h"
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#include "AccountMgr.h"
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#include "Bag.h"
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#include "Common.h"
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#include "CharacterCache.h"
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#include "DatabaseEnv.h"
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#include "DBCStores.h"
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#include "GameTime.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 "Mail.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "Realm.h"
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#include "ScriptMgr.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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enum eAuctionHouse
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{
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AH_MINIMUM_DEPOSIT = 100
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};
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AuctionHouseMgr::AuctionHouseMgr() { }
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AuctionHouseMgr::~AuctionHouseMgr()
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{
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for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
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delete itr->second;
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}
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AuctionHouseMgr* AuctionHouseMgr::instance()
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{
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static AuctionHouseMgr instance;
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return &instance;
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}
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AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
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{
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return &mNeutralAuctions;
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// teams have linked auction houses
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FactionTemplateEntry const* uEntry = sFactionTemplateStore.LookupEntry(factionTemplateId);
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if (!uEntry)
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return &mNeutralAuctions;
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else if (uEntry->ourMask & FACTION_MASK_ALLIANCE)
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return &mAllianceAuctions;
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else if (uEntry->ourMask & FACTION_MASK_HORDE)
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return &mHordeAuctions;
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else
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return &mNeutralAuctions;
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}
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AuctionHouseObject* AuctionHouseMgr::GetAuctionsMapByHouseId(uint8 auctionHouseId)
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{
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if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
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return &mNeutralAuctions;
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switch(auctionHouseId)
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{
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case AUCTIONHOUSE_ALLIANCE : return &mAllianceAuctions;
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case AUCTIONHOUSE_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, uint32 count)
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{
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uint32 MSV = pItem->GetTemplate()->SellPrice;
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if (MSV <= 0)
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return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
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float multiplier = CalculatePct(float(entry->depositPercent), 3);
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uint32 timeHr = (((time / 60) / 60) / 12);
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uint32 deposit = uint32(MSV * multiplier * sWorld->getRate(RATE_AUCTION_DEPOSIT));
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float remainderbase = float(MSV * multiplier * sWorld->getRate(RATE_AUCTION_DEPOSIT)) - deposit;
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deposit *= timeHr * count;
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int i = count;
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while (i > 0 && (remainderbase * i) != uint32(remainderbase * i))
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i--;
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if (i)
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deposit += remainderbase * i * timeHr;
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TC_LOG_DEBUG("auctionHouse", "MSV: %u", MSV);
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TC_LOG_DEBUG("auctionHouse", "Items: %u", count);
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TC_LOG_DEBUG("auctionHouse", "Multiplier: %f", multiplier);
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TC_LOG_DEBUG("auctionHouse", "Deposit: %u", deposit);
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TC_LOG_DEBUG("auctionHouse", "Deposit rm: %f", remainderbase * count);
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if (deposit < AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT))
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return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
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else
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return deposit;
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
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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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uint32 bidderAccId = 0;
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ObjectGuid bidderGuid(HighGuid::Player, auction->bidder);
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Player* bidder = ObjectAccessor::FindConnectedPlayer(bidderGuid);
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// data for gm.log
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std::string bidderName;
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bool logGmTrade = false;
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if (bidder)
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{
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bidderAccId = bidder->GetSession()->GetAccountId();
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bidderName = bidder->GetName();
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logGmTrade = bidder->GetSession()->HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
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}
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else
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{
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bidderAccId = sCharacterCache->GetCharacterAccountIdByGuid(bidderGuid);
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logGmTrade = AccountMgr::HasPermission(bidderAccId, rbac::RBAC_PERM_LOG_GM_TRADE, realm.Id.Realm);
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if (logGmTrade && !sCharacterCache->GetCharacterNameByGuid(bidderGuid, bidderName))
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bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
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}
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if (logGmTrade)
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{
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ObjectGuid ownerGuid = ObjectGuid(HighGuid::Player, auction->owner);
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std::string ownerName;
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if (!sCharacterCache->GetCharacterNameByGuid(ownerGuid, ownerName))
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ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
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uint32 ownerAccId = sCharacterCache->GetCharacterAccountIdByGuid(ownerGuid);
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sLog->outCommand(bidderAccId, "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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bidderName.c_str(), bidderAccId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, ownerName.c_str(), ownerAccId);
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}
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// receiver exist
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if ((bidder || bidderAccId) && !sAuctionBotConfig->IsBotChar(auction->bidder))
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{
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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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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
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stmt->setUInt32(0, auction->bidder);
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stmt->setUInt32(1, pItem->GetGUID().GetCounter());
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trans->Append(stmt);
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if (bidder)
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{
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bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidderGuid, 0, 0, auction->itemEntry);
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// FIXME: for offline player need also
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bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
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}
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0))
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.AddItem(pItem)
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.SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
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}
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else
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{
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// bidder doesn't exist, delete the item
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sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true, &trans);
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}
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}
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void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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ObjectGuid owner_guid(HighGuid::Player, auction->owner);
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Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid);
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uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid);
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// owner exist (online or offline)
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if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner))
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
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.SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED);
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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, SQLTransaction& trans)
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{
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ObjectGuid owner_guid(HighGuid::Player, auction->owner);
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Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid);
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uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid);
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// owner exist
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if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner))
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{
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uint32 profit = auction->bid + auction->deposit - auction->GetAuctionCut();
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//FIXME: what do if owner offline
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if (owner)
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{
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owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
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owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
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//send auction owner notification, bidder must be current!
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owner->GetSession()->SendAuctionOwnerNotification(auction);
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}
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_SUCCESSFUL), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
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.AddMoney(profit)
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.SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY));
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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, SQLTransaction& trans)
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{
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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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return;
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ObjectGuid owner_guid(HighGuid::Player, auction->owner);
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Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid);
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uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid);
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// owner exist
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if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner))
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{
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if (owner)
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owner->GetSession()->SendAuctionOwnerNotification(auction);
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
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.AddItem(pItem)
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.SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, 0);
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}
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else
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{
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// owner doesn't exist, delete the item
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sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true, &trans);
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}
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}
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//this function sends mail to old bidder
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void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans)
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{
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ObjectGuid oldBidder_guid(HighGuid::Player, auction->bidder);
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Player* oldBidder = ObjectAccessor::FindConnectedPlayer(oldBidder_guid);
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uint32 oldBidder_accId = 0;
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if (!oldBidder)
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oldBidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(oldBidder_guid);
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// old bidder exist
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if ((oldBidder || oldBidder_accId) && !sAuctionBotConfig->IsBotChar(auction->bidder))
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{
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if (oldBidder && newBidder)
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oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->itemEntry);
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_OUTBIDDED), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
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.AddMoney(auction->bid)
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.SendMailTo(trans, MailReceiver(oldBidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
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}
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}
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//this function sends mail, when auction is cancelled to old bidder
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void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans)
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{
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ObjectGuid bidder_guid = ObjectGuid(HighGuid::Player, auction->bidder);
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Player* bidder = ObjectAccessor::FindConnectedPlayer(bidder_guid);
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uint32 bidder_accId = 0;
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if (!bidder)
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bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(bidder_guid);
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// bidder exist
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if ((bidder || bidder_accId) && !sAuctionBotConfig->IsBotChar(auction->bidder))
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MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, 0))
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.AddMoney(auction->bid)
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.SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
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}
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void AuctionHouseMgr::LoadAuctionItems()
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{
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uint32 oldMSTime = getMSTime();
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// need to clear in case we are reloading
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if (!mAitems.empty())
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{
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for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
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delete itr->second;
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mAitems.clear();
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}
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// data needs to be at first place for Item::LoadFromDB
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (!result)
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{
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TC_LOG_INFO("server.loading", ">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!");
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return;
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}
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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ObjectGuid::LowType item_guid = fields[11].GetUInt32();
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uint32 itemEntry = fields[12].GetUInt32();
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry);
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if (!proto)
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{
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TC_LOG_ERROR("misc", "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u item entry: #%u) in auction, skipped.", item_guid, itemEntry);
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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, ObjectGuid::Empty, fields, itemEntry))
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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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TC_LOG_INFO("server.loading", ">> Loaded %u auction items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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}
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void AuctionHouseMgr::LoadAuctions()
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{
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uint32 oldMSTime = getMSTime();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
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PreparedQueryResult resultAuctions = CharacterDatabase.Query(stmt);
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if (!resultAuctions)
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{
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TC_LOG_INFO("server.loading", ">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
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return;
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}
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// parse bidder list
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std::unordered_map<uint32, std::unordered_set<ObjectGuid>> biddersByAuction;
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PreparedStatement* stmt2 = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_BIDDERS);
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uint32 countBidders = 0;
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if (PreparedQueryResult resultBidders = CharacterDatabase.Query(stmt2))
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{
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do
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{
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Field* fields = resultBidders->Fetch();
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biddersByAuction[fields[0].GetUInt32()].insert(ObjectGuid::Create<HighGuid::Player>(fields[1].GetUInt32()));
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++countBidders;
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}
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while (resultBidders->NextRow());
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}
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// parse auctions from db
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uint32 countAuctions = 0;
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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do
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{
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Field* fields = resultAuctions->Fetch();
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AuctionEntry* aItem = new AuctionEntry();
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if (!aItem->LoadFromDB(fields))
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{
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aItem->DeleteFromDB(trans);
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delete aItem;
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continue;
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}
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auto it = biddersByAuction.find(aItem->Id);
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if (it != biddersByAuction.end())
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aItem->bidders = std::move(it->second);
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GetAuctionsMapByHouseId(aItem->houseId)->AddAuction(aItem);
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++countAuctions;
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} while (resultAuctions->NextRow());
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CharacterDatabase.CommitTransaction(trans);
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TC_LOG_INFO("server.loading", ">> Loaded %u auctions with %u bidders in %u ms", countAuctions, countBidders, GetMSTimeDiffToNow(oldMSTime));
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}
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void AuctionHouseMgr::AddAItem(Item* it)
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{
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ASSERT(it);
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ASSERT(mAitems.find(it->GetGUID().GetCounter()) == mAitems.end());
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mAitems[it->GetGUID().GetCounter()] = it;
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}
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bool AuctionHouseMgr::RemoveAItem(ObjectGuid::LowType id, bool deleteItem /*= false*/, SQLTransaction* trans /*= nullptr*/)
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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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return false;
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if (deleteItem)
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{
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ASSERT(trans);
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i->second->FSetState(ITEM_REMOVED);
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i->second->SaveToDB(*trans);
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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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bool AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry)
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{
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PlayerAuctions* thisAH;
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auto itr = pendingAuctionMap.find(player->GetGUID());
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if (itr != pendingAuctionMap.end())
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{
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thisAH = itr->second.first;
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// Get deposit so far
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uint32 totalDeposit = 0;
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for (AuctionEntry const* thisAuction : *thisAH)
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totalDeposit += thisAuction->deposit;
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// Add this deposit
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totalDeposit += aEntry->deposit;
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if (!player->HasEnoughMoney(totalDeposit))
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return false;
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}
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else
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{
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thisAH = new PlayerAuctions;
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pendingAuctionMap[player->GetGUID()] = AuctionPair(thisAH, 0);
|
|
}
|
|
thisAH->push_back(aEntry);
|
|
return true;
|
|
}
|
|
|
|
uint32 AuctionHouseMgr::PendingAuctionCount(Player const* player) const
|
|
{
|
|
auto const itr = pendingAuctionMap.find(player->GetGUID());
|
|
if (itr != pendingAuctionMap.end())
|
|
return itr->second.first->size();
|
|
|
|
return 0;
|
|
}
|
|
|
|
void AuctionHouseMgr::PendingAuctionProcess(Player* player)
|
|
{
|
|
auto iterMap = pendingAuctionMap.find(player->GetGUID());
|
|
if (iterMap == pendingAuctionMap.end())
|
|
return;
|
|
|
|
PlayerAuctions* thisAH = iterMap->second.first;
|
|
|
|
uint32 totaldeposit = 0;
|
|
auto itrAH = thisAH->begin();
|
|
for (; itrAH != thisAH->end(); ++itrAH)
|
|
{
|
|
AuctionEntry* AH = (*itrAH);
|
|
if (!player->HasEnoughMoney(totaldeposit + AH->deposit))
|
|
break;
|
|
|
|
totaldeposit += AH->deposit;
|
|
}
|
|
|
|
// expire auctions we cannot afford
|
|
if (itrAH != thisAH->end())
|
|
{
|
|
SQLTransaction trans = CharacterDatabase.BeginTransaction();
|
|
|
|
do
|
|
{
|
|
AuctionEntry* AH = (*itrAH);
|
|
AH->expire_time = GameTime::GetGameTime();
|
|
AH->DeleteFromDB(trans);
|
|
AH->SaveToDB(trans);
|
|
++itrAH;
|
|
} while (itrAH != thisAH->end());
|
|
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
}
|
|
|
|
pendingAuctionMap.erase(player->GetGUID());
|
|
delete thisAH;
|
|
player->ModifyMoney(-int32(totaldeposit));
|
|
}
|
|
|
|
void AuctionHouseMgr::UpdatePendingAuctions()
|
|
{
|
|
for (auto itr = pendingAuctionMap.begin(); itr != pendingAuctionMap.end();)
|
|
{
|
|
ObjectGuid playerGUID = itr->first;
|
|
if (Player* player = ObjectAccessor::FindConnectedPlayer(playerGUID))
|
|
{
|
|
// Check if there were auctions since last update process if not
|
|
if (PendingAuctionCount(player) == itr->second.second)
|
|
{
|
|
++itr;
|
|
PendingAuctionProcess(player);
|
|
}
|
|
else
|
|
{
|
|
++itr;
|
|
pendingAuctionMap[playerGUID].second = PendingAuctionCount(player);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Expire any auctions that we couldn't get a deposit for
|
|
TC_LOG_WARN("auctionHouse", "Player %s was offline, unable to retrieve deposit!", playerGUID.ToString().c_str());
|
|
PlayerAuctions* thisAH = itr->second.first;
|
|
++itr;
|
|
SQLTransaction trans = CharacterDatabase.BeginTransaction();
|
|
for (auto AHitr = thisAH->begin(); AHitr != thisAH->end();)
|
|
{
|
|
AuctionEntry* AH = (*AHitr);
|
|
++AHitr;
|
|
AH->expire_time = GameTime::GetGameTime();
|
|
AH->DeleteFromDB(trans);
|
|
AH->SaveToDB(trans);
|
|
}
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
pendingAuctionMap.erase(playerGUID);
|
|
delete thisAH;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AuctionHouseMgr::Update()
|
|
{
|
|
mHordeAuctions.Update();
|
|
mAllianceAuctions.Update();
|
|
mNeutralAuctions.Update();
|
|
}
|
|
|
|
AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId)
|
|
{
|
|
uint32 houseid = AUCTIONHOUSE_NEUTRAL; // goblin auction house
|
|
|
|
if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
|
|
{
|
|
// 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
|
|
FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
|
|
if (!u_entry)
|
|
houseid = AUCTIONHOUSE_NEUTRAL; // goblin auction house
|
|
else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
|
|
houseid = AUCTIONHOUSE_ALLIANCE; // human auction house
|
|
else if (u_entry->ourMask & FACTION_MASK_HORDE)
|
|
houseid = AUCTIONHOUSE_HORDE; // orc auction house
|
|
else
|
|
houseid = AUCTIONHOUSE_NEUTRAL; // goblin auction house
|
|
}
|
|
|
|
return sAuctionHouseStore.LookupEntry(houseid);
|
|
}
|
|
|
|
AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntryFromHouse(uint8 houseId)
|
|
{
|
|
return (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) ? sAuctionHouseStore.LookupEntry(AUCTIONHOUSE_NEUTRAL) : sAuctionHouseStore.LookupEntry(houseId);
|
|
}
|
|
|
|
void AuctionHouseObject::AddAuction(AuctionEntry* auction)
|
|
{
|
|
ASSERT(auction);
|
|
|
|
AuctionsMap[auction->Id] = auction;
|
|
sScriptMgr->OnAuctionAdd(this, auction);
|
|
}
|
|
|
|
bool AuctionHouseObject::RemoveAuction(AuctionEntry* auction)
|
|
{
|
|
bool wasInMap = AuctionsMap.erase(auction->Id) ? true : false;
|
|
|
|
sScriptMgr->OnAuctionRemove(this, auction);
|
|
|
|
// we need to delete the entry, it is not referenced any more
|
|
delete auction;
|
|
return wasInMap;
|
|
}
|
|
|
|
void AuctionHouseObject::Update()
|
|
{
|
|
time_t curTime = GameTime::GetGameTime();
|
|
///- Handle expired auctions
|
|
|
|
// If storage is empty, no need to update. next == NULL in this case.
|
|
if (AuctionsMap.empty())
|
|
return;
|
|
|
|
// Clear expired throttled players
|
|
for (PlayerGetAllThrottleMap::const_iterator itr = GetAllThrottleMap.begin(); itr != GetAllThrottleMap.end();)
|
|
{
|
|
if (itr->second <= curTime)
|
|
itr = GetAllThrottleMap.erase(itr);
|
|
else
|
|
++itr;
|
|
}
|
|
|
|
SQLTransaction trans = CharacterDatabase.BeginTransaction();
|
|
|
|
for (AuctionEntryMap::iterator it = AuctionsMap.begin(); it != AuctionsMap.end();)
|
|
{
|
|
// from auctionhousehandler.cpp, creates auction pointer & player pointer
|
|
AuctionEntry* auction = it->second;
|
|
// Increment iterator due to AuctionEntry deletion
|
|
++it;
|
|
|
|
///- filter auctions expired on next update
|
|
if (auction->expire_time > curTime + 60)
|
|
continue;
|
|
|
|
///- Either cancel the auction if there was no bidder
|
|
if (auction->bidder == 0 && auction->bid == 0)
|
|
{
|
|
sAuctionMgr->SendAuctionExpiredMail(auction, trans);
|
|
sScriptMgr->OnAuctionExpire(this, auction);
|
|
}
|
|
///- 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(auction, trans);
|
|
sAuctionMgr->SendAuctionWonMail(auction, trans);
|
|
sScriptMgr->OnAuctionSuccessful(this, auction);
|
|
}
|
|
|
|
///- In any case clear the auction
|
|
auction->DeleteFromDB(trans);
|
|
|
|
sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
|
|
RemoveAuction(auction);
|
|
}
|
|
|
|
// Run DB changes
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
}
|
|
|
|
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->bidders.find(player->GetGUID()) != Aentry->bidders.end())
|
|
{
|
|
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->GetGUID().GetCounter())
|
|
{
|
|
if (Aentry->BuildAuctionInfo(data))
|
|
++count;
|
|
|
|
++totalcount;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
|
|
std::wstring const& wsearchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
|
|
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
|
|
uint32& count, uint32& totalcount, bool getall)
|
|
{
|
|
LocaleConstant localeConstant = player->GetSession()->GetSessionDbLocaleIndex();
|
|
int locdbc_idx = player->GetSession()->GetSessionDbcLocale();
|
|
|
|
time_t curTime = GameTime::GetGameTime();
|
|
|
|
auto itr = GetAllThrottleMap.find(player->GetGUID());
|
|
time_t throttleTime = itr != GetAllThrottleMap.end() ? itr->second : curTime;
|
|
|
|
if (getall && throttleTime <= curTime)
|
|
{
|
|
for (AuctionEntryMap::const_iterator it = AuctionsMap.begin(); it != AuctionsMap.end(); ++it)
|
|
{
|
|
AuctionEntry* Aentry = it->second;
|
|
// Skip expired auctions
|
|
if (Aentry->expire_time < curTime)
|
|
continue;
|
|
|
|
Item* item = sAuctionMgr->GetAItem(Aentry->itemGUIDLow);
|
|
if (!item)
|
|
continue;
|
|
|
|
++count;
|
|
++totalcount;
|
|
Aentry->BuildAuctionInfo(data, item);
|
|
|
|
if (count >= MAX_GETALL_RETURN)
|
|
break;
|
|
}
|
|
GetAllThrottleMap[player->GetGUID()] = curTime + sWorld->getIntConfig(CONFIG_AUCTION_GETALL_DELAY);
|
|
return;
|
|
}
|
|
|
|
for (AuctionEntryMap::const_iterator it = AuctionsMap.begin(); it != AuctionsMap.end(); ++it)
|
|
{
|
|
AuctionEntry* Aentry = it->second;
|
|
// Skip expired auctions
|
|
if (Aentry->expire_time < curTime)
|
|
continue;
|
|
|
|
Item* item = sAuctionMgr->GetAItem(Aentry->itemGUIDLow);
|
|
if (!item)
|
|
continue;
|
|
|
|
ItemTemplate const* proto = item->GetTemplate();
|
|
|
|
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;
|
|
|
|
// Allow search by suffix (ie: of the Monkey) or partial name (ie: Monkey)
|
|
// No need to do any of this if no search term was entered
|
|
if (!wsearchedname.empty())
|
|
{
|
|
std::string name = proto->Name1;
|
|
if (name.empty())
|
|
continue;
|
|
|
|
// local name
|
|
if (localeConstant != LOCALE_enUS)
|
|
if (ItemLocale const* il = sObjectMgr->GetItemLocale(proto->ItemId))
|
|
ObjectMgr::GetLocaleString(il->Name, localeConstant, name);
|
|
|
|
// DO NOT use GetItemEnchantMod(proto->RandomProperty) as it may return a result
|
|
// that matches the search but it may not equal item->GetItemRandomPropertyId()
|
|
// used in BuildAuctionInfo() which then causes wrong items to be listed
|
|
int32 propRefID = item->GetItemRandomPropertyId();
|
|
|
|
if (propRefID)
|
|
{
|
|
// Append the suffix to the name (ie: of the Monkey) if one exists
|
|
// These are found in ItemRandomSuffix.dbc and ItemRandomProperties.dbc
|
|
// even though the DBC names seem misleading
|
|
|
|
char* const* suffix = nullptr;
|
|
|
|
if (propRefID < 0)
|
|
{
|
|
ItemRandomSuffixEntry const* itemRandSuffix = sItemRandomSuffixStore.LookupEntry(-propRefID);
|
|
if (itemRandSuffix)
|
|
suffix = itemRandSuffix->nameSuffix;
|
|
}
|
|
else
|
|
{
|
|
ItemRandomPropertiesEntry const* itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);
|
|
if (itemRandProp)
|
|
suffix = itemRandProp->nameSuffix;
|
|
}
|
|
|
|
// dbc local name
|
|
if (suffix)
|
|
{
|
|
// Append the suffix (ie: of the Monkey) to the name using localization
|
|
// or default enUS if localization is invalid
|
|
name += ' ';
|
|
name += suffix[locdbc_idx >= 0 ? locdbc_idx : LOCALE_enUS];
|
|
}
|
|
}
|
|
|
|
// Perform the search (with or without suffix)
|
|
if (!Utf8FitTo(name, wsearchedname))
|
|
continue;
|
|
}
|
|
|
|
// Add the item if no search term or if entered search term was found
|
|
if (count < 50 && totalcount >= listfrom)
|
|
{
|
|
++count;
|
|
Aentry->BuildAuctionInfo(data, item);
|
|
}
|
|
++totalcount;
|
|
}
|
|
}
|
|
|
|
//this function inserts to WorldPacket auction's data
|
|
bool AuctionEntry::BuildAuctionInfo(WorldPacket& data, Item* sourceItem) const
|
|
{
|
|
Item* item = (sourceItem) ? sourceItem : sAuctionMgr->GetAItem(itemGUIDLow);
|
|
if (!item)
|
|
{
|
|
TC_LOG_ERROR("misc", "AuctionEntry::BuildAuctionInfo: Auction %u has a non-existent item: %u", Id, itemGUIDLow);
|
|
return false;
|
|
}
|
|
data << uint32(Id);
|
|
data << uint32(item->GetEntry());
|
|
|
|
for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
|
|
{
|
|
data << uint32(item->GetEnchantmentId(EnchantmentSlot(i)));
|
|
data << uint32(item->GetEnchantmentDuration(EnchantmentSlot(i)));
|
|
data << uint32(item->GetEnchantmentCharges(EnchantmentSlot(i)));
|
|
}
|
|
|
|
data << int32(item->GetItemRandomPropertyId()); // Random item property id
|
|
data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
|
|
data << uint32(item->GetCount()); // item->count
|
|
data << uint32(item->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 - GameTime::GetGameTime()) * IN_MILLISECONDS); // time left
|
|
data << uint64(bidder); // auction->bidder current
|
|
data << uint32(bid); // current bid
|
|
return true;
|
|
}
|
|
|
|
uint32 AuctionEntry::GetAuctionCut() const
|
|
{
|
|
int32 cut = int32(CalculatePct(bid, auctionHouseEntry->cutPercent) * sWorld->getRate(RATE_AUCTION_CUT));
|
|
return std::max(cut, 0);
|
|
}
|
|
|
|
/// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
|
|
uint32 AuctionEntry::GetAuctionOutBid() const
|
|
{
|
|
uint32 outbid = CalculatePct(bid, 5);
|
|
return outbid ? outbid : 1;
|
|
}
|
|
|
|
void AuctionEntry::DeleteFromDB(SQLTransaction& trans) const
|
|
{
|
|
PreparedStatement* stmt;
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION);
|
|
stmt->setUInt32(0, Id);
|
|
trans->Append(stmt);
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION_BIDDERS);
|
|
stmt->setUInt32(0, Id);
|
|
trans->Append(stmt);
|
|
}
|
|
|
|
void AuctionEntry::SaveToDB(SQLTransaction& trans) const
|
|
{
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
|
|
stmt->setUInt32(0, Id);
|
|
stmt->setUInt8(1, houseId);
|
|
stmt->setUInt32(2, itemGUIDLow);
|
|
stmt->setUInt32(3, owner);
|
|
stmt->setUInt32(4, buyout);
|
|
stmt->setUInt32(5, uint32(expire_time));
|
|
stmt->setUInt32(6, bidder);
|
|
stmt->setUInt32(7, bid);
|
|
stmt->setUInt32(8, startbid);
|
|
stmt->setUInt32(9, deposit);
|
|
trans->Append(stmt);
|
|
}
|
|
|
|
bool AuctionEntry::LoadFromDB(Field* fields)
|
|
{
|
|
Id = fields[0].GetUInt32();
|
|
houseId = fields[1].GetUInt8();
|
|
itemGUIDLow = fields[2].GetUInt32();
|
|
itemEntry = fields[3].GetUInt32();
|
|
itemCount = fields[4].GetUInt32();
|
|
owner = fields[5].GetUInt32();
|
|
buyout = fields[6].GetUInt32();
|
|
expire_time = fields[7].GetUInt32();
|
|
bidder = fields[8].GetUInt32();
|
|
bid = fields[9].GetUInt32();
|
|
startbid = fields[10].GetUInt32();
|
|
deposit = fields[11].GetUInt32();
|
|
|
|
auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntryFromHouse(houseId);
|
|
if (!auctionHouseEntry)
|
|
{
|
|
TC_LOG_ERROR("misc", "Auction %u has invalid house id %u", Id, houseId);
|
|
return false;
|
|
}
|
|
|
|
// check if sold item exists for guid
|
|
// and itemEntry in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
|
|
if (!sAuctionMgr->GetAItem(itemGUIDLow))
|
|
{
|
|
TC_LOG_ERROR("misc", "Auction %u has not a existing item : %u", Id, itemGUIDLow);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
std::string AuctionEntry::BuildAuctionMailSubject(MailAuctionAnswers response) const
|
|
{
|
|
std::ostringstream strm;
|
|
strm << itemEntry << ":0:" << response << ':' << Id << ':' << itemCount;
|
|
return strm.str();
|
|
}
|
|
|
|
std::string AuctionEntry::BuildAuctionMailBody(ObjectGuid::LowType lowGuid, uint32 bid, uint32 buyout, uint32 deposit, uint32 cut)
|
|
{
|
|
std::ostringstream strm;
|
|
strm.width(16);
|
|
strm << std::right << std::hex << ObjectGuid(HighGuid::Player, lowGuid).GetRawValue(); // HighGuid::Player always present, even for empty guids
|
|
strm << std::dec << ':' << bid << ':' << buyout;
|
|
strm << ':' << deposit << ':' << cut;
|
|
return strm.str();
|
|
}
|