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authorRat <none@none>2010-06-05 23:40:08 +0200
committerRat <none@none>2010-06-05 23:40:08 +0200
commit75b80d9f5b02a643c983b2fb1ededed79fd5d133 (patch)
treeebd1c2cc12a2715909dd04c1ed147a260c6ceb14 /src/server/game/AuctionHouseMgr.cpp
parent6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff)
rearranged core files
--HG-- branch : trunk
Diffstat (limited to 'src/server/game/AuctionHouseMgr.cpp')
-rwxr-xr-xsrc/server/game/AuctionHouseMgr.cpp750
1 files changed, 0 insertions, 750 deletions
diff --git a/src/server/game/AuctionHouseMgr.cpp b/src/server/game/AuctionHouseMgr.cpp
deleted file mode 100755
index ddd44bbefa2..00000000000
--- a/src/server/game/AuctionHouseMgr.cpp
+++ /dev/null
@@ -1,750 +0,0 @@
-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-#include "Common.h"
-#include "ObjectMgr.h"
-#include "Player.h"
-#include "World.h"
-#include "WorldPacket.h"
-#include "WorldSession.h"
-#include "Database/DatabaseEnv.h"
-#include "Database/SQLStorage.h"
-#include "Policies/SingletonImp.h"
-#include "DBCStores.h"
-
-#include "AccountMgr.h"
-#include "AuctionHouseMgr.h"
-#include "Item.h"
-#include "Language.h"
-#include "Log.h"
-#include "ProgressBar.h"
-#include <vector>
-
-INSTANTIATE_SINGLETON_1(AuctionHouseMgr);
-
-using namespace std;
-
-AuctionHouseMgr::AuctionHouseMgr()
-{
-}
-
-AuctionHouseMgr::~AuctionHouseMgr()
-{
- for (ItemMap::const_iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
- delete itr->second;
-}
-
-AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
-{
- if (sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
- return &mNeutralAuctions;
-
- // team have linked auction houses
- FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
- if (!u_entry)
- return &mNeutralAuctions;
- else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
- return &mAllianceAuctions;
- else if (u_entry->ourMask & FACTION_MASK_HORDE)
- return &mHordeAuctions;
- else
- return &mNeutralAuctions;
-}
-
-uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
-{
- uint32 MSV = pItem->GetProto()->SellPrice;
- int32 deposit;
- uint32 timeHr = (((time / 60) / 60) / 12);
-
- if (MSV > 0)
- deposit = (int32)floor((double)MSV * (((double)(entry->depositPercent * 3) / 100.0f * (double)sWorld.getRate(RATE_AUCTION_DEPOSIT) * (double)pItem->GetCount()))) * timeHr;
- else
- deposit = 0;
-
- sLog.outDebug("Sellprice: %u / Depositpercent: %f / AT1: %u / AT2: %u / AT3: %u / Count: %u", MSV, ((double)entry->depositPercent / 100.0f), time, MIN_AUCTION_TIME, timeHr, pItem->GetCount() );
- if (deposit > 0)
- {
- sLog.outDebug("Deposit: %u", deposit);
- return deposit;
- }
- else
- {
- sLog.outDebug("Deposit: 0");
- return 0;
- }
-}
-
-//does not clear ram
-void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
-{
- Item *pItem = GetAItem(auction->item_guidlow);
- if (!pItem)
- return;
-
- uint32 bidder_accId = 0;
- uint32 bidder_security = 0;
- uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
- Player *bidder = objmgr.GetPlayer(bidder_guid);
- // data for gm.log
- if (sWorld.getConfig(CONFIG_GM_LOG_TRADE))
- {
- std::string bidder_name;
- if (bidder)
- {
- bidder_accId = bidder->GetSession()->GetAccountId();
- bidder_security = bidder->GetSession()->GetSecurity();
- bidder_name = bidder->GetName();
- }
- else
- {
- bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
- bidder_security = accmgr.GetSecurity(bidder_accId);
-
- if (bidder_security > SEC_PLAYER) // not do redundant DB requests
- {
- if (!objmgr.GetPlayerNameByGUID(bidder_guid,bidder_name))
- bidder_name = objmgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN);
- }
- }
- if (bidder_security > SEC_PLAYER)
- {
- std::string owner_name;
- if (!objmgr.GetPlayerNameByGUID(auction->owner,owner_name))
- owner_name = objmgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN);
-
- uint32 owner_accid = objmgr.GetPlayerAccountIdByGUID(auction->owner);
-
- sLog.outCommand(bidder_accId,"GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
- bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid);
- }
- }
-
- // receiver exist
- if (bidder || bidder_accId)
- {
- std::ostringstream msgAuctionWonSubject;
- msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;
-
- std::ostringstream msgAuctionWonBody;
- msgAuctionWonBody.width(16);
- msgAuctionWonBody << std::right << std::hex << auction->owner;
- msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
- sLog.outDebug("AuctionWon body string : %s", msgAuctionWonBody.str().c_str());
-
- // set owner to bidder (to prevent delete item with sender char deleting)
- // owner in `data` will set at mail receive and item extracting
- CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
-
- if (bidder)
- {
- bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
- // FIXME: for offline player need also
- bidder->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1);
- }
-
- MailDraft(msgAuctionWonSubject.str(), msgAuctionWonBody.str())
- .AddItem(pItem)
- .SendMailTo(MailReceiver(bidder,auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
- }
-}
-
-void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction)
-{
- uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
- Player *owner = objmgr.GetPlayer(owner_guid);
- uint32 owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
- // owner exist (online or offline)
- if (owner || owner_accId)
- {
- std::ostringstream msgAuctionSalePendingSubject;
- msgAuctionSalePendingSubject << auction->item_template << ":0:" << AUCTION_SALE_PENDING;
-
- std::ostringstream msgAuctionSalePendingBody;
- uint32 auctionCut = auction->GetAuctionCut();
-
- time_t distrTime = time(NULL) + sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY);
-
- msgAuctionSalePendingBody.width(16);
- msgAuctionSalePendingBody << std::right << std::hex << auction->bidder;
- msgAuctionSalePendingBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
- msgAuctionSalePendingBody << ":" << auction->deposit << ":" << auctionCut << ":0:";
- msgAuctionSalePendingBody << secsToTimeBitFields(distrTime);
-
- sLog.outDebug("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str());
-
- MailDraft(msgAuctionSalePendingSubject.str(), msgAuctionSalePendingBody.str())
- .SendMailTo(MailReceiver(owner,auction->owner), auction, MAIL_CHECK_MASK_COPIED);
- }
-}
-
-//call this method to send mail to auction owner, when auction is successful, it does not clear ram
-void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction)
-{
- uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
- Player *owner = objmgr.GetPlayer(owner_guid);
- uint32 owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
- // owner exist
- if (owner || owner_accId)
- {
- std::ostringstream msgAuctionSuccessfulSubject;
- msgAuctionSuccessfulSubject << auction->item_template << ":0:" << AUCTION_SUCCESSFUL;
-
- std::ostringstream auctionSuccessfulBody;
- uint32 auctionCut = auction->GetAuctionCut();
-
- auctionSuccessfulBody.width(16);
- auctionSuccessfulBody << std::right << std::hex << auction->bidder;
- auctionSuccessfulBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
- auctionSuccessfulBody << ":" << auction->deposit << ":" << auctionCut;
-
- sLog.outDebug("AuctionSuccessful body string : %s", auctionSuccessfulBody.str().c_str());
-
- uint32 profit = auction->bid + auction->deposit - auctionCut;
-
- //FIXME: what do if owner offline
- if (owner && owner->GetGUIDLow() != auctionbot.GetAHBplayerGUID())
- {
- owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
- owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
- //send auction owner notification, bidder must be current!
- owner->GetSession()->SendAuctionOwnerNotification(auction);
- }
- MailDraft(msgAuctionSuccessfulSubject.str(), auctionSuccessfulBody.str())
- .AddMoney(profit)
- .SendMailTo(MailReceiver(owner,auction->owner), auction, MAIL_CHECK_MASK_COPIED, sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY));
- }
-}
-
-//does not clear ram
-void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry * auction)
-{ //return an item in auction to its owner by mail
- Item *pItem = GetAItem(auction->item_guidlow);
- if (!pItem)
- return;
-
- uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
- Player *owner = objmgr.GetPlayer(owner_guid);
- uint32 owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
- // owner exist
- if (owner || owner_accId)
- {
- std::ostringstream subject;
- subject << auction->item_template << ":0:" << AUCTION_EXPIRED << ":0:0";
-
- if (owner && owner->GetGUIDLow() != auctionbot.GetAHBplayerGUID())
- owner->GetSession()->SendAuctionOwnerNotification(auction);
-
- MailDraft(subject.str(), "") // TODO: fix body
- .AddItem(pItem)
- .SendMailTo(MailReceiver(owner,auction->owner), auction, MAIL_CHECK_MASK_COPIED);
- }
-}
-
-void AuctionHouseMgr::LoadAuctionItems()
-{
- // data needs to be at first place for Item::LoadFromDB
- QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT data, text, itemguid, item_template FROM auctionhouse JOIN item_instance ON itemguid = guid");
-
- if (!result)
- {
- barGoLink bar(1);
- bar.step();
- sLog.outString();
- sLog.outString(">> Loaded 0 auction items");
- return;
- }
-
- barGoLink bar(result->GetRowCount());
-
- uint32 count = 0;
-
- Field *fields;
- do
- {
- bar.step();
-
- fields = result->Fetch();
- uint32 item_guid = fields[2].GetUInt32();
- uint32 item_template = fields[3].GetUInt32();
-
- ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
-
- if (!proto)
- {
- sLog.outError("AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
- continue;
- }
-
- Item *item = NewItemOrBag(proto);
-
- if (!item->LoadFromDB(item_guid,0, result))
- {
- delete item;
- continue;
- }
- AddAItem(item);
-
- ++count;
- } while (result->NextRow());
-
- sLog.outString();
- sLog.outString(">> Loaded %u auction items", count);
-}
-
-void AuctionHouseMgr::LoadAuctions()
-{
- QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT COUNT(*) FROM auctionhouse");
- if (!result)
- {
- barGoLink bar(1);
- bar.step();
- sLog.outString();
- sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
- return;
- }
-
- Field *fields = result->Fetch();
- uint32 AuctionCount=fields[0].GetUInt32();
-
- if (!AuctionCount)
- {
- barGoLink bar(1);
- bar.step();
- sLog.outString();
- sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
- return;
- }
-
- result = CharacterDatabase.Query("SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse");
- if (!result)
- {
- barGoLink bar(1);
- bar.step();
- sLog.outString();
- sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
- return;
- }
-
- barGoLink bar(AuctionCount);
-
- AuctionEntry *aItem;
-
- do
- {
- fields = result->Fetch();
-
- bar.step();
-
- aItem = new AuctionEntry;
- aItem->Id = fields[0].GetUInt32();
- aItem->auctioneer = fields[1].GetUInt32();
- aItem->item_guidlow = fields[2].GetUInt32();
- aItem->item_template = fields[3].GetUInt32();
- aItem->owner = fields[4].GetUInt32();
- aItem->buyout = fields[5].GetUInt32();
- aItem->expire_time = fields[6].GetUInt32();
- aItem->bidder = fields[7].GetUInt32();
- aItem->bid = fields[8].GetUInt32();
- aItem->startbid = fields[9].GetUInt32();
- aItem->deposit = fields[10].GetUInt32();
-
- CreatureData const* auctioneerData = objmgr.GetCreatureData(aItem->auctioneer);
- if (!auctioneerData)
- {
- aItem->DeleteFromDB();
- sLog.outError("Auction %u has not a existing auctioneer (GUID : %u)", aItem->Id, aItem->auctioneer);
- delete aItem;
- continue;
- }
-
- CreatureInfo const* auctioneerInfo = objmgr.GetCreatureTemplate(auctioneerData->id);
- if (!auctioneerInfo)
- {
- aItem->DeleteFromDB();
- sLog.outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", aItem->Id, aItem->auctioneer,auctioneerData->id);
- delete aItem;
- continue;
- }
-
- aItem->auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(auctioneerInfo->faction_A);
- if (!aItem->auctionHouseEntry)
- {
- aItem->DeleteFromDB();
- sLog.outError("Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u",
- aItem->Id, aItem->auctioneer,auctioneerData->id,auctioneerInfo->faction_A);
- delete aItem;
- continue;
- }
-
- // check if sold item exists for guid
- // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
- if (!GetAItem(aItem->item_guidlow))
- {
- aItem->DeleteFromDB();
- sLog.outError("Auction %u has not a existing item : %u", aItem->Id, aItem->item_guidlow);
- delete aItem;
- continue;
- }
-
- GetAuctionsMap(auctioneerInfo->faction_A)->AddAuction(aItem);
-
- } while (result->NextRow());
-
- sLog.outString();
- sLog.outString(">> Loaded %u auctions", AuctionCount);
-}
-
-void AuctionHouseMgr::AddAItem(Item* it)
-{
- ASSERT(it);
- ASSERT(mAitems.find(it->GetGUIDLow()) == mAitems.end());
- mAitems[it->GetGUIDLow()] = it;
-}
-
-bool AuctionHouseMgr::RemoveAItem(uint32 id)
-{
- ItemMap::iterator i = mAitems.find(id);
- if (i == mAitems.end())
- return false;
-
- mAitems.erase(i);
- return true;
-}
-
-void AuctionHouseMgr::Update()
-{
- mHordeAuctions.Update();
- mAllianceAuctions.Update();
- mNeutralAuctions.Update();
-}
-
-AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId)
-{
- uint32 houseid = 7; // goblin auction house
-
- if (!sWorld.getConfig(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
- switch(factionTemplateId)
- {
- case 12: houseid = 1; break; // human
- case 29: houseid = 6; break; // orc, and generic for horde
- case 55: houseid = 2; break; // dwarf, 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 855: houseid = 7; break; // everlook, neutral
- case 1604: houseid = 6; break; // b-elfs,
- default: // for unknown case
- {
- FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
- if (!u_entry)
- houseid = 7; // goblin auction house
- else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
- houseid = 1; // human auction house
- else if (u_entry->ourMask & FACTION_MASK_HORDE)
- houseid = 6; // orc auction house
- else
- houseid = 7; // goblin auction house
- break;
- }
- }
- }
-
- return sAuctionHouseStore.LookupEntry(houseid);
-}
- void AuctionHouseObject::AddAuction(AuctionEntry *ah)
- {
- ASSERT(ah);
- AuctionsMap[ah->Id] = ah;
- auctionbot.IncrementItemCounts(ah);
- }
-
- bool AuctionHouseObject::RemoveAuction(AuctionEntry *auction, uint32 item_template)
- {
- auctionbot.DecrementItemCounts(auction, item_template);
- return AuctionsMap.erase(auction->Id) ? true : false;
- }
-
-void AuctionHouseObject::Update()
-{
- time_t curTime = sWorld.GetGameTime();
- ///- Handle expired auctions
-
- // If storage is empty, no need to update. next == NULL in this case.
- if (AuctionsMap.empty())
- return;
-
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime+60);
-
- if (!result)
- return;
-
- if (result->GetRowCount() == 0)
- return;
-
- vector<uint32> expiredAuctions;
-
- do
- {
- uint32 tmpdata = result->Fetch()->GetUInt32();
- expiredAuctions.push_back(tmpdata);
- } while (result->NextRow());
-
- while (!expiredAuctions.empty())
- {
- vector<uint32>::iterator iter = expiredAuctions.begin();
-
- // from auctionhousehandler.cpp, creates auction pointer & player pointer
- AuctionEntry* auction = GetAuction(*iter);
-
- // Erase the auction from the vector.
- expiredAuctions.erase(iter);
-
- if (!auction)
- continue;
-
- ///- Either cancel the auction if there was no bidder
- if (auction->bidder == 0)
- auctionmgr.SendAuctionExpiredMail(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
- auctionmgr.SendAuctionSuccessfulMail(auction);
- auctionmgr.SendAuctionWonMail(auction);
- }
-
- ///- In any case clear the auction
- CharacterDatabase.BeginTransaction();
- auction->DeleteFromDB();
- uint32 item_template = auction->item_template;
- auctionmgr.RemoveAItem(auction->item_guidlow);
- RemoveAuction(auction, item_template);
- CharacterDatabase.CommitTransaction();
- }
-}
-
-void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
-{
- for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
- {
- AuctionEntry *Aentry = itr->second;
- if (Aentry && Aentry->bidder == player->GetGUIDLow())
- {
- if (itr->second->BuildAuctionInfo(data))
- ++count;
-
- ++totalcount;
- }
- }
-}
-
-void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
-{
- for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
- {
- AuctionEntry *Aentry = itr->second;
- if (Aentry && Aentry->owner == player->GetGUIDLow())
- {
- if (Aentry->BuildAuctionInfo(data))
- ++count;
-
- ++totalcount;
- }
- }
-}
-
-void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
- std::wstring const& wsearchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
- uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
- uint32& count, uint32& totalcount)
-{
- int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
- int locdbc_idx = player->GetSession()->GetSessionDbcLocale();
-
- for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
- {
- AuctionEntry *Aentry = itr->second;
- Item *item = auctionmgr.GetAItem(Aentry->item_guidlow);
- if (!item)
- continue;
-
- ItemPrototype const *proto = item->GetProto();
-
- if (itemClass != 0xffffffff && proto->Class != itemClass)
- continue;
-
- if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
- continue;
-
- if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
- continue;
-
- if (quality != 0xffffffff && proto->Quality != quality)
- continue;
-
- if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
- continue;
-
- if (usable != 0x00 && player->CanUseItem(item) != EQUIP_ERR_OK)
- continue;
-
- // 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 (loc_idx >= 0)
- {
- ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
- if (il)
- {
- if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
- name = il->Name[loc_idx];
- }
- }
-
- // 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 ItemRandomProperties.dbc, not ItemRandomSuffix.dbc
- // even though the DBC names seem misleading
- const ItemRandomPropertiesEntry *itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);
-
- if (itemRandProp)
- {
- char* const* temp = itemRandProp->nameSuffix;
- //char* temp = itemRandProp->nameSuffix;
-
- // dbc local name
- if (temp)
- {
- if (locdbc_idx >= 0)
- {
- // Append the suffix (ie: of the Monkey) to the name using localization
- name += " ";
- name += temp[locdbc_idx];
- }
- else
- {
- // Invalid localization? Append the suffix using default enUS
- name += " ";
- name += temp[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);
- }
- ++totalcount;
- }
-}
-
-//this function inserts to WorldPacket auction's data
-bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
-{
- Item *pItem = auctionmgr.GetAItem(item_guidlow);
- if (!pItem)
- {
- sLog.outError("auction to item, that doesn't exist !!!!");
- return false;
- }
- data << uint32(Id);
- data << uint32(pItem->GetEntry());
-
- for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
- {
- data << uint32(pItem->GetEnchantmentId(EnchantmentSlot(i)));
- data << uint32(pItem->GetEnchantmentDuration(EnchantmentSlot(i)));
- data << uint32(pItem->GetEnchantmentCharges(EnchantmentSlot(i)));
- }
-
- data << int32(pItem->GetItemRandomPropertyId()); //random item property id
- data << uint32(pItem->GetItemSuffixFactor()); //SuffixFactor
- data << uint32(pItem->GetCount()); //item->count
- data << uint32(pItem->GetSpellCharges()); //item->charge FFFFFFF
- data << uint32(0); //Unknown
- data << uint64(owner); //Auction->owner
- data << uint32(startbid); //Auction->startbid (not sure if useful)
- data << uint32(bid ? GetAuctionOutBid() : 0);
- //minimal outbid
- data << uint32(buyout); //auction->buyout
- data << uint32((expire_time-time(NULL))*IN_MILISECONDS);//time left
- data << uint64(bidder) ; //auction->bidder current
- data << uint32(bid); //current bid
- return true;
-}
-
-uint32 AuctionEntry::GetAuctionCut() const
-{
- int32 cut = int32(((double)auctionHouseEntry->cutPercent / 100.0f) * (double)sWorld.getRate(RATE_AUCTION_CUT)) * bid;
- if (cut > 0)
- return cut;
- else
- return 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 = (uint32)((double)bid / 100.0f) * 5;
- if (!outbid)
- outbid = 1;
- return outbid;
-}
-
-void AuctionEntry::DeleteFromDB() const
-{
- //No SQL injection (Id is integer)
- CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",Id);
-}
-
-void AuctionEntry::SaveToDB() const
-{
- //No SQL injection (no strings)
- CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit) "
- "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u')",
- Id, auctioneer, item_guidlow, item_template, owner, buyout, (uint64)expire_time, bidder, bid, startbid, deposit);
-}