diff options
Diffstat (limited to 'src/server/game/AuctionHouse/AuctionHouseMgr.cpp')
-rw-r--r-- | src/server/game/AuctionHouse/AuctionHouseMgr.cpp | 750 |
1 files changed, 750 insertions, 0 deletions
diff --git a/src/server/game/AuctionHouse/AuctionHouseMgr.cpp b/src/server/game/AuctionHouse/AuctionHouseMgr.cpp new file mode 100644 index 00000000000..ddd44bbefa2 --- /dev/null +++ b/src/server/game/AuctionHouse/AuctionHouseMgr.cpp @@ -0,0 +1,750 @@ +/* + * 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); +} |