/* * Copyright (C) 2005-2009 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "Database/DatabaseEnv.h" #include "Database/SQLStorage.h" #include "DBCStores.h" #include "ProgressBar.h" #include "AccountMgr.h" #include "AuctionHouseMgr.h" #include "Item.h" #include "Language.h" #include "Log.h" #include "ObjectMgr.h" #include "Player.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "Policies/SingletonImp.h" INSTANTIATE_SINGLETON_1( AuctionHouseMgr ); AuctionHouseMgr::AuctionHouseMgr() { } AuctionHouseMgr::~AuctionHouseMgr() { for(ItemMap::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 deposit = pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME ); return uint32(deposit * entry->depositPercent * 3 * sWorld.getRate(RATE_AUCTION_DEPOSIT) / 100.0f ); } //does not clear ram void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction ) { Item *pItem = GetAItem(auction->item_guidlow); if(!pItem) return; uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER); Player *bidder = objmgr.GetPlayer(bidder_guid); uint32 bidder_accId = 0; // data for gm.log if( sWorld.getConfig(CONFIG_GM_LOG_TRADE) ) { uint32 bidder_security = 0; std::string bidder_name; if (bidder) { bidder_accId = bidder->GetSession()->GetAccountId(); bidder_security = bidder->GetSession()->GetSecurity(); bidder_name = bidder->GetName(); } else { bidder_accId = 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); } } else if(!bidder) bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid); // receiver exist if(bidder || bidder_accId) { std::ostringstream msgAuctionWonSubject; msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON; std::ostringstream msgAuctionWonBody; msgAuctionWonBody.width(16); msgAuctionWonBody << std::right << std::hex << auction->owner; msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout; sLog.outDebug( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() ); //prepare mail data... : uint32 itemTextId = objmgr.CreateItemText( msgAuctionWonBody.str() ); // set owner to bidder (to prevent delete item with sender char deleting) // owner in `data` will set at mail receive and item extracting CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow()); CharacterDatabase.CommitTransaction(); MailItemsInfo mi; mi.AddItem(auction->item_guidlow, auction->item_template, pItem); if (bidder) bidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template); else RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! // will delete item or place to receiver mail list WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->bidder, msgAuctionWonSubject.str(), itemTextId, &mi, 0, 0, MAIL_CHECK_MASK_AUCTION); } // receiver not exist else { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", pItem->GetGUIDLow()); RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! delete pItem; } } void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction ) { uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER); Player *owner = objmgr.GetPlayer(owner_guid); // owner exist (online or offline) if(owner || objmgr.GetPlayerAccountIdByGUID(owner_guid)) { std::ostringstream msgAuctionSalePendingSubject; msgAuctionSalePendingSubject << auction->item_template << ":0:" << AUCTION_SALE_PENDING; std::ostringstream msgAuctionSalePendingBody; uint32 auctionCut = auction->GetAuctionCut(); time_t distrTime = time(NULL) + HOUR; msgAuctionSalePendingBody.width(16); msgAuctionSalePendingBody << std::right << std::hex << auction->bidder; msgAuctionSalePendingBody << std::dec << ":" << auction->bid << ":" << auction->buyout; msgAuctionSalePendingBody << ":" << auction->deposit << ":" << auctionCut << ":0:"; msgAuctionSalePendingBody << secsToTimeBitFields(distrTime); sLog.outDebug("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str()); uint32 itemTextId = objmgr.CreateItemText( msgAuctionSalePendingBody.str() ); WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->owner, msgAuctionSalePendingSubject.str(), itemTextId, NULL, 0, 0, MAIL_CHECK_MASK_AUCTION); } } //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 = 0; if(!owner) 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 itemTextId = objmgr.CreateItemText( auctionSuccessfulBody.str() ); uint32 profit = auction->bid + auction->deposit - auctionCut; if (owner) { //FIXME: what do if owner offline owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid); //send auction owner notification, bidder must be current! owner->GetSession()->SendAuctionOwnerNotification( auction ); } WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->owner, msgAuctionSuccessfulSubject.str(), itemTextId, NULL, profit, 0, MAIL_CHECK_MASK_AUCTION, HOUR); } } //does not clear ram void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction ) { //return an item in auction to its owner by mail Item *pItem = GetAItem(auction->item_guidlow); if(!pItem) { sLog.outError("Auction item (GUID: %u) not found, and lost.",auction->item_guidlow); return; } uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER); Player *owner = objmgr.GetPlayer(owner_guid); uint32 owner_accId = 0; if(!owner) owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid); // owner exist if(owner || owner_accId) { std::ostringstream subject; subject << auction->item_template << ":0:" << AUCTION_EXPIRED; if ( owner ) owner->GetSession()->SendAuctionOwnerNotification( auction ); else RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! MailItemsInfo mi; mi.AddItem(auction->item_guidlow, auction->item_template, pItem); // will delete item or place to receiver mail list WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), GUID_LOPART(owner_guid), subject.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE); } // owner not found else { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'",pItem->GetGUIDLow()); RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !! delete pItem; } } void AuctionHouseMgr::LoadAuctionItems() { // data needs to be at first place for Item::LoadFromDB QueryResult *result = CharacterDatabase.Query( "SELECT data,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[1].GetUInt32(); uint32 item_template = fields[2].GetUInt32(); ItemPrototype const *proto = objmgr.GetItemPrototype(item_template); if(!proto) { sLog.outError( "ObjectMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid,0, result)) { delete item; continue; } AddAItem(item); ++count; } while( result->NextRow() ); delete result; sLog.outString(""); sLog.outString( ">> Loaded %u auction items", count ); } void AuctionHouseMgr::LoadAuctions() { QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auctionhouse"); if( !result ) { barGoLink bar(1); bar.step(); sLog.outString(""); sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty."); return; } Field *fields = result->Fetch(); uint32 AuctionCount=fields[0].GetUInt32(); delete result; if(!AuctionCount) { barGoLink bar(1); bar.step(); sLog.outString(""); sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty."); return; } result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse" ); if( !result ) { barGoLink bar(1); bar.step(); sLog.outString(""); sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty."); return; } barGoLink bar( AuctionCount ); AuctionEntry *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 ObjectMgr::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()); delete result; sLog.outString(""); sLog.outString( ">> Loaded %u auctions", AuctionCount ); } void AuctionHouseMgr::AddAItem( Item* it ) { ASSERT( it ); ASSERT( mAitems.find(it->GetGUIDLow()) == mAitems.end()); mAitems[it->GetGUIDLow()] = it; } bool AuctionHouseMgr::RemoveAItem( uint32 id ) { ItemMap::iterator i = mAitems.find(id); if (i == mAitems.end()) { return false; } mAitems.erase(i); return true; } void AuctionHouseMgr::Update() { mHordeAuctions.Update(); mAllianceAuctions.Update(); mNeutralAuctions.Update(); } 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::Update() { time_t curTime = sWorld.GetGameTime(); ///- Handle expired auctions AuctionEntryMap::iterator next; for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end();itr = next) { next = itr; ++next; if (curTime > (itr->second->expire_time)) { ///- Either cancel the auction if there was no bidder if (itr->second->bidder == 0) { auctionmgr.SendAuctionExpiredMail( itr->second ); } ///- Or perform the transaction else { //we should send an "item sold" message if the seller is online //we send the item to the winner //we send the money to the seller auctionmgr.SendAuctionSuccessfulMail( itr->second ); auctionmgr.SendAuctionWonMail( itr->second ); } ///- In any case clear the auction itr->second->DeleteFromDB(); auctionmgr.RemoveAItem(itr->second->item_guidlow); delete itr->second; RemoveAuction(itr->first); } } } void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr) { AuctionEntry *Aentry = itr->second; if( Aentry && Aentry->bidder == player->GetGUIDLow() ) { if (itr->second->BuildAuctionInfo(data)) ++count; ++totalcount; } } } void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount) { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr) { AuctionEntry *Aentry = itr->second; if( Aentry && Aentry->owner == player->GetGUIDLow() ) { if(Aentry->BuildAuctionInfo(data)) ++count; ++totalcount; } } } void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player, std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount) { int loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr) { AuctionEntry *Aentry = itr->second; Item *item = 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; 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]; } } if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname) ) continue; if (count < 50 && totalcount >= listfrom) { ++count; Aentry->BuildAuctionInfo(data); } ++totalcount; } } //this function inserts to WorldPacket auction's data bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const { Item *pItem = 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 << uint32(pItem->GetItemRandomPropertyId()); //random item property id data << uint32(pItem->GetItemSuffixFactor()); //SuffixFactor data << uint32(pItem->GetCount()); //item->count data << uint32(pItem->GetSpellCharges()); //item->charge FFFFFFF data << uint32(0); //Unknown data << uint64(owner); //Auction->owner data << uint32(startbid); //Auction->startbid (not sure if useful) data << uint32(bid ? GetAuctionOutBid() : 0); //minimal outbid data << uint32(buyout); //auction->buyout data << uint32((expire_time-time(NULL))*IN_MILISECONDS);//time left data << uint64(bidder) ; //auction->bidder current data << uint32(bid); //current bid return true; } uint32 AuctionEntry::GetAuctionCut() const { return uint32(auctionHouseEntry->cutPercent * bid * sWorld.getRate(RATE_AUCTION_CUT) / 100.f); } /// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c uint32 AuctionEntry::GetAuctionOutBid() const { uint32 outbid = (bid / 100) * 5; if (!outbid) outbid = 1; return outbid; } void AuctionEntry::DeleteFromDB() const { //No SQL injection (Id is integer) CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",Id); } void AuctionEntry::SaveToDB() const { //No SQL injection (no strings) CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit) " "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u')", Id, auctioneer, item_guidlow, item_template, owner, buyout, (uint64)expire_time, bidder, bid, startbid, deposit); }