/* * 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 "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 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:\t\t%u", MSV); sLog.outDebug("Deposit Percent:\t%f", ((double)entry->depositPercent / 100.0f)); sLog.outDebug("Auction Time1:\t\t%u", time); sLog.outDebug("Auction Time2:\t\t%u", MIN_AUCTION_TIME); sLog.outDebug("Auction Time3:\t\t%u", timeHr); sLog.outDebug("Count:\t\t\t%u", pItem->GetCount()); if (deposit > 0) { sLog.outDebug("Deposit:\t\t%u", deposit); return deposit; } else { sLog.outDebug("Deposit:\t\t0"); 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()); //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(); if (bidder) bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template); MailDraft(msgAuctionWonSubject.str(), itemTextId) .AddItem(pItem) .SendMailTo(MailReceiver(bidder,auction->bidder), auction, MAIL_CHECK_MASK_AUCTION); } } 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()); uint32 itemTextId = objmgr.CreateItemText(msgAuctionSalePendingBody.str()); MailDraft(msgAuctionSalePendingSubject.str(), itemTextId) .SendMailTo(MailReceiver(owner,auction->owner), auction, 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 = 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; //FIXME: what do if owner offline if (owner && owner->GetGUIDLow() != auctionbot.GetAHBplayerGUID()) { 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(), itemTextId) .AddMoney(profit) .SendMailTo(MailReceiver(owner,auction->owner), auction, 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) 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; if (owner && owner->GetGUIDLow() != auctionbot.GetAHBplayerGUID()) owner->GetSession()->SendAuctionOwnerNotification(auction); MailDraft(subject.str()) .AddItem(pItem) .SendMailTo(MailReceiver(owner,auction->owner), auction); } } 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("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()); 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 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()); 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::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* result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime+60); if (!result) { delete result; return; } if (result->GetRowCount() == 0) { delete result; return; } vector expiredAuctions; do { uint32 tmpdata = result->Fetch()->GetUInt32(); expiredAuctions.push_back(tmpdata); } while (result->NextRow()); delete result; while (!expiredAuctions.empty()) { vector::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 auction->DeleteFromDB(); uint32 item_template = auction->item_template; auctionmgr.RemoveAItem(auction->item_guidlow); RemoveAuction(auction, item_template); } } 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(); 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 << 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); }