/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "AuctionHouseMgr.h" #include "AuctionHouseBot.h" #include "AccountMgr.h" #include "Bag.h" #include "Common.h" #include "CharacterCache.h" #include "DatabaseEnv.h" #include "DBCStores.h" #include "GameTime.h" #include "Item.h" #include "Language.h" #include "Log.h" #include "Mail.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Player.h" #include "Realm.h" #include "ScriptMgr.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" enum eAuctionHouse { AH_MINIMUM_DEPOSIT = 100 }; AuctionHouseMgr::AuctionHouseMgr() { } AuctionHouseMgr::~AuctionHouseMgr() { for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr) delete itr->second; } AuctionHouseMgr* AuctionHouseMgr::instance() { static AuctionHouseMgr instance; return &instance; } AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId) { if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return &mNeutralAuctions; // teams have linked auction houses FactionTemplateEntry const* uEntry = sFactionTemplateStore.LookupEntry(factionTemplateId); if (!uEntry) return &mNeutralAuctions; else if (uEntry->FactionGroup & FACTION_MASK_ALLIANCE) return &mAllianceAuctions; else if (uEntry->FactionGroup & FACTION_MASK_HORDE) return &mHordeAuctions; else return &mNeutralAuctions; } AuctionHouseObject* AuctionHouseMgr::GetAuctionsMapByHouseId(uint8 auctionHouseId) { if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return &mNeutralAuctions; switch(auctionHouseId) { case AUCTIONHOUSE_ALLIANCE : return &mAllianceAuctions; case AUCTIONHOUSE_HORDE : return &mHordeAuctions; default : return &mNeutralAuctions; } } uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count) { uint32 MSV = pItem->GetTemplate()->SellPrice; if (MSV <= 0) return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT); float multiplier = CalculatePct(float(entry->DepositRate), 3); uint32 timeHr = (((time / 60) / 60) / 12); uint32 deposit = uint32(MSV * multiplier * sWorld->getRate(RATE_AUCTION_DEPOSIT)); float remainderbase = float(MSV * multiplier * sWorld->getRate(RATE_AUCTION_DEPOSIT)) - deposit; deposit *= timeHr * count; int i = count; while (i > 0 && (remainderbase * i) != uint32(remainderbase * i)) i--; if (i) deposit += remainderbase * i * timeHr; TC_LOG_DEBUG("auctionHouse", "MSV: %u", MSV); TC_LOG_DEBUG("auctionHouse", "Items: %u", count); TC_LOG_DEBUG("auctionHouse", "Multiplier: %f", multiplier); TC_LOG_DEBUG("auctionHouse", "Deposit: %u", deposit); TC_LOG_DEBUG("auctionHouse", "Deposit rm: %f", remainderbase * count); if (deposit < AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT)) return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT); else return deposit; } //does not clear ram void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction trans) { Item* pItem = GetAItem(auction->itemGUIDLow); if (!pItem) return; uint32 bidderAccId = 0; ObjectGuid bidderGuid(HighGuid::Player, auction->bidder); Player* bidder = ObjectAccessor::FindConnectedPlayer(bidderGuid); // data for gm.log std::string bidderName; bool logGmTrade = (auction->Flags & AUCTION_ENTRY_FLAG_GM_LOG_BUYER) != AUCTION_ENTRY_FLAG_NONE; if (bidder) { bidderAccId = bidder->GetSession()->GetAccountId(); bidderName = bidder->GetName(); } else { bidderAccId = sCharacterCache->GetCharacterAccountIdByGuid(bidderGuid); if (logGmTrade && !sCharacterCache->GetCharacterNameByGuid(bidderGuid, bidderName)) bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); } if (logGmTrade) { ObjectGuid ownerGuid = ObjectGuid(HighGuid::Player, auction->owner); std::string ownerName; if (!sCharacterCache->GetCharacterNameByGuid(ownerGuid, ownerName)) ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN); uint32 ownerAccId = sCharacterCache->GetCharacterAccountIdByGuid(ownerGuid); 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)", bidderName.c_str(), bidderAccId, pItem->GetTemplate()->Name1.c_str(), pItem->GetEntry(), pItem->GetCount(), auction->bid, ownerName.c_str(), ownerAccId); } // receiver exist if ((bidder || bidderAccId) && !sAuctionBotConfig->IsBotChar(auction->bidder)) { // set owner to bidder (to prevent delete item with sender char deleting) // owner in `data` will set at mail receive and item extracting CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER); stmt->setUInt32(0, auction->bidder); stmt->setUInt32(1, pItem->GetGUID().GetCounter()); trans->Append(stmt); if (bidder) { bidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, bidderGuid, 0, 0, auction->itemEntry); // FIXME: for offline player need also bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1); } MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionWonMailBody(ObjectGuid::Create(auction->owner), auction->bid, auction->buyout)) .AddItem(pItem) .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } else { // bidder doesn't exist, delete the item sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true, &trans); } } void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans) { ObjectGuid owner_guid(HighGuid::Player, auction->owner); Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid); uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid); // owner exist (online or offline) if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner)) { ByteBuffer timePacker; timePacker.AppendPackedTime(GameTime::GetGameTime() + sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY)); MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING), AuctionEntry::BuildAuctionInvoiceMailBody(ObjectGuid::Create(auction->bidder), auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut(), sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY), timePacker.read())) .SendMailTo(trans, 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, CharacterDatabaseTransaction trans) { ObjectGuid owner_guid(HighGuid::Player, auction->owner); Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid); uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid); // owner exist if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner)) { uint32 profit = auction->bid + auction->deposit - auction->GetAuctionCut(); //FIXME: what do if owner offline if (owner) { owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit); owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid); //send auction owner notification, bidder must be current! owner->GetSession()->SendAuctionOwnerNotification(auction); } MailDraft(auction->BuildAuctionMailSubject(AUCTION_SUCCESSFUL), AuctionEntry::BuildAuctionSoldMailBody(ObjectGuid::Create(auction->bidder), auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut())) .AddMoney(profit) .SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY)); } } //does not clear ram void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans) { //return an item in auction to its owner by mail Item* pItem = GetAItem(auction->itemGUIDLow); if (!pItem) return; ObjectGuid owner_guid(HighGuid::Player, auction->owner); Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid); uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid); // owner exist if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner)) { if (owner) owner->GetSession()->SendAuctionOwnerNotification(auction); MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), "") .AddItem(pItem) .SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, 0); } else { // owner doesn't exist, delete the item sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true, &trans); } } //this function sends mail to old bidder void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans) { ObjectGuid oldBidder_guid(HighGuid::Player, auction->bidder); Player* oldBidder = ObjectAccessor::FindConnectedPlayer(oldBidder_guid); uint32 oldBidder_accId = 0; if (!oldBidder) oldBidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(oldBidder_guid); // old bidder exist if ((oldBidder || oldBidder_accId) && !sAuctionBotConfig->IsBotChar(auction->bidder)) { if (oldBidder && newBidder) oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->itemEntry); MailDraft(auction->BuildAuctionMailSubject(AUCTION_OUTBIDDED), "") .AddMoney(auction->bid) .SendMailTo(trans, MailReceiver(oldBidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } } //this function sends mail, when auction is cancelled to old bidder void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans) { ObjectGuid bidder_guid = ObjectGuid(HighGuid::Player, auction->bidder); Player* bidder = ObjectAccessor::FindConnectedPlayer(bidder_guid); uint32 bidder_accId = 0; if (!bidder) bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(bidder_guid); // bidder exist if ((bidder || bidder_accId) && !sAuctionBotConfig->IsBotChar(auction->bidder)) MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), "") .AddMoney(auction->bid) .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED); } void AuctionHouseMgr::LoadAuctionItems() { uint32 oldMSTime = getMSTime(); // need to clear in case we are reloading if (!mAitems.empty()) { for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr) delete itr->second; mAitems.clear(); } // data needs to be at first place for Item::LoadFromDB CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { TC_LOG_INFO("server.loading", ">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!"); return; } uint32 count = 0; do { Field* fields = result->Fetch(); ObjectGuid::LowType item_guid = fields[11].GetUInt32(); uint32 itemEntry = fields[12].GetUInt32(); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry); if (!proto) { TC_LOG_ERROR("misc", "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u item entry: #%u) in auction, skipped.", item_guid, itemEntry); continue; } Item* item = NewItemOrBag(proto); if (!item->LoadFromDB(item_guid, ObjectGuid::Empty, fields, itemEntry)) { delete item; continue; } AddAItem(item); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u auction items in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } void AuctionHouseMgr::LoadAuctions() { uint32 oldMSTime = getMSTime(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS); PreparedQueryResult resultAuctions = CharacterDatabase.Query(stmt); if (!resultAuctions) { TC_LOG_INFO("server.loading", ">> Loaded 0 auctions. DB table `auctionhouse` is empty."); return; } // parse bidder list std::unordered_map> biddersByAuction; CharacterDatabasePreparedStatement* stmt2 = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_BIDDERS); uint32 countBidders = 0; if (PreparedQueryResult resultBidders = CharacterDatabase.Query(stmt2)) { do { Field* fields = resultBidders->Fetch(); biddersByAuction[fields[0].GetUInt32()].insert(ObjectGuid::Create(fields[1].GetUInt32())); ++countBidders; } while (resultBidders->NextRow()); } // parse auctions from db uint32 countAuctions = 0; CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); do { Field* fields = resultAuctions->Fetch(); AuctionEntry* aItem = new AuctionEntry(); if (!aItem->LoadFromDB(fields)) { aItem->DeleteFromDB(trans); delete aItem; continue; } auto it = biddersByAuction.find(aItem->Id); if (it != biddersByAuction.end()) aItem->bidders = std::move(it->second); GetAuctionsMapByHouseId(aItem->houseId)->AddAuction(aItem); ++countAuctions; } while (resultAuctions->NextRow()); CharacterDatabase.CommitTransaction(trans); TC_LOG_INFO("server.loading", ">> Loaded %u auctions with %u bidders in %u ms", countAuctions, countBidders, GetMSTimeDiffToNow(oldMSTime)); } void AuctionHouseMgr::AddAItem(Item* it) { ASSERT(it); ASSERT(mAitems.find(it->GetGUID().GetCounter()) == mAitems.end()); mAitems[it->GetGUID().GetCounter()] = it; } bool AuctionHouseMgr::RemoveAItem(ObjectGuid::LowType id, bool deleteItem /*= false*/, CharacterDatabaseTransaction* trans /*= nullptr*/) { ItemMap::iterator i = mAitems.find(id); if (i == mAitems.end()) return false; if (deleteItem) { ASSERT(trans); i->second->FSetState(ITEM_REMOVED); i->second->SaveToDB(*trans); } mAitems.erase(i); return true; } bool AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry) { PlayerAuctions* thisAH; auto itr = pendingAuctionMap.find(player->GetGUID()); if (itr != pendingAuctionMap.end()) { thisAH = itr->second.first; // Get deposit so far uint32 totalDeposit = 0; for (AuctionEntry const* thisAuction : *thisAH) totalDeposit += thisAuction->deposit; // Add this deposit totalDeposit += aEntry->deposit; if (!player->HasEnoughMoney(totalDeposit)) return false; } else { thisAH = new PlayerAuctions; 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()) { CharacterDatabaseTransaction 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; CharacterDatabaseTransaction 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->FactionGroup & FACTION_MASK_ALLIANCE) houseid = AUCTIONHOUSE_ALLIANCE; // human auction house else if (u_entry->FactionGroup & 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; } CharacterDatabaseTransaction 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) { // Cloth items can have INVTYPE_CHEST or INVTYPE_ROBE if (!(inventoryType == INVTYPE_CHEST && proto->InventoryType == INVTYPE_ROBE)) 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 std::array const* suffix = nullptr; if (propRefID < 0) { ItemRandomSuffixEntry const* itemRandSuffix = sItemRandomSuffixStore.LookupEntry(-propRefID); if (itemRandSuffix) suffix = &itemRandSuffix->Name; } else { ItemRandomPropertiesEntry const* itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID); if (itemRandProp) suffix = &itemRandProp->Name; } // 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(item->GetUInt32Value(ITEM_FIELD_FLAGS)); // item flags 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->ConsignmentRate) * 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(CharacterDatabaseTransaction trans) const { CharacterDatabasePreparedStatement* 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(CharacterDatabaseTransaction trans) const { CharacterDatabasePreparedStatement* 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); stmt->setUInt8(10, Flags); 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(); Flags = AuctionEntryFlag(fields[12].GetUInt8()); 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 { Item* item = sAuctionMgr->GetAItem(itemGUIDLow); return Trinity::StringFormat("%u:%d:%u:%u:%u", itemEntry, item ? item->GetItemRandomPropertyId() : 0, response, Id, itemCount); } std::string AuctionEntry::BuildAuctionWonMailBody(ObjectGuid guid, uint32 bid, uint32 buyout) { return Trinity::StringFormat("%llX:%u:%u", guid.GetRawValue(), bid, buyout); } std::string AuctionEntry::BuildAuctionSoldMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit, uint32 consignment) { return Trinity::StringFormat("%llX:%u:%u:%u:%u", guid.GetRawValue(), bid, buyout, deposit, consignment); } std::string AuctionEntry::BuildAuctionInvoiceMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit, uint32 consignment, uint32 moneyDelay, uint32 eta) { return Trinity::StringFormat("%llX:%u:%u:%u:%u:%u:%u", guid.GetRawValue(), bid, buyout, deposit, consignment, moneyDelay, eta); }