aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/AuctionHouse/AuctionHouseMgr.cpp
blob: 29cb069c470a279b10cd88a3d7590812d7220311 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
/*
 * Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
 * 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, see <http://www.gnu.org/licenses/>.
 */

#include "Common.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "DatabaseEnv.h"
#include "DBCStores.h"
#include "ScriptMgr.h"
#include "AccountMgr.h"
#include "AuctionHouseMgr.h"
#include "Item.h"
#include "Language.h"
#include "Log.h"
#include <vector>

enum eAuctionHouse
{
    AH_MINIMUM_DEPOSIT = 100
};

AuctionHouseMgr::AuctionHouseMgr() { }

AuctionHouseMgr::~AuctionHouseMgr()
{
    for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
        delete itr->second;
}

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->ourMask & FACTION_MASK_ALLIANCE)
        return &mAllianceAuctions;
    else if (uEntry->ourMask & FACTION_MASK_HORDE)
        return &mHordeAuctions;
    else
        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;

    float multiplier = CalculatePct(float(entry->depositPercent), 3);
    uint32 timeHr = (((time / 60) / 60) / 12);
    uint32 deposit = uint32(((multiplier * MSV * count / 3) * timeHr * 3) * sWorld->getRate(RATE_AUCTION_DEPOSIT));

    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);

    if (deposit < AH_MINIMUM_DEPOSIT)
        return AH_MINIMUM_DEPOSIT;
    else
        return deposit;
}

//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans)
{
    Item* pItem = GetAItem(auction->itemGUIDLow);
    if (!pItem)
        return;

    uint32 bidderAccId = 0;
    uint64 bidderGuid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(bidderGuid);
    // data for gm.log
    std::string bidderName;
    bool logGmTrade = false;

    if (bidder)
    {
        bidderAccId = bidder->GetSession()->GetAccountId();
        bidderName = bidder->GetName();
        logGmTrade = bidder->GetSession()->HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
    }
    else
    {
        bidderAccId = sObjectMgr->GetPlayerAccountIdByGUID(bidderGuid);
        logGmTrade = AccountMgr::HasPermission(bidderAccId, rbac::RBAC_PERM_LOG_GM_TRADE, realmID);

        if (logGmTrade && !sObjectMgr->GetPlayerNameByGUID(bidderGuid, bidderName))
            bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
    }

    if (logGmTrade)
    {
        std::string ownerName;
        if (!sObjectMgr->GetPlayerNameByGUID(auction->owner, ownerName))
            ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);

        uint32 ownerAccId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner);

        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)
    {
        // set owner to bidder (to prevent delete item with sender char deleting)
        // owner in `data` will set at mail receive and item extracting
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
        stmt->setUInt32(0, auction->bidder);
        stmt->setUInt32(1, pItem->GetGUIDLow());
        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::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0))
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
    }
}

void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans)
{
    uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
    Player* owner = ObjectAccessor::FindPlayer(owner_guid);
    uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid);
    // owner exist (online or offline)
    if (owner || owner_accId)
        MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
            .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, SQLTransaction& trans)
{
    uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
    Player* owner = ObjectAccessor::FindPlayer(owner_guid);
    uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid);
    // owner exist
    if (owner || owner_accId)
    {
        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::BuildAuctionMailBody(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, SQLTransaction& trans)
{
    //return an item in auction to its owner by mail
    Item* pItem = GetAItem(auction->itemGUIDLow);
    if (!pItem)
        return;

    uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
    Player* owner = ObjectAccessor::FindPlayer(owner_guid);
    uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(owner_guid);
    // owner exist
    if (owner || owner_accId)
    {
        if (owner)
            owner->GetSession()->SendAuctionOwnerNotification(auction);

        MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
            .AddItem(pItem)
            .SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, 0);
    }
}

//this function sends mail to old bidder
void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans)
{
    uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* oldBidder = ObjectAccessor::FindPlayer(oldBidder_guid);

    uint32 oldBidder_accId = 0;
    if (!oldBidder)
        oldBidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(oldBidder_guid);

    // old bidder exist
    if (oldBidder || oldBidder_accId)
    {
        if (oldBidder && newBidder)
            oldBidder->GetSession()->SendAuctionBidderNotification(auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->itemEntry);

        MailDraft(auction->BuildAuctionMailSubject(AUCTION_OUTBIDDED), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
            .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, SQLTransaction& trans, Item* item)
{
    uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
    Player* bidder = ObjectAccessor::FindPlayer(bidder_guid);

    uint32 bidder_accId = 0;
    if (!bidder)
        bidder_accId = sObjectMgr->GetPlayerAccountIdByGUID(bidder_guid);

    if (bidder)
        bidder->GetSession()->SendAuctionRemovedNotification(auction->Id, auction->itemEntry, item->GetItemRandomPropertyId());

    // bidder exist
    if (bidder || bidder_accId)
        MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, 0))
            .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
    PreparedStatement* 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();

        uint32 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 id: #%u) in auction, skipped.", item_guid, itemEntry);
            continue;
        }

        Item* item = NewItemOrBag(proto);
        if (!item->LoadFromDB(item_guid, 0, 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();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
    {
        TC_LOG_INFO("server.loading", ">> Loaded 0 auctions. DB table `auctionhouse` is empty.");

        return;
    }

    uint32 count = 0;

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    do
    {
        Field* fields = result->Fetch();

        AuctionEntry* aItem = new AuctionEntry();
        if (!aItem->LoadFromDB(fields))
        {
            aItem->DeleteFromDB(trans);
            delete aItem;
            continue;
        }

        GetAuctionsMap(aItem->factionTemplateId)->AddAuction(aItem);
        ++count;
    } while (result->NextRow());

    CharacterDatabase.CommitTransaction(trans);

    TC_LOG_INFO("server.loading", ">> Loaded %u auctions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));

}

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->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
        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* auction)
{
    ASSERT(auction);

    AuctionsMap[auction->Id] = auction;
    sScriptMgr->OnAuctionAdd(this, auction);
}

bool AuctionHouseObject::RemoveAuction(AuctionEntry* auction, uint32 /*itemEntry*/)
{
    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;
    auction = NULL;

    return wasInMap;
}

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;

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_BY_TIME);
    stmt->setUInt32(0, (uint32)curTime+60);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
        return;

    do
    {
        // from auctionhousehandler.cpp, creates auction pointer & player pointer
        AuctionEntry* auction = GetAuction(result->Fetch()->GetUInt32());

        if (!auction)
            continue;

        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        ///- Either cancel the auction if there was no bidder
        if (auction->bidder == 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);
        }

        uint32 itemEntry = auction->itemEntry;

        ///- In any case clear the auction
        auction->DeleteFromDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
        RemoveAuction(auction, itemEntry);
    }
    while (result->NextRow());
}

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 = 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)
            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)
                if (ItemLocale const* il = sObjectMgr->GetItemLocale(proto->ItemId))
                    ObjectMgr::GetLocaleString(il->Name, loc_idx, 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 ItemRandomProperties.dbc, not ItemRandomSuffix.dbc
                //  even though the DBC names seem misleading
                const ItemRandomPropertiesEntry* itemRandProp = sItemRandomPropertiesStore.LookupEntry(propRefID);

                if (itemRandProp)
                {
                    char* temp = itemRandProp->nameSuffix;

                    // dbc local name
                    if (temp)
                    {
                        // Append the suffix (ie: of the Monkey) to the name using localization
                        // or default enUS if localization is invalid
                        name += ' ';
                        name += temp[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);
        }
        ++totalcount;
    }
}

//this function inserts to WorldPacket auction's data
bool AuctionEntry::BuildAuctionInfo(WorldPacket& data) const
{
    Item* item = 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 < PROP_ENCHANTMENT_SLOT_0; ++i) // PROP_ENCHANTMENT_SLOT_0 = 10
    {
        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(0);                                              // Unknown
    data << uint64(owner);                                          // Auction->owner
    data << uint64(startbid);                                       // Auction->startbid (not sure if useful)
    data << uint64(bid ? GetAuctionOutBid() : 0);
    // Minimal outbid
    data << uint64(buyout);                                         // Auction->buyout
    data << uint32((expire_time - time(NULL)) * IN_MILLISECONDS);   // time left
    data << uint64(bidder);                                         // auction->bidder current
    data << uint64(bid);                                            // current bid
    return true;
}

uint32 AuctionEntry::GetAuctionCut() const
{
    int32 cut = int32(CalculatePct(bid, auctionHouseEntry->cutPercent) * 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(SQLTransaction& trans) const
{
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION);
    stmt->setUInt32(0, Id);
    trans->Append(stmt);
}

void AuctionEntry::SaveToDB(SQLTransaction& trans) const
{
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
    stmt->setUInt32(0, Id);
    stmt->setUInt32(1, auctioneer);
    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);
    trans->Append(stmt);
}

bool AuctionEntry::LoadFromDB(Field* fields)
{
    Id = fields[0].GetUInt32();
    auctioneer = fields[1].GetUInt32();
    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();

    CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(auctioneer);
    if (!auctioneerData)
    {
        TC_LOG_ERROR("misc", "Auction %u has not a existing auctioneer (GUID : %u)", Id, auctioneer);
        return false;
    }

    CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id);
    if (!auctioneerInfo)
    {
        TC_LOG_ERROR("misc", "Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", Id, auctioneer, auctioneerData->id);
        return false;
    }

    factionTemplateId = auctioneerInfo->faction_A;
    auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(factionTemplateId);
    if (!auctionHouseEntry)
    {
        TC_LOG_ERROR("misc", "Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u", Id, auctioneer, auctioneerData->id, factionTemplateId);
        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;
}

void AuctionHouseMgr::DeleteExpiredAuctionsAtStartup()
{
    // Deletes expired auctions. Should be called at server start before loading auctions.

    // DO NOT USE after auctions are already loaded since this deletes from the DB
    //  and assumes the auctions HAVE NOT been loaded into a list or AuctionEntryMap yet

    uint32 oldMSTime = getMSTime();
    uint32 expirecount = 0;
    time_t curTime = sWorld->GetGameTime();

    // Query the DB to see if there are any expired auctions
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_EXPIRED_AUCTIONS);
    stmt->setUInt32(0, (uint32)curTime+60);
    PreparedQueryResult expAuctions = CharacterDatabase.Query(stmt);

    if (!expAuctions)
    {
        TC_LOG_INFO("server.loading", ">> No expired auctions to delete");

        return;
    }

    do
    {
        Field* fields = expAuctions->Fetch();

        AuctionEntry* auction = new AuctionEntry();

        // Can't use LoadFromDB() because it assumes the auction map is loaded
        if (!auction->LoadFromFieldList(fields))
        {
            // For some reason the record in the DB is broken (possibly corrupt
            //  faction info). Delete the object and move on.
            delete auction;
            continue;
        }

        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        if (auction->bidder==0)
        {
            // Cancel the auction, there was no bidder
            sAuctionMgr->SendAuctionExpiredMail(auction, trans);
        }
        else
        {
            // Send the item to the winner and money to seller
            sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
            sAuctionMgr->SendAuctionWonMail(auction, trans);
        }

        // Call the appropriate AuctionHouseObject script
        //  ** Do we need to do this while core is still loading? **
        sScriptMgr->OnAuctionExpire(GetAuctionsMap(auction->factionTemplateId), auction);

        // Delete the auction from the DB
        auction->DeleteFromDB(trans);
        CharacterDatabase.CommitTransaction(trans);

        // Release memory
        delete auction;
        ++expirecount;

    }
    while (expAuctions->NextRow());

    TC_LOG_INFO("server.loading", ">> Deleted %u expired auctions in %u ms", expirecount, GetMSTimeDiffToNow(oldMSTime));


}

bool AuctionEntry::LoadFromFieldList(Field* fields)
{
    // Loads an AuctionEntry item from a field list. Unlike "LoadFromDB()", this one
    //  does not require the AuctionEntryMap to have been loaded with items. It simply
    //  acts as a wrapper to fill out an AuctionEntry struct from a field list

    Id = fields[0].GetUInt32();
    auctioneer = fields[1].GetUInt32();
    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();

    CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(auctioneer);
    if (!auctioneerData)
    {
        TC_LOG_ERROR("misc", "AuctionEntry::LoadFromFieldList() - Auction %u has not a existing auctioneer (GUID : %u)", Id, auctioneer);
        return false;
    }

    CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id);
    if (!auctioneerInfo)
    {
        TC_LOG_ERROR("misc", "AuctionEntry::LoadFromFieldList() - Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", Id, auctioneer, auctioneerData->id);
        return false;
    }

    factionTemplateId = auctioneerInfo->faction_A;
    auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(factionTemplateId);

    if (!auctionHouseEntry)
    {
        TC_LOG_ERROR("misc", "AuctionEntry::LoadFromFieldList() - Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u", Id, auctioneer, auctioneerData->id, factionTemplateId);
        return false;
    }

    return true;
}

std::string AuctionEntry::BuildAuctionMailSubject(MailAuctionAnswers response) const
{
    std::ostringstream strm;
    strm << itemEntry << ":0:" << response << ':' << Id << ':' << itemCount;
    return strm.str();
}

std::string AuctionEntry::BuildAuctionMailBody(uint32 lowGuid, uint32 bid, uint32 buyout, uint32 deposit, uint32 cut)
{
    std::ostringstream strm;
    strm.width(16);
    strm << std::right << std::hex << MAKE_NEW_GUID(lowGuid, 0, HIGHGUID_PLAYER);   // HIGHGUID_PLAYER always present, even for empty guids
    strm << std::dec << ':' << bid << ':' << buyout;
    strm << ':' << deposit << ':' << cut;
    return strm.str();
}