/* * This file is part of the AzerothCore 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 "AuctionHouseSearcher.h" #include "Common.h" #include "DBCStores.h" #include "DatabaseEnv.h" #include "GameTime.h" #include "Item.h" #include "Logging/Log.h" #include "ObjectMgr.h" #include "Player.h" #include "ScriptMgr.h" #include "UpdateTime.h" #include "World.h" #include "WorldPacket.h" #include constexpr auto AH_MINIMUM_DEPOSIT = 100; AuctionHouseMgr::AuctionHouseMgr() : _auctionHouseSearcher(new AuctionHouseSearcher()) { _updateIntervalTimer.SetInterval(MINUTE * IN_MILLISECONDS); _updateIntervalTimer.SetCurrent(MINUTE * IN_MILLISECONDS); } AuctionHouseMgr::~AuctionHouseMgr() { for (ItemMap::iterator itr = _mAitems.begin(); itr != _mAitems.end(); ++itr) delete itr->second; delete _auctionHouseSearcher; } AuctionHouseMgr* AuctionHouseMgr::instance() { static AuctionHouseMgr instance; return &instance; } AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId) { if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return &_neutralAuctions; // team have linked auction houses FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId); if (!u_entry) return &_neutralAuctions; else if (u_entry->ourMask & FACTION_MASK_ALLIANCE) return &_allianceAuctions; else if (u_entry->ourMask & FACTION_MASK_HORDE) return &_hordeAuctions; return &_neutralAuctions; } AuctionHouseObject* AuctionHouseMgr::GetAuctionsMapByHouseId(AuctionHouseId auctionHouseId) { if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) return &_neutralAuctions; switch (auctionHouseId) { case AuctionHouseId::Alliance: return &_allianceAuctions; case AuctionHouseId::Horde: return &_hordeAuctions; case AuctionHouseId::Neutral: default: break; } return &_neutralAuctions; } 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->depositPercent), 3); uint32 timeHr = (((time / 60) / 60) / 12); uint32 deposit = uint32(((multiplier * MSV * count / 3) * timeHr * 3) * sWorld->getRate(RATE_AUCTION_DEPOSIT)); LOG_DEBUG("auctionHouse", "MSV: {}", MSV); LOG_DEBUG("auctionHouse", "Items: {}", count); LOG_DEBUG("auctionHouse", "Multiplier: {}", multiplier); LOG_DEBUG("auctionHouse", "Deposit: {}", deposit); 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, bool sendNotification, bool updateAchievementCriteria, bool sendMail) { Item* pItem = GetAItem(auction->item_guid); if (!pItem) return; uint32 bidder_accId = 0; Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder); if (bidder) bidder_accId = bidder->GetSession()->GetAccountId(); else bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->bidder); // receiver exist if (bidder || bidder_accId) { sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionWonMail(this, auction, bidder, bidder_accId, sendNotification, updateAchievementCriteria, sendMail); // 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->SetData(0, auction->bidder.GetCounter()); stmt->SetData(1, pItem->GetGUID().GetCounter()); trans->Append(stmt); if (bidder) { if (sendNotification) // can be changed in the hook bidder->GetSession()->SendAuctionBidderNotification((uint32)auction->GetHouseId(), auction->Id, auction->bidder, 0, 0, auction->item_template); if (updateAchievementCriteria) // can be changed in the hook bidder->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1); } else if (updateAchievementCriteria) sAchievementMgr->UpdateAchievementCriteriaForOfflinePlayer(auction->bidder.GetCounter(), ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS, 1); if (sendMail) // can be changed in the hook { MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout)) .AddItem(pItem) .SendMailTo(trans, MailReceiver(bidder, auction->bidder.GetCounter()), auction, MAIL_CHECK_MASK_COPIED); } } else RemoveAItem(auction->item_guid, true, &trans); } void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail) { Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner); uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->owner); // owner exist (online or offline) if (owner || owner_accId) { sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionSalePendingMail(this, auction, owner, owner_accId, sendMail); uint32 deliveryDelay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY); ByteBuffer timePacker; timePacker.AppendPackedTime(GameTime::GetGameTime().count() + time_t(deliveryDelay)); if (sendMail) // can be changed in the hook MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut(), deliveryDelay, timePacker.read())) .SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), 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, bool sendNotification, bool updateAchievementCriteria, bool sendMail) { Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner); uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->owner); // owner exist if (owner || owner_accId) { uint32 profit = auction->bid + auction->deposit - auction->GetAuctionCut(); sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionSuccessfulMail(this, auction, owner, owner_accId, profit, sendNotification, updateAchievementCriteria, sendMail); if (owner) { if (updateAchievementCriteria) // can be changed in the hook { owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit); owner->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid); } if (sendNotification) // can be changed in the hook owner->GetSession()->SendAuctionOwnerNotification(auction); } else if (updateAchievementCriteria) { sAchievementMgr->UpdateAchievementCriteriaForOfflinePlayer(auction->owner.GetCounter(), ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit); sAchievementMgr->UpdateAchievementCriteriaForOfflinePlayer(auction->owner.GetCounter(), ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid); } if (sendMail) // can be changed in the hook 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.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY)); if (auction->bid >= 500 * GOLD) if (CharacterCacheEntry const* gpd = sCharacterCache->GetCharacterCacheByGuid(auction->bidder)) { Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder); std::string owner_name = ""; uint8 owner_level = 0; if (CharacterCacheEntry const* gpd_owner = sCharacterCache->GetCharacterCacheByGuid(auction->owner)) { owner_name = gpd_owner->Name; owner_level = gpd_owner->Level; } CharacterDatabase.Execute("INSERT INTO log_money VALUES({}, {}, \"{}\", \"{}\", {}, \"{}\", {}, \"profit: {}g, bidder: {} {} lvl (guid: {}), seller: {} {} lvl (guid: {}), item {} ({})\", NOW(), {})", gpd->AccountId, auction->bidder.GetCounter(), gpd->Name, bidder ? bidder->GetSession()->GetRemoteAddress() : "", owner_accId, owner_name, auction->bid, (profit / GOLD), gpd->Name, gpd->Level, auction->bidder.GetCounter(), owner_name, owner_level, auction->owner.GetCounter(), auction->item_template, auction->itemCount, 2); } } } //does not clear ram void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail) { //return an item in auction to its owner by mail Item* pItem = GetAItem(auction->item_guid); if (!pItem) return; Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner); uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->owner); // owner exist if (owner || owner_accId) { sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionExpiredMail(this, auction, owner, owner_accId, sendNotification, sendMail); if (owner && sendNotification) // can be changed in the hook owner->GetSession()->SendAuctionOwnerNotification(auction); if (sendMail) // can be changed in the hook { MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(ObjectGuid::Empty, 0, auction->buyout, auction->deposit)) .AddItem(pItem) .SendMailTo(trans, MailReceiver(owner, auction->owner.GetCounter()), auction, MAIL_CHECK_MASK_COPIED, 0); } } else RemoveAItem(auction->item_guid, true, &trans); } //this function sends mail to old bidder void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail) { Player* oldBidder = ObjectAccessor::FindConnectedPlayer(auction->bidder); uint32 oldBidder_accId = 0; if (!oldBidder) oldBidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->bidder); // old bidder exist if (oldBidder || oldBidder_accId) { sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionOutbiddedMail(this, auction, oldBidder, oldBidder_accId, newBidder, newPrice, sendNotification, sendMail); if (oldBidder && newBidder && sendNotification) // can be changed in the hook oldBidder->GetSession()->SendAuctionBidderNotification((uint32)auction->GetHouseId(), auction->Id, newBidder->GetGUID(), newPrice, AuctionEntry::CalculateAuctionOutBid(auction->bid), auction->item_template); if (sendMail) // can be changed in the hook 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.GetCounter()), auction, MAIL_CHECK_MASK_COPIED); } } //this function sends mail, when auction is cancelled to old bidder void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail) { Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder); uint32 bidder_accId = 0; if (!bidder) { bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(auction->bidder); } // bidder exist if (bidder || bidder_accId) { sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionCancelledToBidderMail(this, auction, bidder, bidder_accId, sendMail); if (sendMail) // can be changed in the hook MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit)) .AddMoney(auction->bid) .SendMailTo(trans, MailReceiver(bidder, auction->bidder.GetCounter()), 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) { LOG_WARN("server.loading", ">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!"); LOG_INFO("server.loading", " "); return; } uint32 count = 0; do { Field* fields = result->Fetch(); ObjectGuid::LowType item_guid = fields[11].Get(); uint32 item_template = fields[12].Get(); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item_template); if (!proto) { LOG_ERROR("auctionHouse", "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: {} id: #{}) in auction, skipped.", item_guid, item_template); continue; } Item* item = NewItemOrBag(proto); if (!item->LoadFromDB(item_guid, ObjectGuid::Empty, fields, item_template)) { delete item; continue; } AddAItem(item); ++count; } while (result->NextRow()); LOG_INFO("server.loading", ">> Loaded {} auction items in {} ms", count, GetMSTimeDiffToNow(oldMSTime)); LOG_INFO("server.loading", " "); } void AuctionHouseMgr::LoadAuctions() { uint32 oldMSTime = getMSTime(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) { LOG_WARN("server.loading", ">> Loaded 0 auctions. DB table `auctionhouse` is empty."); LOG_INFO("server.loading", " "); return; } uint32 count = 0; CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); do { Field* fields = result->Fetch(); AuctionEntry* aItem = new AuctionEntry(); if (!aItem->LoadFromDB(fields)) { aItem->DeleteFromDB(trans); delete aItem; continue; } GetAuctionsMapByHouseId(AuctionHouseId(aItem->houseId))->AddAuction(aItem); count++; } while (result->NextRow()); CharacterDatabase.CommitTransaction(trans); LOG_INFO("server.loading", ">> Loaded {} auctions in {} ms", count, GetMSTimeDiffToNow(oldMSTime)); LOG_INFO("server.loading", " "); } void AuctionHouseMgr::AddAItem(Item* it) { ASSERT(it); ASSERT(_mAitems.find(it->GetGUID()) == _mAitems.end()); _mAitems[it->GetGUID()] = it; } bool AuctionHouseMgr::RemoveAItem(ObjectGuid itemGuid, bool deleteFromDB, CharacterDatabaseTransaction* trans /*= nullptr*/) { ItemMap::iterator i = _mAitems.find(itemGuid); if (i == _mAitems.end()) return false; if (deleteFromDB) { ASSERT(trans); i->second->FSetState(ITEM_REMOVED); i->second->SaveToDB(*trans); } _mAitems.erase(i); return true; } void AuctionHouseMgr::Update(uint32 const diff) { _updateIntervalTimer.Update(diff); if (_updateIntervalTimer.Passed()) { sScriptMgr->OnBeforeAuctionHouseMgrUpdate(); _hordeAuctions.Update(); _allianceAuctions.Update(); _neutralAuctions.Update(); _updateIntervalTimer.Reset(); } _auctionHouseSearcher->Update(); } AuctionHouseFaction AuctionHouseMgr::GetAuctionHouseFactionFromHouseId(AuctionHouseId ahHouseId) { switch (ahHouseId) { case AuctionHouseId::Alliance: return AuctionHouseFaction::Alliance; case AuctionHouseId::Horde: return AuctionHouseFaction::Horde; case AuctionHouseId::Neutral: return AuctionHouseFaction::Neutral; } return AuctionHouseFaction::Neutral; } AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntryFromFactionTemplate(uint32 factionTemplateId) { AuctionHouseId houseid; FactionTemplateEntry const* uEntry = sFactionTemplateStore.LookupEntry(factionTemplateId); if (!uEntry || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) houseid = AuctionHouseId::Neutral; else if (uEntry->ourMask & FACTION_MASK_ALLIANCE) houseid = AuctionHouseId::Alliance; else if (uEntry->ourMask & FACTION_MASK_HORDE) houseid = AuctionHouseId::Horde; else houseid = AuctionHouseId::Neutral; return sAuctionHouseStore.LookupEntry((uint32)houseid); } AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntryFromHouse(AuctionHouseId ahHouseId) { return (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) ? sAuctionHouseStore.LookupEntry((uint32)AuctionHouseId::Neutral) : sAuctionHouseStore.LookupEntry((uint32)ahHouseId); } void AuctionHouseObject::AddAuction(AuctionEntry* auction) { ASSERT(auction); _auctionsMap[auction->Id] = auction; sAuctionMgr->GetAuctionHouseSearcher()->AddAuction(auction); sScriptMgr->OnAuctionAdd(this, auction); } bool AuctionHouseObject::RemoveAuction(AuctionEntry* auction) { bool wasInMap = _auctionsMap.erase(auction->Id); sAuctionMgr->GetAuctionHouseSearcher()->RemoveAuction(auction); sScriptMgr->OnAuctionRemove(this, auction); // we need to delete the entry, it is not referenced any more delete auction; auction = nullptr; return wasInMap; } void AuctionHouseObject::Update() { time_t checkTime = GameTime::GetGameTime().count() + 60; ///- Handle expired auctions // If storage is empty, no need to update. next == nullptr in this case. if (_auctionsMap.empty()) return; CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); for (AuctionEntryMap::iterator itr, iter = _auctionsMap.begin(); iter != _auctionsMap.end(); ) { itr = iter++; AuctionEntry* auction = (*itr).second; if (auction->expire_time > checkTime) continue; ///- Either cancel the auction if there was no bidder if (!auction->bidder) { 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->item_guid); RemoveAuction(auction); } CharacterDatabase.CommitTransaction(trans); } AuctionHouseFaction AuctionEntry::GetFactionId() const { return AuctionHouseMgr::GetAuctionHouseFactionFromHouseId(houseId); } uint32 AuctionEntry::GetAuctionCut() const { int32 cut = int32(CalculatePct(bid, auctionHouseEntry->cutPercent) * sWorld->getRate(RATE_AUCTION_CUT)); return std::max(cut, 0); } uint32 AuctionEntry::GetAuctionOutBid() const { return CalculateAuctionOutBid(bid); } /// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c uint32 AuctionEntry::CalculateAuctionOutBid(uint32 bid) { uint32 outbid = CalculatePct(bid, 5); return outbid ? outbid : 1; } void AuctionEntry::DeleteFromDB(CharacterDatabaseTransaction trans) const { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION); stmt->SetData(0, Id); trans->Append(stmt); } void AuctionEntry::SaveToDB(CharacterDatabaseTransaction trans) const { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION); stmt->SetData(0, Id); stmt->SetData(1, houseId); stmt->SetData(2, item_guid.GetCounter()); stmt->SetData(3, owner.GetCounter()); stmt->SetData (4, buyout); stmt->SetData(5, uint32(expire_time)); stmt->SetData(6, bidder.GetCounter()); stmt->SetData (7, bid); stmt->SetData (8, startbid); stmt->SetData (9, deposit); trans->Append(stmt); } bool AuctionEntry::LoadFromDB(Field* fields) { Id = fields[0].Get(); houseId = AuctionHouseId(fields[1].Get()); item_guid = ObjectGuid::Create(fields[2].Get()); item_template = fields[3].Get(); itemCount = fields[4].Get(); owner = ObjectGuid::Create(fields[5].Get()); buyout = fields[6].Get(); expire_time = fields[7].Get(); bidder = ObjectGuid::Create(fields[8].Get()); bid = fields[9].Get(); startbid = fields[10].Get(); deposit = fields[11].Get(); auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntryFromHouse(houseId); if (!auctionHouseEntry) { LOG_ERROR("auctionHouse", "Auction {} has invalid house id {}", Id, houseId); return false; } // check if sold item exists for guid // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems) if (!sAuctionMgr->GetAItem(item_guid)) { LOG_ERROR("auctionHouse", "Auction {} has not a existing item : {}", Id, item_guid.ToString()); return false; } return true; } std::string AuctionEntry::BuildAuctionMailSubject(MailAuctionAnswers response) const { std::ostringstream strm; strm << item_template << ":0:" << response << ':' << Id << ':' << itemCount; return strm.str(); } std::string AuctionEntry::BuildAuctionMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit /*= 0*/, uint32 cut /*= 0*/, uint32 moneyDelay /*= 0*/, uint32 eta /*= 0*/) { std::ostringstream strm; strm.width(16); strm << std::right << std::hex << guid.GetRawValue(); strm << std::dec << ':' << bid << ':' << buyout; strm << ':' << deposit << ':' << cut; strm << ':' << moneyDelay << ':' << eta; return strm.str(); }