/*
* 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();
}