[9362] Make specs work at least for action bars
[getmangos.git] / src / game / AuctionHouseMgr.cpp
blob115dece8eae00d842052f42bbe9c51de2a9957d1
1 /*
2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Database/DatabaseEnv.h"
21 #include "Database/SQLStorage.h"
22 #include "DBCStores.h"
23 #include "ProgressBar.h"
25 #include "AccountMgr.h"
26 #include "AuctionHouseMgr.h"
27 #include "Item.h"
28 #include "Language.h"
29 #include "Log.h"
30 #include "ObjectMgr.h"
31 #include "ObjectDefines.h"
32 #include "Player.h"
33 #include "World.h"
34 #include "WorldPacket.h"
35 #include "WorldSession.h"
37 #include "Policies/SingletonImp.h"
39 INSTANTIATE_SINGLETON_1( AuctionHouseMgr );
41 AuctionHouseMgr::AuctionHouseMgr()
45 AuctionHouseMgr::~AuctionHouseMgr()
47 for(ItemMap::const_iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
48 delete itr->second;
51 AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap( uint32 factionTemplateId )
53 if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
54 return &mNeutralAuctions;
56 // team have linked auction houses
57 FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
58 if(!u_entry)
59 return &mNeutralAuctions;
60 else if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
61 return &mAllianceAuctions;
62 else if(u_entry->ourMask & FACTION_MASK_HORDE)
63 return &mHordeAuctions;
64 else
65 return &mNeutralAuctions;
68 uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
70 uint32 deposit = pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME );
72 return uint32(deposit * entry->depositPercent * 3 * sWorld.getRate(RATE_AUCTION_DEPOSIT) / 100.0f );
75 //does not clear ram
76 void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
78 Item *pItem = GetAItem(auction->item_guidlow);
79 if(!pItem)
80 return;
82 uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
83 Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
85 uint32 bidder_accId = 0;
87 // data for gm.log
88 if( sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
90 uint32 bidder_security = 0;
91 std::string bidder_name;
92 if (bidder)
94 bidder_accId = bidder->GetSession()->GetAccountId();
95 bidder_security = bidder->GetSession()->GetSecurity();
96 bidder_name = bidder->GetName();
98 else
100 bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
101 bidder_security = sAccountMgr.GetSecurity(bidder_accId);
103 if(bidder_security > SEC_PLAYER ) // not do redundant DB requests
105 if(!sObjectMgr.GetPlayerNameByGUID(bidder_guid,bidder_name))
106 bidder_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
110 if( bidder_security > SEC_PLAYER )
112 std::string owner_name;
113 if(!sObjectMgr.GetPlayerNameByGUID(auction->owner,owner_name))
114 owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
116 uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(auction->owner);
118 sLog.outCommand(bidder_accId,"GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: %u. Original owner %s (Account: %u)",
119 bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid);
122 else if(!bidder)
123 bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
125 // receiver exist
126 if(bidder || bidder_accId)
128 std::ostringstream msgAuctionWonSubject;
129 msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;
131 std::ostringstream msgAuctionWonBody;
132 msgAuctionWonBody.width(16);
133 msgAuctionWonBody << std::right << std::hex << auction->owner;
134 msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
135 sLog.outDebug( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() );
137 //prepare mail data... :
138 uint32 itemTextId = sObjectMgr.CreateItemText( msgAuctionWonBody.str() );
140 // set owner to bidder (to prevent delete item with sender char deleting)
141 // owner in `data` will set at mail receive and item extracting
142 CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
143 CharacterDatabase.CommitTransaction();
145 if (bidder)
146 bidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
147 else
148 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
150 // will delete item or place to receiver mail list
151 MailDraft(msgAuctionWonSubject.str(), itemTextId)
152 .AddItem(pItem)
153 .SendMailTo(MailReceiver(bidder,auction->bidder), auction, MAIL_CHECK_MASK_AUCTION);
155 // receiver not exist
156 else
158 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", pItem->GetGUIDLow());
159 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
160 delete pItem;
164 void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
166 uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
167 Player *owner = sObjectMgr.GetPlayer(owner_guid);
169 // owner exist (online or offline)
170 if(owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid))
172 std::ostringstream msgAuctionSalePendingSubject;
173 msgAuctionSalePendingSubject << auction->item_template << ":0:" << AUCTION_SALE_PENDING;
175 std::ostringstream msgAuctionSalePendingBody;
176 uint32 auctionCut = auction->GetAuctionCut();
178 time_t distrTime = time(NULL) + HOUR;
180 msgAuctionSalePendingBody.width(16);
181 msgAuctionSalePendingBody << std::right << std::hex << auction->bidder;
182 msgAuctionSalePendingBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
183 msgAuctionSalePendingBody << ":" << auction->deposit << ":" << auctionCut << ":0:";
184 msgAuctionSalePendingBody << secsToTimeBitFields(distrTime);
186 sLog.outDebug("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str());
188 uint32 itemTextId = sObjectMgr.CreateItemText( msgAuctionSalePendingBody.str() );
190 MailDraft(msgAuctionSalePendingSubject.str(), itemTextId)
191 .SendMailTo(MailReceiver(owner,auction->owner), auction, MAIL_CHECK_MASK_AUCTION);
195 //call this method to send mail to auction owner, when auction is successful, it does not clear ram
196 void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
198 uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
199 Player *owner = sObjectMgr.GetPlayer(owner_guid);
201 uint32 owner_accId = 0;
202 if(!owner)
203 owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
205 // owner exist
206 if(owner || owner_accId)
208 std::ostringstream msgAuctionSuccessfulSubject;
209 msgAuctionSuccessfulSubject << auction->item_template << ":0:" << AUCTION_SUCCESSFUL;
211 std::ostringstream auctionSuccessfulBody;
212 uint32 auctionCut = auction->GetAuctionCut();
214 auctionSuccessfulBody.width(16);
215 auctionSuccessfulBody << std::right << std::hex << auction->bidder;
216 auctionSuccessfulBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
217 auctionSuccessfulBody << ":" << auction->deposit << ":" << auctionCut;
219 sLog.outDebug("AuctionSuccessful body string : %s", auctionSuccessfulBody.str().c_str());
221 uint32 itemTextId = sObjectMgr.CreateItemText( auctionSuccessfulBody.str() );
223 uint32 profit = auction->bid + auction->deposit - auctionCut;
225 if (owner)
227 //FIXME: what do if owner offline
228 owner->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
229 //send auction owner notification, bidder must be current!
230 owner->GetSession()->SendAuctionOwnerNotification( auction );
233 MailDraft(msgAuctionSuccessfulSubject.str(), itemTextId)
234 .AddMoney(profit)
235 .SendMailTo(MailReceiver(owner,auction->owner), auction, MAIL_CHECK_MASK_AUCTION, HOUR);
239 //does not clear ram
240 void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
241 { //return an item in auction to its owner by mail
242 Item *pItem = GetAItem(auction->item_guidlow);
243 if(!pItem)
245 sLog.outError("Auction item (GUID: %u) not found, and lost.",auction->item_guidlow);
246 return;
249 uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
250 Player *owner = sObjectMgr.GetPlayer(owner_guid);
252 uint32 owner_accId = 0;
253 if(!owner)
254 owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
256 // owner exist
257 if(owner || owner_accId)
259 std::ostringstream subject;
260 subject << auction->item_template << ":0:" << AUCTION_EXPIRED;
262 if ( owner )
263 owner->GetSession()->SendAuctionOwnerNotification( auction );
264 else
265 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
267 // will delete item or place to receiver mail list
268 MailDraft(subject.str())
269 .AddItem(pItem)
270 .SendMailTo(MailReceiver(owner,auction->owner), auction);
272 // owner not found
273 else
275 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'",pItem->GetGUIDLow());
276 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
277 delete pItem;
281 void AuctionHouseMgr::LoadAuctionItems()
283 // data needs to be at first place for Item::LoadFromDB
284 QueryResult *result = CharacterDatabase.Query( "SELECT data,itemguid,item_template FROM auctionhouse JOIN item_instance ON itemguid = guid" );
286 if( !result )
288 barGoLink bar(1);
289 bar.step();
290 sLog.outString();
291 sLog.outString(">> Loaded 0 auction items");
292 return;
295 barGoLink bar( result->GetRowCount() );
297 uint32 count = 0;
299 Field *fields;
302 bar.step();
304 fields = result->Fetch();
305 uint32 item_guid = fields[1].GetUInt32();
306 uint32 item_template = fields[2].GetUInt32();
308 ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template);
310 if(!proto)
312 sLog.outError( "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
313 continue;
316 Item *item = NewItemOrBag(proto);
318 if(!item->LoadFromDB(item_guid,0, result))
320 delete item;
321 continue;
323 AddAItem(item);
325 ++count;
327 while( result->NextRow() );
328 delete result;
330 sLog.outString();
331 sLog.outString( ">> Loaded %u auction items", count );
334 void AuctionHouseMgr::LoadAuctions()
336 QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auctionhouse");
337 if( !result )
339 barGoLink bar(1);
340 bar.step();
341 sLog.outString();
342 sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
343 return;
346 Field *fields = result->Fetch();
347 uint32 AuctionCount=fields[0].GetUInt32();
348 delete result;
350 if(!AuctionCount)
352 barGoLink bar(1);
353 bar.step();
354 sLog.outString();
355 sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
356 return;
359 result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse" );
360 if( !result )
362 barGoLink bar(1);
363 bar.step();
364 sLog.outString();
365 sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
366 return;
369 barGoLink bar( AuctionCount );
371 AuctionEntry *aItem;
375 fields = result->Fetch();
377 bar.step();
379 aItem = new AuctionEntry;
380 aItem->Id = fields[0].GetUInt32();
381 aItem->auctioneer = fields[1].GetUInt32();
382 aItem->item_guidlow = fields[2].GetUInt32();
383 aItem->item_template = fields[3].GetUInt32();
384 aItem->owner = fields[4].GetUInt32();
385 aItem->buyout = fields[5].GetUInt32();
386 aItem->expire_time = fields[6].GetUInt32();
387 aItem->bidder = fields[7].GetUInt32();
388 aItem->bid = fields[8].GetUInt32();
389 aItem->startbid = fields[9].GetUInt32();
390 aItem->deposit = fields[10].GetUInt32();
392 CreatureData const* auctioneerData = sObjectMgr.GetCreatureData(aItem->auctioneer);
393 if(!auctioneerData)
395 aItem->DeleteFromDB();
396 sLog.outError("Auction %u has not a existing auctioneer (GUID : %u)", aItem->Id, aItem->auctioneer);
397 delete aItem;
398 continue;
401 CreatureInfo const* auctioneerInfo = ObjectMgr::GetCreatureTemplate(auctioneerData->id);
402 if(!auctioneerInfo)
404 aItem->DeleteFromDB();
405 sLog.outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", aItem->Id, aItem->auctioneer,auctioneerData->id);
406 delete aItem;
407 continue;
410 aItem->auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(auctioneerInfo->faction_A);
411 if(!aItem->auctionHouseEntry)
413 aItem->DeleteFromDB();
414 sLog.outError("Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u",
415 aItem->Id, aItem->auctioneer,auctioneerData->id,auctioneerInfo->faction_A);
416 delete aItem;
417 continue;
420 // check if sold item exists for guid
421 // and item_template in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
422 if ( !GetAItem( aItem->item_guidlow ) )
424 aItem->DeleteFromDB();
425 sLog.outError("Auction %u has not a existing item : %u", aItem->Id, aItem->item_guidlow);
426 delete aItem;
427 continue;
430 GetAuctionsMap( auctioneerInfo->faction_A )->AddAuction(aItem);
432 } while (result->NextRow());
433 delete result;
435 sLog.outString();
436 sLog.outString( ">> Loaded %u auctions", AuctionCount );
439 void AuctionHouseMgr::AddAItem( Item* it )
441 ASSERT( it );
442 ASSERT( mAitems.find(it->GetGUIDLow()) == mAitems.end());
443 mAitems[it->GetGUIDLow()] = it;
446 bool AuctionHouseMgr::RemoveAItem( uint32 id )
448 ItemMap::iterator i = mAitems.find(id);
449 if (i == mAitems.end())
451 return false;
453 mAitems.erase(i);
454 return true;
457 void AuctionHouseMgr::Update()
459 mHordeAuctions.Update();
460 mAllianceAuctions.Update();
461 mNeutralAuctions.Update();
464 AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId)
466 uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents)
468 if(!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
470 //FIXME: found way for proper auctionhouse selection by another way
471 // AuctionHo use.dbc have faction field with _player_ factions associated with auction house races.
472 // but no easy way convert creature faction to player race faction for specific city
473 switch(factionTemplateId)
475 case 12: houseid = 1; break; // human
476 case 29: houseid = 6; break; // orc, and generic for horde
477 case 55: houseid = 2; break; // dwarf, and generic for alliance
478 case 68: houseid = 4; break; // undead
479 case 80: houseid = 3; break; // n-elf
480 case 104: houseid = 5; break; // trolls
481 case 120: houseid = 7; break; // booty bay, neutral
482 case 474: houseid = 7; break; // gadgetzan, neutral
483 case 855: houseid = 7; break; // everlook, neutral
484 case 1604: houseid = 6; break; // b-elfs,
485 default: // for unknown case
487 FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
488 if(!u_entry)
489 houseid = 7; // goblin auction house
490 else if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
491 houseid = 1; // human auction house
492 else if(u_entry->ourMask & FACTION_MASK_HORDE)
493 houseid = 6; // orc auction house
494 else
495 houseid = 7; // goblin auction house
496 break;
501 return sAuctionHouseStore.LookupEntry(houseid);
504 void AuctionHouseObject::Update()
506 time_t curTime = sWorld.GetGameTime();
507 ///- Handle expired auctions
508 AuctionEntryMap::iterator next;
509 for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end();itr = next)
511 next = itr;
512 ++next;
513 if (curTime > (itr->second->expire_time))
515 ///- Either cancel the auction if there was no bidder
516 if (itr->second->bidder == 0)
518 sAuctionMgr.SendAuctionExpiredMail( itr->second );
520 ///- Or perform the transaction
521 else
523 //we should send an "item sold" message if the seller is online
524 //we send the item to the winner
525 //we send the money to the seller
526 sAuctionMgr.SendAuctionSuccessfulMail( itr->second );
527 sAuctionMgr.SendAuctionWonMail( itr->second );
530 ///- In any case clear the auction
531 itr->second->DeleteFromDB();
532 sAuctionMgr.RemoveAItem(itr->second->item_guidlow);
533 delete itr->second;
534 RemoveAuction(itr->first);
539 void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
541 for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
543 AuctionEntry *Aentry = itr->second;
544 if( Aentry && Aentry->bidder == player->GetGUIDLow() )
546 if (itr->second->BuildAuctionInfo(data))
547 ++count;
548 ++totalcount;
553 void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
555 for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
557 AuctionEntry *Aentry = itr->second;
558 if( Aentry && Aentry->owner == player->GetGUIDLow() )
560 if(Aentry->BuildAuctionInfo(data))
561 ++count;
562 ++totalcount;
567 void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
568 std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
569 uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
570 uint32& count, uint32& totalcount)
572 int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
574 for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
576 AuctionEntry *Aentry = itr->second;
577 Item *item = sAuctionMgr.GetAItem(Aentry->item_guidlow);
578 if (!item)
579 continue;
581 ItemPrototype const *proto = item->GetProto();
583 if (itemClass != 0xffffffff && proto->Class != itemClass)
584 continue;
586 if (itemSubClass != 0xffffffff && proto->SubClass != itemSubClass)
587 continue;
589 if (inventoryType != 0xffffffff && proto->InventoryType != inventoryType)
590 continue;
592 if (quality != 0xffffffff && proto->Quality != quality)
593 continue;
595 if (levelmin != 0x00 && (proto->RequiredLevel < levelmin || (levelmax != 0x00 && proto->RequiredLevel > levelmax)))
596 continue;
598 if (usable != 0x00 && player->CanUseItem( item ) != EQUIP_ERR_OK)
599 continue;
601 std::string name = proto->Name1;
602 if(name.empty())
603 continue;
605 // local name
606 if ( loc_idx >= 0 )
608 ItemLocale const *il = sObjectMgr.GetItemLocale(proto->ItemId);
609 if (il)
611 if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
612 name = il->Name[loc_idx];
616 if (!wsearchedname.empty() && !Utf8FitTo(name, wsearchedname) )
617 continue;
619 if (count < 50 && totalcount >= listfrom)
621 ++count;
622 Aentry->BuildAuctionInfo(data);
624 ++totalcount;
628 //this function inserts to WorldPacket auction's data
629 bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
631 Item *pItem = sAuctionMgr.GetAItem(item_guidlow);
632 if (!pItem)
634 sLog.outError("auction to item, that doesn't exist !!!!");
635 return false;
637 data << uint32(Id);
638 data << uint32(pItem->GetEntry());
640 for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
642 data << uint32(pItem->GetEnchantmentId(EnchantmentSlot(i)));
643 data << uint32(pItem->GetEnchantmentDuration(EnchantmentSlot(i)));
644 data << uint32(pItem->GetEnchantmentCharges(EnchantmentSlot(i)));
647 data << uint32(pItem->GetItemRandomPropertyId()); //random item property id
648 data << uint32(pItem->GetItemSuffixFactor()); //SuffixFactor
649 data << uint32(pItem->GetCount()); //item->count
650 data << uint32(pItem->GetSpellCharges()); //item->charge FFFFFFF
651 data << uint32(0); //Unknown
652 data << uint64(owner); //Auction->owner
653 data << uint32(startbid); //Auction->startbid (not sure if useful)
654 data << uint32(bid ? GetAuctionOutBid() : 0);
655 //minimal outbid
656 data << uint32(buyout); //auction->buyout
657 data << uint32((expire_time-time(NULL))*IN_MILISECONDS);//time left
658 data << uint64(bidder) ; //auction->bidder current
659 data << uint32(bid); //current bid
660 return true;
663 uint32 AuctionEntry::GetAuctionCut() const
665 return uint32(auctionHouseEntry->cutPercent * bid * sWorld.getRate(RATE_AUCTION_CUT) / 100.0f);
668 /// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
669 uint32 AuctionEntry::GetAuctionOutBid() const
671 uint32 outbid = (bid / 100) * 5;
672 if (!outbid)
673 outbid = 1;
674 return outbid;
677 void AuctionEntry::DeleteFromDB() const
679 //No SQL injection (Id is integer)
680 CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",Id);
683 void AuctionEntry::SaveToDB() const
685 //No SQL injection (no strings)
686 CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit) "
687 "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u')",
688 Id, auctioneer, item_guidlow, item_template, owner, buyout, (uint64)expire_time, bidder, bid, startbid, deposit);