[7297] Fixed profession spells sorting in trainer spell list at client.
[getmangos.git] / src / game / AuctionHouseMgr.cpp
bloba4f02c75a023cc96d08daa486d591ac4b2626437
1 /*
2 * Copyright (C) 2005-2009 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/DBCStores.h"
22 #include "Database/SQLStorage.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 "Player.h"
32 #include "World.h"
33 #include "WorldPacket.h"
34 #include "WorldSession.h"
36 #include "Policies/SingletonImp.h"
38 INSTANTIATE_SINGLETON_1( AuctionHouseMgr );
40 AuctionHouseMgr::AuctionHouseMgr()
44 AuctionHouseMgr::~AuctionHouseMgr()
46 for(ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
47 delete itr->second;
50 AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap( uint32 factionTemplateId )
52 // team have linked auction houses
53 FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
54 if(!u_entry)
55 return &mNeutralAuctions;
56 else if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
57 return &mAllianceAuctions;
58 else if(u_entry->ourMask & FACTION_MASK_HORDE)
59 return &mHordeAuctions;
60 else
61 return &mNeutralAuctions;
64 uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
66 uint32 deposit = pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME );
68 return uint32(deposit * entry->depositPercent * 3 * sWorld.getRate(RATE_AUCTION_DEPOSIT) / 100.0f );
71 //does not clear ram
72 void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
74 Item *pItem = GetAItem(auction->item_guidlow);
75 if(!pItem)
76 return;
78 uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
79 Player *bidder = objmgr.GetPlayer(bidder_guid);
81 uint32 bidder_accId = 0;
83 // data for gm.log
84 if( sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
86 uint32 bidder_security = 0;
87 std::string bidder_name;
88 if (bidder)
90 bidder_accId = bidder->GetSession()->GetAccountId();
91 bidder_security = bidder->GetSession()->GetSecurity();
92 bidder_name = bidder->GetName();
94 else
96 bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
97 bidder_security = accmgr.GetSecurity(bidder_accId);
99 if(bidder_security > SEC_PLAYER ) // not do redundant DB requests
101 if(!objmgr.GetPlayerNameByGUID(bidder_guid,bidder_name))
102 bidder_name = objmgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
106 if( bidder_security > SEC_PLAYER )
108 std::string owner_name;
109 if(!objmgr.GetPlayerNameByGUID(auction->owner,owner_name))
110 owner_name = objmgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
112 uint32 owner_accid = objmgr.GetPlayerAccountIdByGUID(auction->owner);
114 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)",
115 bidder_name.c_str(),bidder_accId,pItem->GetProto()->Name1,pItem->GetEntry(),pItem->GetCount(),auction->bid,owner_name.c_str(),owner_accid);
118 else if(!bidder)
119 bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
121 // receiver exist
122 if(bidder || bidder_accId)
124 std::ostringstream msgAuctionWonSubject;
125 msgAuctionWonSubject << auction->item_template << ":0:" << AUCTION_WON;
127 std::ostringstream msgAuctionWonBody;
128 msgAuctionWonBody.width(16);
129 msgAuctionWonBody << std::right << std::hex << auction->owner;
130 msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
131 sLog.outDebug( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() );
133 //prepare mail data... :
134 uint32 itemTextId = objmgr.CreateItemText( msgAuctionWonBody.str() );
136 // set owner to bidder (to prevent delete item with sender char deleting)
137 // owner in `data` will set at mail receive and item extracting
138 CharacterDatabase.PExecute("UPDATE item_instance SET owner_guid = '%u' WHERE guid='%u'",auction->bidder,pItem->GetGUIDLow());
139 CharacterDatabase.CommitTransaction();
141 MailItemsInfo mi;
142 mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
144 if (bidder)
145 bidder->GetSession()->SendAuctionBidderNotification( auction->GetHouseId(), auction->Id, bidder_guid, 0, 0, auction->item_template);
146 else
147 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
149 // will delete item or place to receiver mail list
150 WorldSession::SendMailTo(bidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->bidder, msgAuctionWonSubject.str(), itemTextId, &mi, 0, 0, MAIL_CHECK_MASK_AUCTION);
152 // receiver not exist
153 else
155 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'", pItem->GetGUIDLow());
156 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
157 delete pItem;
161 void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
163 uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
164 Player *owner = objmgr.GetPlayer(owner_guid);
166 // owner exist (online or offline)
167 if(owner || objmgr.GetPlayerAccountIdByGUID(owner_guid))
169 std::ostringstream msgAuctionSalePendingSubject;
170 msgAuctionSalePendingSubject << auction->item_template << ":0:" << AUCTION_SALE_PENDING;
172 std::ostringstream msgAuctionSalePendingBody;
173 uint32 auctionCut = auction->GetAuctionCut();
175 time_t distrTime = time(NULL) + HOUR;
177 msgAuctionSalePendingBody.width(16);
178 msgAuctionSalePendingBody << std::right << std::hex << auction->bidder;
179 msgAuctionSalePendingBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
180 msgAuctionSalePendingBody << ":" << auction->deposit << ":" << auctionCut << ":0:";
181 msgAuctionSalePendingBody << secsToTimeBitFields(distrTime);
183 sLog.outDebug("AuctionSalePending body string : %s", msgAuctionSalePendingBody.str().c_str());
185 uint32 itemTextId = objmgr.CreateItemText( msgAuctionSalePendingBody.str() );
187 WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->owner, msgAuctionSalePendingSubject.str(), itemTextId, NULL, 0, 0, MAIL_CHECK_MASK_AUCTION);
191 //call this method to send mail to auction owner, when auction is successful, it does not clear ram
192 void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
194 uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
195 Player *owner = objmgr.GetPlayer(owner_guid);
197 uint32 owner_accId = 0;
198 if(!owner)
199 owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
201 // owner exist
202 if(owner || owner_accId)
204 std::ostringstream msgAuctionSuccessfulSubject;
205 msgAuctionSuccessfulSubject << auction->item_template << ":0:" << AUCTION_SUCCESSFUL;
207 std::ostringstream auctionSuccessfulBody;
208 uint32 auctionCut = auction->GetAuctionCut();
210 auctionSuccessfulBody.width(16);
211 auctionSuccessfulBody << std::right << std::hex << auction->bidder;
212 auctionSuccessfulBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
213 auctionSuccessfulBody << ":" << auction->deposit << ":" << auctionCut;
215 sLog.outDebug("AuctionSuccessful body string : %s", auctionSuccessfulBody.str().c_str());
217 uint32 itemTextId = objmgr.CreateItemText( auctionSuccessfulBody.str() );
219 uint32 profit = auction->bid + auction->deposit - auctionCut;
221 if (owner)
223 //send auction owner notification, bidder must be current!
224 owner->GetSession()->SendAuctionOwnerNotification( auction );
227 WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), auction->owner, msgAuctionSuccessfulSubject.str(), itemTextId, NULL, profit, 0, MAIL_CHECK_MASK_AUCTION, HOUR);
231 //does not clear ram
232 void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
233 { //return an item in auction to its owner by mail
234 Item *pItem = GetAItem(auction->item_guidlow);
235 if(!pItem)
237 sLog.outError("Auction item (GUID: %u) not found, and lost.",auction->item_guidlow);
238 return;
241 uint64 owner_guid = MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER);
242 Player *owner = objmgr.GetPlayer(owner_guid);
244 uint32 owner_accId = 0;
245 if(!owner)
246 owner_accId = objmgr.GetPlayerAccountIdByGUID(owner_guid);
248 // owner exist
249 if(owner || owner_accId)
251 std::ostringstream subject;
252 subject << auction->item_template << ":0:" << AUCTION_EXPIRED;
254 if ( owner )
255 owner->GetSession()->SendAuctionOwnerNotification( auction );
256 else
257 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
259 MailItemsInfo mi;
260 mi.AddItem(auction->item_guidlow, auction->item_template, pItem);
262 // will delete item or place to receiver mail list
263 WorldSession::SendMailTo(owner, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->GetHouseId(), GUID_LOPART(owner_guid), subject.str(), 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
265 // owner not found
266 else
268 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid='%u'",pItem->GetGUIDLow());
269 RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
270 delete pItem;
274 void AuctionHouseMgr::LoadAuctionItems()
276 // data needs to be at first place for Item::LoadFromDB
277 QueryResult *result = CharacterDatabase.Query( "SELECT data,itemguid,item_template FROM auctionhouse JOIN item_instance ON itemguid = guid" );
279 if( !result )
281 barGoLink bar(1);
282 bar.step();
283 sLog.outString("");
284 sLog.outString(">> Loaded 0 auction items");
285 return;
288 barGoLink bar( result->GetRowCount() );
290 uint32 count = 0;
292 Field *fields;
295 bar.step();
297 fields = result->Fetch();
298 uint32 item_guid = fields[1].GetUInt32();
299 uint32 item_template = fields[2].GetUInt32();
301 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
303 if(!proto)
305 sLog.outError( "ObjectMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
306 continue;
309 Item *item = NewItemOrBag(proto);
311 if(!item->LoadFromDB(item_guid,0, result))
313 delete item;
314 continue;
316 AddAItem(item);
318 ++count;
320 while( result->NextRow() );
321 delete result;
323 sLog.outString();
324 sLog.outString( ">> Loaded %u auction items", count );
327 void AuctionHouseMgr::LoadAuctions()
329 QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auctionhouse");
330 if( !result )
332 barGoLink bar(1);
333 bar.step();
334 sLog.outString("");
335 sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
336 return;
339 Field *fields = result->Fetch();
340 uint32 AuctionCount=fields[0].GetUInt32();
341 delete result;
343 if(!AuctionCount)
345 barGoLink bar(1);
346 bar.step();
347 sLog.outString("");
348 sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
349 return;
352 result = CharacterDatabase.Query( "SELECT id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit FROM auctionhouse" );
353 if( !result )
355 barGoLink bar(1);
356 bar.step();
357 sLog.outString("");
358 sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
359 return;
362 barGoLink bar( AuctionCount );
364 AuctionEntry *aItem;
368 fields = result->Fetch();
370 bar.step();
372 aItem = new AuctionEntry;
373 aItem->Id = fields[0].GetUInt32();
374 aItem->auctioneer = fields[1].GetUInt32();
375 aItem->item_guidlow = fields[2].GetUInt32();
376 aItem->item_template = fields[3].GetUInt32();
377 aItem->owner = fields[4].GetUInt32();
378 aItem->buyout = fields[5].GetUInt32();
379 aItem->expire_time = fields[6].GetUInt32();
380 aItem->bidder = fields[7].GetUInt32();
381 aItem->bid = fields[8].GetUInt32();
382 aItem->startbid = fields[9].GetUInt32();
383 aItem->deposit = fields[10].GetUInt32();
385 CreatureData const* auctioneerData = objmgr.GetCreatureData(aItem->auctioneer);
386 if(!auctioneerData)
388 aItem->DeleteFromDB();
389 sLog.outError("Auction %u has not a existing auctioneer (GUID : %u)", aItem->Id, aItem->auctioneer);
390 delete aItem;
391 continue;
394 CreatureInfo const* auctioneerInfo = objmgr.GetCreatureTemplate(auctioneerData->id);
395 if(!auctioneerInfo)
397 aItem->DeleteFromDB();
398 sLog.outError("Auction %u has not a existing auctioneer (GUID : %u Entry: %u)", aItem->Id, aItem->auctioneer,auctioneerData->id);
399 delete aItem;
400 continue;
403 aItem->auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(auctioneerInfo->faction_A);
404 if(!aItem->auctionHouseEntry)
406 aItem->DeleteFromDB();
407 sLog.outError("Auction %u has auctioneer (GUID : %u Entry: %u) with wrong faction %u",
408 aItem->Id, aItem->auctioneer,auctioneerData->id,auctioneerInfo->faction_A);
409 delete aItem;
410 continue;
413 // check if sold item exists for guid
414 // and item_template in fact (GetAItem will fail if problematic in result check in ObjectMgr::LoadAuctionItems)
415 if ( !GetAItem( aItem->item_guidlow ) )
417 aItem->DeleteFromDB();
418 sLog.outError("Auction %u has not a existing item : %u", aItem->Id, aItem->item_guidlow);
419 delete aItem;
420 continue;
423 GetAuctionsMap( auctioneerInfo->faction_A )->AddAuction(aItem);
425 } while (result->NextRow());
426 delete result;
428 sLog.outString();
429 sLog.outString( ">> Loaded %u auctions", AuctionCount );
432 void AuctionHouseMgr::AddAItem( Item* it )
434 ASSERT( it );
435 ASSERT( mAitems.find(it->GetGUIDLow()) == mAitems.end());
436 mAitems[it->GetGUIDLow()] = it;
439 bool AuctionHouseMgr::RemoveAItem( uint32 id )
441 ItemMap::iterator i = mAitems.find(id);
442 if (i == mAitems.end())
444 return false;
446 mAitems.erase(i);
447 return true;
450 void AuctionHouseMgr::Update()
452 mHordeAuctions.Update();
453 mAllianceAuctions.Update();
454 mNeutralAuctions.Update();
457 AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId)
459 uint32 houseid = 1; // human auction house
461 if(!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
463 //FIXME: found way for proper auctionhouse selection by another way
464 // AuctionHo use.dbc have faction field with _player_ factions associated with auction house races.
465 // but no easy way convert creature faction to player race faction for specific city
466 switch(factionTemplateId)
468 case 12: houseid = 1; break; // human
469 case 29: houseid = 6; break; // orc, and generic for horde
470 case 55: houseid = 2; break; // dwarf, and generic for alliance
471 case 68: houseid = 4; break; // undead
472 case 80: houseid = 3; break; // n-elf
473 case 104: houseid = 5; break; // trolls
474 case 120: houseid = 7; break; // booty bay, neutral
475 case 474: houseid = 7; break; // gadgetzan, neutral
476 case 855: houseid = 7; break; // everlook, neutral
477 case 1604: houseid = 6; break; // b-elfs,
478 default: // for unknown case
480 FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
481 if(!u_entry)
482 houseid = 7; // goblin auction house
483 else if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
484 houseid = 1; // human auction house
485 else if(u_entry->ourMask & FACTION_MASK_HORDE)
486 houseid = 6; // orc auction house
487 else
488 houseid = 7; // goblin auction house
489 break;
494 return sAuctionHouseStore.LookupEntry(houseid);
497 void AuctionHouseObject::Update()
499 time_t curTime = sWorld.GetGameTime();
500 ///- Handle expired auctions
501 AuctionEntryMap::iterator next;
502 for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end();itr = next)
504 next = itr;
505 ++next;
506 if (curTime > (itr->second->expire_time))
508 ///- Either cancel the auction if there was no bidder
509 if (itr->second->bidder == 0)
511 auctionmgr.SendAuctionExpiredMail( itr->second );
513 ///- Or perform the transaction
514 else
516 //we should send an "item sold" message if the seller is online
517 //we send the item to the winner
518 //we send the money to the seller
519 auctionmgr.SendAuctionSuccessfulMail( itr->second );
520 auctionmgr.SendAuctionWonMail( itr->second );
523 ///- In any case clear the auction
524 itr->second->DeleteFromDB();
525 auctionmgr.RemoveAItem(itr->second->item_guidlow);
526 delete itr->second;
527 RemoveAuction(itr->first);
532 void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
534 for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
536 AuctionEntry *Aentry = itr->second;
537 if( Aentry && Aentry->bidder == player->GetGUIDLow() )
539 if (itr->second->BuildAuctionInfo(data))
540 ++count;
541 ++totalcount;
546 void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
548 for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
550 AuctionEntry *Aentry = itr->second;
551 if( Aentry && Aentry->owner == player->GetGUIDLow() )
553 if(Aentry->BuildAuctionInfo(data))
554 ++count;
555 ++totalcount;
560 void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
561 std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
562 uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
563 uint32& count, uint32& totalcount)
565 int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
567 for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
569 AuctionEntry *Aentry = itr->second;
570 Item *item = auctionmgr.GetAItem(Aentry->item_guidlow);
571 if (!item)
572 continue;
574 ItemPrototype const *proto = item->GetProto();
576 if (itemClass != (0xffffffff) && proto->Class != itemClass)
577 continue;
579 if (itemSubClass != (0xffffffff) && proto->SubClass != itemSubClass)
580 continue;
582 if (inventoryType != (0xffffffff) && proto->InventoryType != inventoryType)
583 continue;
585 if (quality != (0xffffffff) && proto->Quality != quality)
586 continue;
588 if( levelmin != (0x00) && (proto->RequiredLevel < levelmin || levelmax != (0x00) && proto->RequiredLevel > levelmax ) )
589 continue;
591 if( usable != (0x00) && player->CanUseItem( item ) != EQUIP_ERR_OK )
592 continue;
594 std::string name = proto->Name1;
595 if(name.empty())
596 continue;
598 // local name
599 if ( loc_idx >= 0 )
601 ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
602 if (il)
604 if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
605 name = il->Name[loc_idx];
609 if( !wsearchedname.empty() && !Utf8FitTo(name, wsearchedname) )
610 continue;
612 if ((count < 50) && (totalcount >= listfrom))
614 ++count;
615 Aentry->BuildAuctionInfo(data);
617 ++totalcount;
621 //this function inserts to WorldPacket auction's data
622 bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
624 Item *pItem = auctionmgr.GetAItem(item_guidlow);
625 if (!pItem)
627 sLog.outError("auction to item, that doesn't exist !!!!");
628 return false;
630 data << (uint32) Id;
631 data << (uint32) pItem->GetEntry();
633 for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
635 data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i));
636 data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i));
637 data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i));
640 data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id
641 data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor
642 data << (uint32) pItem->GetCount(); //item->count
643 data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF
644 data << (uint32) 0; //Unknown
645 data << (uint64) owner; //Auction->owner
646 data << (uint32) startbid; //Auction->startbid (not sure if useful)
647 data << (uint32) (bid ? GetAuctionOutBid() : 0);
648 //minimal outbid
649 data << (uint32) buyout; //auction->buyout
650 data << (uint32) (expire_time - time(NULL))* 1000; //time left
651 data << (uint64) bidder; //auction->bidder current
652 data << (uint32) bid; //current bid
653 return true;
656 uint32 AuctionEntry::GetAuctionCut() const
658 return uint32(auctionHouseEntry->cutPercent * bid * sWorld.getRate(RATE_AUCTION_CUT) / 100.f);
661 /// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
662 uint32 AuctionEntry::GetAuctionOutBid() const
664 uint32 outbid = (bid / 100) * 5;
665 if (!outbid)
666 outbid = 1;
667 return outbid;
670 void AuctionEntry::DeleteFromDB() const
672 //No SQL injection (Id is integer)
673 CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",Id);
676 void AuctionEntry::SaveToDB() const
678 //No SQL injection (no strings)
679 CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit) "
680 "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u')",
681 Id, auctioneer, item_guidlow, item_template, owner, buyout, (uint64)expire_time, bidder, bid, startbid, deposit);