/* * This file is part of the TrinityCore 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 . */ #ifndef _AUCTION_HOUSE_MGR_H #define _AUCTION_HOUSE_MGR_H #include "Define.h" #include "DatabaseEnvFwd.h" #include "ObjectGuid.h" #include #include #include class Item; class Player; class WorldPacket; struct AuctionHouseEntry; #define MIN_AUCTION_TIME (12*HOUR) #define MAX_AUCTION_ITEMS 160 #define MAX_GETALL_RETURN 55000 enum AuctionError : uint8 { ERR_AUCTION_OK = 0, ERR_AUCTION_INVENTORY = 1, ERR_AUCTION_DATABASE_ERROR = 2, ERR_AUCTION_NOT_ENOUGHT_MONEY = 3, ERR_AUCTION_ITEM_NOT_FOUND = 4, ERR_AUCTION_HIGHER_BID = 5, ERR_AUCTION_BID_INCREMENT = 7, ERR_AUCTION_BID_OWN = 10, ERR_AUCTION_RESTRICTED_ACCOUNT = 13 }; enum AuctionAction : uint8 { AUCTION_SELL_ITEM = 0, AUCTION_CANCEL = 1, AUCTION_PLACE_BID = 2 }; enum MailAuctionAnswers { AUCTION_OUTBIDDED = 0, AUCTION_WON = 1, AUCTION_SUCCESSFUL = 2, AUCTION_EXPIRED = 3, AUCTION_CANCELLED_TO_BIDDER = 4, AUCTION_CANCELED = 5, AUCTION_SALE_PENDING = 6 }; enum AuctionHouses { AUCTIONHOUSE_ALLIANCE = 2, AUCTIONHOUSE_HORDE = 6, AUCTIONHOUSE_NEUTRAL = 7 }; enum AuctionEntryFlag : uint8 { AUCTION_ENTRY_FLAG_NONE = 0x0, AUCTION_ENTRY_FLAG_GM_LOG_BUYER = 0x1 // write transaction to gm log file for buyer (optimization flag - avoids querying database for offline player permissions) }; struct TC_GAME_API AuctionEntry { uint32 Id; uint8 houseId; ObjectGuid::LowType itemGUIDLow; uint32 itemEntry; uint32 itemCount; ObjectGuid::LowType owner; uint32 startbid; //maybe useless uint32 bid; uint32 buyout; time_t expire_time; ObjectGuid::LowType bidder; uint32 deposit; //deposit can be calculated only when creating auction uint32 etime; std::unordered_set bidders; AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc AuctionEntryFlag Flags; // helpers uint8 GetHouseId() const { return houseId; } uint32 GetAuctionCut() const; uint32 GetAuctionOutBid() const; bool BuildAuctionInfo(WorldPacket & data, Item* sourceItem = nullptr) const; void DeleteFromDB(CharacterDatabaseTransaction trans) const; void SaveToDB(CharacterDatabaseTransaction trans) const; bool LoadFromDB(Field* fields); std::string BuildAuctionMailSubject(MailAuctionAnswers response) const; static std::string BuildAuctionWonMailBody(ObjectGuid guid, uint32 bid, uint32 buyout); static std::string BuildAuctionSoldMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit, uint32 consignment); static std::string BuildAuctionInvoiceMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit, uint32 consignment, uint32 moneyDelay, uint32 eta); }; //this class is used as auctionhouse instance class TC_GAME_API AuctionHouseObject { public: ~AuctionHouseObject() { for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) delete itr->second; } typedef std::map AuctionEntryMap; typedef std::unordered_map PlayerGetAllThrottleMap; uint32 Getcount() const { return AuctionsMap.size(); } AuctionEntryMap::iterator GetAuctionsBegin() {return AuctionsMap.begin();} AuctionEntryMap::iterator GetAuctionsEnd() {return AuctionsMap.end();} AuctionEntry* GetAuction(uint32 id) const { AuctionEntryMap::const_iterator itr = AuctionsMap.find(id); return itr != AuctionsMap.end() ? itr->second : nullptr; } void AddAuction(AuctionEntry* auction); bool RemoveAuction(AuctionEntry* auction); void Update(); void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount); void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount); void BuildListAuctionItems(WorldPacket& data, Player* player, std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool getall = false); private: AuctionEntryMap AuctionsMap; // Map of throttled players for GetAll, and throttle expiry time // Stored here, rather than player object to maintain persistence after logout PlayerGetAllThrottleMap GetAllThrottleMap; }; class TC_GAME_API AuctionHouseMgr { private: AuctionHouseMgr(); ~AuctionHouseMgr(); public: static AuctionHouseMgr* instance(); typedef std::unordered_map ItemMap; typedef std::vector PlayerAuctions; typedef std::pair AuctionPair; AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId); AuctionHouseObject* GetAuctionsMapByHouseId(uint8 auctionHouseId); Item* GetAItem(ObjectGuid::LowType id) { ItemMap::const_iterator itr = mAitems.find(id); if (itr != mAitems.end()) return itr->second; return nullptr; } //auction messages void SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction trans); void SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans); void SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction trans); void SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans); void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans); void SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans); static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count); static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId); static AuctionHouseEntry const* GetAuctionHouseEntryFromHouse(uint8 houseId); public: //load first auction items, because of check if item exists, when loading void LoadAuctionItems(); void LoadAuctions(); void AddAItem(Item* it); bool RemoveAItem(ObjectGuid::LowType id, bool deleteItem = false, CharacterDatabaseTransaction* trans = nullptr); bool PendingAuctionAdd(Player* player, AuctionEntry* aEntry); uint32 PendingAuctionCount(Player const* player) const; void PendingAuctionProcess(Player* player); void UpdatePendingAuctions(); void Update(); private: AuctionHouseObject mHordeAuctions; AuctionHouseObject mAllianceAuctions; AuctionHouseObject mNeutralAuctions; std::map pendingAuctionMap; ItemMap mAitems; }; #define sAuctionMgr AuctionHouseMgr::instance() #endif