/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 #include "Common.h" #include "DatabaseEnv.h" #include "DBCStructure.h" class Item; class Player; class WorldPacket; #define MIN_AUCTION_TIME (12*HOUR) #define MAX_AUCTION_ITEMS 160 enum AuctionError { ERR_AUCTION_OK = 0, ERR_AUCTION_DATABASE_ERROR = 2, ERR_AUCTION_NOT_ENOUGHT_MONEY = 3, ERR_AUCTION_ITEM_NOT_FOUND = 4, ERR_AUCTION_BID_OWN = 10 }; enum AuctionAction { 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 }; struct AuctionEntry { uint32 Id; uint32 auctioneer; // creature low guid uint32 itemGUIDLow; uint32 itemEntry; uint32 itemCount; uint32 owner; uint32 startbid; //maybe useless uint32 bid; uint32 buyout; time_t expire_time; uint32 bidder; uint32 deposit; //deposit can be calculated only when creating auction AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc uint32 factionTemplateId; // helpers uint32 GetHouseId() const { return auctionHouseEntry->houseId; } uint32 GetHouseFaction() const { return auctionHouseEntry->faction; } uint32 GetAuctionCut() const; uint32 GetAuctionOutBid() const; bool BuildAuctionInfo(WorldPacket & data) const; void DeleteFromDB(SQLTransaction& trans) const; void SaveToDB(SQLTransaction& trans) const; bool LoadFromDB(Field* fields); bool LoadFromFieldList(Field* fields); std::string BuildAuctionMailSubject(MailAuctionAnswers response) const; static std::string BuildAuctionMailBody(uint32 lowGuid, uint32 bid, uint32 buyout, uint32 deposit, uint32 cut); }; //this class is used as auctionhouse instance class AuctionHouseObject { public: // Initialize storage AuctionHouseObject() { next = AuctionsMap.begin(); } ~AuctionHouseObject() { for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) delete itr->second; } typedef std::map AuctionEntryMap; 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 : NULL; } void AddAuction(AuctionEntry* auction); bool RemoveAuction(AuctionEntry* auction, uint32 itemEntry); 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); private: AuctionEntryMap AuctionsMap; // storage for "next" auction item for next Update() AuctionEntryMap::const_iterator next; }; class AuctionHouseMgr { friend class ACE_Singleton; private: AuctionHouseMgr(); ~AuctionHouseMgr(); public: typedef UNORDERED_MAP ItemMap; AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId); AuctionHouseObject* GetBidsMap(uint32 factionTemplateId); Item* GetAItem(uint32 id) { ItemMap::const_iterator itr = mAitems.find(id); if (itr != mAitems.end()) return itr->second; return NULL; } //auction messages void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans); void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans); void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans); void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans); void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans); void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans); static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count); static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId); public: // Used primarily at server start to avoid loading a list of expired auctions void DeleteExpiredAuctionsAtStartup(); //load first auction items, because of check if item exists, when loading void LoadAuctionItems(); void LoadAuctions(); void AddAItem(Item* it); bool RemoveAItem(uint32 id); void Update(); private: AuctionHouseObject mHordeAuctions; AuctionHouseObject mAllianceAuctions; AuctionHouseObject mNeutralAuctions; ItemMap mAitems; }; #define sAuctionMgr ACE_Singleton::instance() #endif