/*
* 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