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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef _AUCTION_HOUSE_MGR_H
#define _AUCTION_HOUSE_MGR_H
#include "Define.h"
#include "DatabaseEnvFwd.h"
#include "ObjectGuid.h"
#include <map>
#include <set>
#include <unordered_map>
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<ObjectGuid> 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<uint32, AuctionEntry*> AuctionEntryMap;
typedef std::unordered_map<ObjectGuid, time_t> 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<ObjectGuid::LowType, Item*> ItemMap;
typedef std::vector<AuctionEntry*> PlayerAuctions;
typedef std::pair<PlayerAuctions*, uint32> 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<ObjectGuid, AuctionPair> pendingAuctionMap;
ItemMap mAitems;
};
#define sAuctionMgr AuctionHouseMgr::instance()
#endif
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