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169 lines
5 KiB
C++
169 lines
5 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _AUCTION_HOUSE_MGR_H
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#define _AUCTION_HOUSE_MGR_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Policies/Singleton.h"
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#include "DBCStructure.h"
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class Item;
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class Player;
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class Unit;
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class WorldPacket;
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#define MIN_AUCTION_TIME (12*HOUR)
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enum AuctionError
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{
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AUCTION_OK = 0,
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AUCTION_INTERNAL_ERROR = 2,
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AUCTION_NOT_ENOUGHT_MONEY = 3,
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AUCTION_ITEM_NOT_FOUND = 4,
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CANNOT_BID_YOUR_AUCTION_ERROR = 10
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};
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enum AuctionAction
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{
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AUCTION_SELL_ITEM = 0,
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AUCTION_CANCEL = 1,
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AUCTION_PLACE_BID = 2
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};
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struct AuctionEntry
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{
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uint32 Id;
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uint32 item_guidlow;
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uint32 item_template;
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uint32 owner;
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uint32 startbid; //maybe useless
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uint32 bid;
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uint32 buyout;
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time_t expire_time;
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uint32 bidder;
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uint32 deposit; //deposit can be calculated only when creating auction
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AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc
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// helpers
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uint32 GetHouseId() const { return auctionHouseEntry->houseId; }
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uint32 GetHouseFaction() const { return auctionHouseEntry->faction; }
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uint32 GetAuctionCut() const;
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uint32 GetAuctionOutBid() const;
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bool BuildAuctionInfo(WorldPacket & data) const;
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void DeleteFromDB() const;
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void SaveToDB() const;
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};
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//this class is used as auctionhouse instance
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class AuctionHouseObject
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{
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public:
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AuctionHouseObject() {}
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~AuctionHouseObject()
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{
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for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
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delete itr->second;
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}
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typedef std::map<uint32, AuctionEntry*> AuctionEntryMap;
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uint32 Getcount() { return AuctionsMap.size(); }
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void AddAuction(AuctionEntry *ah)
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{
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MANGOS_ASSERT( ah );
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AuctionsMap[ah->Id] = ah;
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}
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AuctionEntry* GetAuction(uint32 id) const
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{
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AuctionEntryMap::const_iterator itr = AuctionsMap.find( id );
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return itr != AuctionsMap.end() ? itr->second : NULL;
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}
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bool RemoveAuction(uint32 id)
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{
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return AuctionsMap.erase(id) ? true : false;
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}
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void Update();
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void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
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void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
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void BuildListAuctionItems(WorldPacket& data, Player* player,
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std::wstring const& searchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
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uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
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uint32& count, uint32& totalcount);
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private:
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AuctionEntryMap AuctionsMap;
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};
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class AuctionHouseMgr
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{
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public:
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AuctionHouseMgr();
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~AuctionHouseMgr();
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typedef UNORDERED_MAP<uint32, Item*> ItemMap;
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AuctionHouseObject* GetAuctionsMap(AuctionHouseEntry const* house);
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Item* GetAItem(uint32 id)
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{
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ItemMap::const_iterator itr = mAitems.find(id);
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if (itr != mAitems.end())
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{
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return itr->second;
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}
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return NULL;
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}
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//auction messages
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void SendAuctionWonMail( AuctionEntry * auction );
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void SendAuctionSalePendingMail( AuctionEntry * auction );
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void SendAuctionSuccessfulMail( AuctionEntry * auction );
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void SendAuctionExpiredMail( AuctionEntry * auction );
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem);
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static uint32 GetAuctionHouseTeam(AuctionHouseEntry const* house);
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static AuctionHouseEntry const* GetAuctionHouseEntry(Unit* unit);
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public:
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//load first auction items, because of check if item exists, when loading
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void LoadAuctionItems();
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void LoadAuctions();
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void AddAItem(Item* it);
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bool RemoveAItem(uint32 id);
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void Update();
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private:
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AuctionHouseObject mHordeAuctions;
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AuctionHouseObject mAllianceAuctions;
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AuctionHouseObject mNeutralAuctions;
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ItemMap mAitems;
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};
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#define sAuctionMgr MaNGOS::Singleton<AuctionHouseMgr>::Instance()
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#endif
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