/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2016 MaNGOS project * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ /** * This is part of the code that takes care of the Auction House and all that can happen with it, * it takes care of adding new items to it, bidding/buyouting them etc. Also handles the errors * that can happen, ie: you don't have enough money, your account isn't paid for (won't really * happen on these servers), the item you are trying to buy doesn't exist etc. * * This is also what is partly used by the \ref AuctionHouseBot as an interface to what it needs * for performing the usual operations such as checking what has been bidded on etc. * * \todo Add more info about how the auction house system works. */ #ifndef MANGOS_H_AUCTION_HOUSE_MGR #define MANGOS_H_AUCTION_HOUSE_MGR #include "Common.h" #include "SharedDefines.h" #include "Policies/Singleton.h" #include "DBCStructure.h" /** \addtogroup auctionhouse * @{ * \file */ class Item; class Player; class Unit; class WorldPacket; #define MIN_AUCTION_TIME (2*HOUR) /** * Documentation for this taken directly from comments in source * \todo Needs real documentation of what these values mean and where they are sent etc. */ enum AuctionError { AUCTION_OK = 0, ///< depends on enum AuctionAction AUCTION_ERR_INVENTORY = 1, ///< depends on enum InventoryChangeResult AUCTION_ERR_DATABASE = 2, ///< ERR_AUCTION_DATABASE_ERROR (default) AUCTION_ERR_NOT_ENOUGH_MONEY = 3, ///< ERR_NOT_ENOUGH_MONEY AUCTION_ERR_ITEM_NOT_FOUND = 4, ///< ERR_ITEM_NOT_FOUND AUCTION_ERR_HIGHER_BID = 5, ///< ERR_AUCTION_HIGHER_BID AUCTION_ERR_BID_INCREMENT = 7, ///< ERR_AUCTION_BID_INCREMENT AUCTION_ERR_BID_OWN = 10, ///< ERR_AUCTION_BID_OWN AUCTION_ERR_RESTRICTED_ACCOUNT = 13 ///< ERR_RESTRICTED_ACCOUNT }; enum AuctionAction { AUCTION_STARTED = 0, ///< ERR_AUCTION_STARTED AUCTION_REMOVED = 1, ///< ERR_AUCTION_REMOVED AUCTION_BID_PLACED = 2 ///< ERR_AUCTION_BID_PLACED }; struct AuctionEntry { uint32 Id; uint32 itemGuidLow; // can be 0 after send won mail with item uint32 itemTemplate; uint32 itemCount; int32 itemRandomPropertyId; uint32 owner; // player low guid, can be 0 for server generated auction uint32 startbid; // start minimal bid value uint32 bid; // current bid, =0 meaning no bids uint32 buyout; time_t expireTime; uint32 bidder; // current bidder player lowguid, can be 0 if bid generated by server, use 'bid'!=0 for check bid existance uint32 deposit; // deposit can be calculated only when creating auction AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc // 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() const; void SaveToDB() const; void AuctionBidWinning(Player* bidder = NULL); bool UpdateBid(uint32 newbid, Player* newbidder = NULL);// true if normal bid, false if buyout, bidder==NULL for generated bid }; // this class is used as auctionhouse instance class AuctionHouseObject { public: AuctionHouseObject() {} ~AuctionHouseObject() { for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr) { delete itr->second; } } typedef std::map AuctionEntryMap; typedef std::pair AuctionEntryMapBounds; uint32 GetCount() { return AuctionsMap.size(); } AuctionEntryMap const& GetAuctions() const { return AuctionsMap; } AuctionEntryMapBounds GetAuctionsBounds() const {return AuctionEntryMapBounds(AuctionsMap.begin(), AuctionsMap.end()); } void AddAuction(AuctionEntry* ah) { MANGOS_ASSERT(ah); AuctionsMap[ah->Id] = ah; } AuctionEntry* GetAuction(uint32 id) const { AuctionEntryMap::const_iterator itr = AuctionsMap.find(id); return itr != AuctionsMap.end() ? itr->second : NULL; } bool RemoveAuction(uint32 id) { return AuctionsMap.erase(id); } 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, uint32 levelmin, uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount); AuctionEntry* AddAuction(AuctionHouseEntry const* auctionHouseEntry, Item* newItem, uint32 etime, uint32 bid, uint32 buyout = 0, uint32 deposit = 0, Player* pl = NULL); AuctionEntry* AddAuctionByGuid(AuctionHouseEntry const* auctionHouseEntry, Item* newItem, uint32 etime, uint32 bid, uint32 buyout, uint32 lowguid); private: AuctionEntryMap AuctionsMap; }; /** * This describes the type of auction house that we are dealing with, they can be either: * - neutral (anyone can do their shopping there) * - alliance/horde (only the respective faction can shop there) */ enum AuctionHouseType { AUCTION_HOUSE_ALLIANCE = 0, ///< Alliance only auction house AUCTION_HOUSE_HORDE = 1, ///< Horde only auction house AUCTION_HOUSE_NEUTRAL = 2 ///< Neutral auction house, anyone can do business here }; #define MAX_AUCTION_HOUSE_TYPE 3 class AuctionHouseMgr { public: AuctionHouseMgr(); ~AuctionHouseMgr(); typedef UNORDERED_MAP ItemMap; AuctionHouseObject* GetAuctionsMap(AuctionHouseType houseType) { return &mAuctions[houseType]; } AuctionHouseObject* GetAuctionsMap(AuctionHouseEntry const* house); 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); void SendAuctionSuccessfulMail(AuctionEntry* auction); void SendAuctionExpiredMail(AuctionEntry* auction); static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem); static uint32 GetAuctionHouseTeam(AuctionHouseEntry const* house); static AuctionHouseEntry const* GetAuctionHouseEntry(Unit* unit); public: // 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 mAuctions[MAX_AUCTION_HOUSE_TYPE]; ItemMap mAitems; }; /// Convenience define to access the singleton object for the Auction House Manager #define sAuctionMgr MaNGOS::Singleton::Instance() /** @} */ #endif