mangos/src/game/Object/AuctionHouseMgr.h

226 lines
8.8 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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<uint32, AuctionEntry*> AuctionEntryMap;
typedef std::pair<AuctionEntryMap::const_iterator, AuctionEntryMap::const_iterator> 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<uint32, Item*> 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<AuctionHouseMgr>::Instance()
/** @} */
#endif