226 lines
8.8 KiB
C++
226 lines
8.8 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2016 MaNGOS project <https://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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/**
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* This is part of the code that takes care of the Auction House and all that can happen with it,
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* it takes care of adding new items to it, bidding/buyouting them etc. Also handles the errors
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* that can happen, ie: you don't have enough money, your account isn't paid for (won't really
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* happen on these servers), the item you are trying to buy doesn't exist etc.
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*
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* This is also what is partly used by the \ref AuctionHouseBot as an interface to what it needs
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* for performing the usual operations such as checking what has been bidded on etc.
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*
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* \todo Add more info about how the auction house system works.
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*/
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#ifndef MANGOS_H_AUCTION_HOUSE_MGR
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#define MANGOS_H_AUCTION_HOUSE_MGR
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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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/** \addtogroup auctionhouse
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* @{
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* \file
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*/
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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 (2*HOUR)
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/**
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* Documentation for this taken directly from comments in source
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* \todo Needs real documentation of what these values mean and where they are sent etc.
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*/
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enum AuctionError
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{
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AUCTION_OK = 0, ///< depends on enum AuctionAction
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AUCTION_ERR_INVENTORY = 1, ///< depends on enum InventoryChangeResult
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AUCTION_ERR_DATABASE = 2, ///< ERR_AUCTION_DATABASE_ERROR (default)
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AUCTION_ERR_NOT_ENOUGH_MONEY = 3, ///< ERR_NOT_ENOUGH_MONEY
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AUCTION_ERR_ITEM_NOT_FOUND = 4, ///< ERR_ITEM_NOT_FOUND
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AUCTION_ERR_HIGHER_BID = 5, ///< ERR_AUCTION_HIGHER_BID
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AUCTION_ERR_BID_INCREMENT = 7, ///< ERR_AUCTION_BID_INCREMENT
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AUCTION_ERR_BID_OWN = 10, ///< ERR_AUCTION_BID_OWN
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AUCTION_ERR_RESTRICTED_ACCOUNT = 13 ///< ERR_RESTRICTED_ACCOUNT
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};
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enum AuctionAction
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{
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AUCTION_STARTED = 0, ///< ERR_AUCTION_STARTED
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AUCTION_REMOVED = 1, ///< ERR_AUCTION_REMOVED
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AUCTION_BID_PLACED = 2 ///< ERR_AUCTION_BID_PLACED
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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 itemGuidLow; // can be 0 after send won mail with item
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uint32 itemTemplate;
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uint32 itemCount;
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int32 itemRandomPropertyId;
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uint32 owner; // player low guid, can be 0 for server generated auction
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uint32 startbid; // start minimal bid value
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uint32 bid; // current bid, =0 meaning no bids
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uint32 buyout;
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time_t expireTime;
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uint32 bidder; // current bidder player lowguid, can be 0 if bid generated by server, use 'bid'!=0 for check bid existance
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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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void AuctionBidWinning(Player* bidder = NULL);
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bool UpdateBid(uint32 newbid, Player* newbidder = NULL);// true if normal bid, false if buyout, bidder==NULL for generated bid
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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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typedef std::pair<AuctionEntryMap::const_iterator, AuctionEntryMap::const_iterator> AuctionEntryMapBounds;
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uint32 GetCount() { return AuctionsMap.size(); }
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AuctionEntryMap const& GetAuctions() const { return AuctionsMap; }
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AuctionEntryMapBounds GetAuctionsBounds() const {return AuctionEntryMapBounds(AuctionsMap.begin(), AuctionsMap.end()); }
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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);
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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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AuctionEntry* AddAuction(AuctionHouseEntry const* auctionHouseEntry, Item* newItem, uint32 etime, uint32 bid, uint32 buyout = 0, uint32 deposit = 0, Player* pl = NULL);
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AuctionEntry* AddAuctionByGuid(AuctionHouseEntry const* auctionHouseEntry, Item* newItem, uint32 etime, uint32 bid, uint32 buyout, uint32 lowguid);
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private:
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AuctionEntryMap AuctionsMap;
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};
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/**
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* This describes the type of auction house that we are dealing with, they can be either:
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* - neutral (anyone can do their shopping there)
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* - alliance/horde (only the respective faction can shop there)
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*/
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enum AuctionHouseType
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{
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AUCTION_HOUSE_ALLIANCE = 0, ///< Alliance only auction house
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AUCTION_HOUSE_HORDE = 1, ///< Horde only auction house
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AUCTION_HOUSE_NEUTRAL = 2 ///< Neutral auction house, anyone can do business here
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};
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#define MAX_AUCTION_HOUSE_TYPE 3
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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(AuctionHouseType houseType) { return &mAuctions[houseType]; }
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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 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 mAuctions[MAX_AUCTION_HOUSE_TYPE];
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ItemMap mAitems;
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};
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/// Convenience define to access the singleton object for the Auction House Manager
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#define sAuctionMgr MaNGOS::Singleton<AuctionHouseMgr>::Instance()
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/** @} */
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#endif
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