/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #ifndef _AUCTION_HOUSE_MGR_H #define _AUCTION_HOUSE_MGR_H #include "Common.h" #include "DatabaseEnv.h" #include "DBCStructure.h" #include "EventProcessor.h" #include "ObjectGuid.h" #include "WorldPacket.h" class Item; class Player; #define MIN_AUCTION_TIME (12*HOUR) #define MAX_AUCTION_ITEMS 160 enum AuctionError { 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 { 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 }; struct AuctionEntry { uint32 Id; uint8 houseId; ObjectGuid item_guid; uint32 item_template; uint32 itemCount; ObjectGuid owner; uint32 startbid; //maybe useless uint32 bid; uint32 buyout; time_t expire_time; ObjectGuid bidder; uint32 deposit; //deposit can be calculated only when creating auction AuctionHouseEntry const* auctionHouseEntry; // in AuctionHouse.dbc // helpers [[nodiscard]] uint8 GetHouseId() const { return houseId; } [[nodiscard]] uint32 GetAuctionCut() const; [[nodiscard]] uint32 GetAuctionOutBid() const; bool BuildAuctionInfo(WorldPacket& data) const; void DeleteFromDB(SQLTransaction& trans) const; void SaveToDB(SQLTransaction& trans) const; bool LoadFromDB(Field* fields); [[nodiscard]] std::string BuildAuctionMailSubject(MailAuctionAnswers response) const; static std::string BuildAuctionMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit, uint32 cut); }; //this class is used as auctionhouse instance class AuctionHouseObject { public: // Initialize storage AuctionHouseObject() { next = AuctionsMap.begin(); } ~AuctionHouseObject() { for (auto & itr : AuctionsMap) delete itr.second; } typedef std::map AuctionEntryMap; [[nodiscard]] uint32 Getcount() const { return AuctionsMap.size(); } AuctionEntryMap::iterator GetAuctionsBegin() {return AuctionsMap.begin();} AuctionEntryMap::iterator GetAuctionsEnd() {return AuctionsMap.end();} [[nodiscard]] 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); bool 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, uint8 getAll); private: AuctionEntryMap AuctionsMap; // storage for "next" auction item for next Update() AuctionEntryMap::const_iterator next; }; class AuctionHouseMgr { private: AuctionHouseMgr(); ~AuctionHouseMgr(); public: typedef std::unordered_map ItemMap; static AuctionHouseMgr* instance(); AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId); AuctionHouseObject* GetAuctionsMapByHouseId(uint8 auctionHouseId); AuctionHouseObject* GetBidsMap(uint32 factionTemplateId); Item* GetAItem(ObjectGuid itemGuid) { ItemMap::const_iterator itr = mAitems.find(itemGuid); if (itr != mAitems.end()) return itr->second; return nullptr; } //auction messages void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true); void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true); void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true); void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true); void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans, bool sendNotification = true, bool sendMail = true); void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail = true); 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 itemGuid, bool deleteFromDB = false, SQLTransaction* trans = nullptr); void Update(); private: AuctionHouseObject mHordeAuctions; AuctionHouseObject mAllianceAuctions; AuctionHouseObject mNeutralAuctions; ItemMap mAitems; }; #define sAuctionMgr AuctionHouseMgr::instance() #endif