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azerothcore-wotlk/src/server/game/AuctionHouse/AuctionHouseMgr.h
2022-01-17 14:35:07 +01:00

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/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _AUCTION_HOUSE_MGR_H
#define _AUCTION_HOUSE_MGR_H
#include "Common.h"
#include "DBCStructure.h"
#include "DatabaseEnv.h"
#include "EventProcessor.h"
#include "ObjectGuid.h"
#include "WorldPacket.h"
#include <unordered_map>
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
};
enum AuctionSortOrder
{
AUCTION_SORT_MINLEVEL = 0,
AUCTION_SORT_RARITY = 1,
AUCTION_SORT_BUYOUT = 2,
AUCTION_SORT_TIMELEFT = 3,
AUCTION_SORT_UNK4 = 4,
AUCTION_SORT_ITEM = 5,
AUCTION_SORT_MINBIDBUY = 6,
AUCTION_SORT_OWNER = 7,
AUCTION_SORT_BID = 8,
AUCTION_SORT_STACK = 9,
AUCTION_SORT_BUYOUT_2 = 10,
AUCTION_SORT_MAX
};
struct AuctionSortInfo
{
AuctionSortInfo() = default;
AuctionSortOrder sortOrder{AUCTION_SORT_MAX};
bool isDesc{true};
};
typedef std::vector<AuctionSortInfo> AuctionSortOrderVector;
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(CharacterDatabaseTransaction trans) const;
void SaveToDB(CharacterDatabaseTransaction 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 = 0, uint32 cut = 0, uint32 moneyDelay = 0, uint32 eta = 0);
};
//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<uint32, AuctionEntry*> AuctionEntryMap;
[[nodiscard]] uint32 Getcount() const { return AuctionsMap.size(); }
AuctionEntryMap::iterator GetAuctionsBegin() { return AuctionsMap.begin(); }
AuctionEntryMap::iterator GetAuctionsEnd() { return AuctionsMap.end(); }
AuctionEntryMap const& GetAuctions() { return AuctionsMap; }
[[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, AuctionSortOrderVector const& sortOrder);
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<ObjectGuid, Item*> 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, CharacterDatabaseTransaction trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
void SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail = true);
void SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
void SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification = true, bool sendMail = true);
void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans, bool sendNotification = true, bool sendMail = true);
void SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction 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, CharacterDatabaseTransaction* trans = nullptr);
void Update();
private:
AuctionHouseObject mHordeAuctions;
AuctionHouseObject mAllianceAuctions;
AuctionHouseObject mNeutralAuctions;
ItemMap mAitems;
};
#define sAuctionMgr AuctionHouseMgr::instance()
#endif