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https://github.com/mod-playerbots/azerothcore-wotlk.git
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231 lines
7.7 KiB
C++
231 lines
7.7 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _AUCTION_HOUSE_MGR_H
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#define _AUCTION_HOUSE_MGR_H
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#include "Common.h"
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#include "DBCStructure.h"
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#include "DatabaseEnv.h"
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#include "EventProcessor.h"
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#include "ObjectGuid.h"
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#include "WorldPacket.h"
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#include <unordered_map>
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class Item;
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class Player;
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#define MIN_AUCTION_TIME (12*HOUR)
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#define MAX_AUCTION_ITEMS 160
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enum AuctionError
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{
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ERR_AUCTION_OK = 0,
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ERR_AUCTION_INVENTORY = 1,
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ERR_AUCTION_DATABASE_ERROR = 2,
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ERR_AUCTION_NOT_ENOUGHT_MONEY = 3,
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ERR_AUCTION_ITEM_NOT_FOUND = 4,
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ERR_AUCTION_HIGHER_BID = 5,
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ERR_AUCTION_BID_INCREMENT = 7,
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ERR_AUCTION_BID_OWN = 10,
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ERR_AUCTION_RESTRICTED_ACCOUNT = 13
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};
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enum AuctionAction
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{
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AUCTION_SELL_ITEM = 0,
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AUCTION_CANCEL = 1,
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AUCTION_PLACE_BID = 2
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};
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enum MailAuctionAnswers
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{
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AUCTION_OUTBIDDED = 0,
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AUCTION_WON = 1,
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AUCTION_SUCCESSFUL = 2,
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AUCTION_EXPIRED = 3,
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AUCTION_CANCELLED_TO_BIDDER = 4,
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AUCTION_CANCELED = 5,
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AUCTION_SALE_PENDING = 6
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};
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enum AuctionHouses
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{
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AUCTIONHOUSE_ALLIANCE = 2,
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AUCTIONHOUSE_HORDE = 6,
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AUCTIONHOUSE_NEUTRAL = 7
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};
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enum AuctionSortOrder
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{
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AUCTION_SORT_MINLEVEL = 0,
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AUCTION_SORT_RARITY = 1,
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AUCTION_SORT_BUYOUT = 2,
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AUCTION_SORT_TIMELEFT = 3,
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AUCTION_SORT_UNK4 = 4,
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AUCTION_SORT_ITEM = 5,
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AUCTION_SORT_MINBIDBUY = 6,
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AUCTION_SORT_OWNER = 7,
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AUCTION_SORT_BID = 8,
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AUCTION_SORT_STACK = 9,
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AUCTION_SORT_BUYOUT_2 = 10,
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AUCTION_SORT_MAX
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};
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struct AuctionSortInfo
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{
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AuctionSortInfo() = default;
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AuctionSortOrder sortOrder{AUCTION_SORT_MAX};
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bool isDesc{true};
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};
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typedef std::vector<AuctionSortInfo> AuctionSortOrderVector;
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struct AuctionEntry
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{
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uint32 Id;
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uint8 houseId;
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ObjectGuid item_guid;
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uint32 item_template;
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uint32 itemCount;
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ObjectGuid owner;
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uint32 startbid; //maybe useless
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uint32 bid;
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uint32 buyout;
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time_t expire_time;
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ObjectGuid bidder;
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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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[[nodiscard]] uint8 GetHouseId() const { return houseId; }
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[[nodiscard]] uint32 GetAuctionCut() const;
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[[nodiscard]] uint32 GetAuctionOutBid() const;
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bool BuildAuctionInfo(WorldPacket& data) const;
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void DeleteFromDB(CharacterDatabaseTransaction trans) const;
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void SaveToDB(CharacterDatabaseTransaction trans) const;
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bool LoadFromDB(Field* fields);
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[[nodiscard]] std::string BuildAuctionMailSubject(MailAuctionAnswers response) const;
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static std::string BuildAuctionMailBody(ObjectGuid guid, uint32 bid, uint32 buyout, uint32 deposit = 0, uint32 cut = 0, uint32 moneyDelay = 0, uint32 eta = 0);
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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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// Initialize storage
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AuctionHouseObject() { next = AuctionsMap.begin(); }
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~AuctionHouseObject()
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{
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for (auto & itr : AuctionsMap)
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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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[[nodiscard]] uint32 Getcount() const { return AuctionsMap.size(); }
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AuctionEntryMap::iterator GetAuctionsBegin() { return AuctionsMap.begin(); }
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AuctionEntryMap::iterator GetAuctionsEnd() { return AuctionsMap.end(); }
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AuctionEntryMap const& GetAuctions() { return AuctionsMap; }
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[[nodiscard]] 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 : nullptr;
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}
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void AddAuction(AuctionEntry* auction);
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bool RemoveAuction(AuctionEntry* auction);
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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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bool BuildListAuctionItems(WorldPacket& data, Player* player,
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std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
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uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
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uint32& count, uint32& totalcount, uint8 getAll, AuctionSortOrderVector const& sortOrder);
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private:
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AuctionEntryMap AuctionsMap;
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// storage for "next" auction item for next Update()
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AuctionEntryMap::const_iterator next;
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};
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class AuctionHouseMgr
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{
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private:
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AuctionHouseMgr();
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~AuctionHouseMgr();
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public:
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typedef std::unordered_map<ObjectGuid, Item*> ItemMap;
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static AuctionHouseMgr* instance();
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AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId);
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AuctionHouseObject* GetAuctionsMapByHouseId(uint8 auctionHouseId);
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AuctionHouseObject* GetBidsMap(uint32 factionTemplateId);
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Item* GetAItem(ObjectGuid itemGuid)
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{
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ItemMap::const_iterator itr = mAitems.find(itemGuid);
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if (itr != mAitems.end())
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return itr->second;
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return nullptr;
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}
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//auction messages
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void SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
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void SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail = true);
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void SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification = true, bool updateAchievementCriteria = true, bool sendMail = true);
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void SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification = true, bool sendMail = true);
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void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans, bool sendNotification = true, bool sendMail = true);
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void SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail = true);
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static uint32 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
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static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);
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static AuctionHouseEntry const* GetAuctionHouseEntryFromHouse(uint8 houseId);
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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(ObjectGuid itemGuid, bool deleteFromDB = false, CharacterDatabaseTransaction* trans = nullptr);
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void Update();
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private:
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AuctionHouseObject mHordeAuctions;
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AuctionHouseObject mAllianceAuctions;
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AuctionHouseObject mNeutralAuctions;
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ItemMap mAitems;
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};
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#define sAuctionMgr AuctionHouseMgr::instance()
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#endif
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