/* * 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 . */ #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 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 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 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 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 _hordeAuctions; AuctionHouseObject _allianceAuctions; AuctionHouseObject _neutralAuctions; ItemMap _mAitems; }; #define sAuctionMgr AuctionHouseMgr::instance() #endif