// AuctionData.h #ifndef AUCTION_DATA_H #define AUCTION_DATA_H #include "sharedFoundation/FirstSharedFoundation.h" #include "sharedFoundation/NetworkId.h" #include "Unicode.h" /// length of static memory used for storing location data const int LOCATION_LENGTH = 256; const int NAME_LENGTH = 64; const int DESCRIPTION_LENGTH = 512; // ---------------------------------------------------------------------- struct AuctionDataHeader { AuctionDataHeader(); /// copy constructor AuctionDataHeader(const AuctionDataHeader & original); virtual ~AuctionDataHeader(); int type; /// was char NetworkId auctionId; ///< identifies the auction in both client and server NetworkId itemId; ///< identifies the item for sale int itemNameLength; Unicode::String itemName; int minBid; ///< the minimum bid allowed for this auction int highBid; ///< if non-zero, the highest current valid bid int timer; ///< timeout for auction expiration int buyNowPrice; std::string location; ///< which auction house/spaceport is this item stored NetworkId ownerId; ///< the identifier for the player that created this auction NetworkId highBidderId; ///< identifies the player with the current high bid int maxProxyBid; ///< if non-zero, the highest bid the current bidder will place int myBid; int itemType; int resourceContainerClassCrc; int flags; int entranceCharge; }; // ---------------------------------------------------------------------- #endif //AUCTION_DATA_H