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src-1.2/engine/server/library/serverNetworkMessages/src/shared/gameCommoditiesServer/AuctionBase.h
T

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1.9 KiB
C
Executable File

#ifndef AUCTIONBASE_H
#define AUCTIONBASE_H
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
// These ***MUST*** be kept in sync in src/engine/shared/library/sharedNetworkMessages/src/shared/clientGameServer/AuctionData.h and src/engine/server/library/serverNetworkMessages/src/shared/gameCommoditiesServer/AuctionBase.h
#define AUCTION_ALWAYS_PRESENT (1 << 5)
#define AUCTION_PREMIUM_AUCTION (1 << 10)
#define AUCTION_ACTIVE (1 << 11)
#define AUCTION_VENDOR_TRANSFER (1 << 12)
#define AUCTION_OFFERED_ITEM (1 << 14)
#define MAX_AUCTIONS_PER_PLAYER 25
#include "AuctionData.h"
//#ifndef max
// #define max(a, b) ((a > b) ? a : b)
//#endif
//
//#ifndef min
// #define min(a, b) ((a < b) ? a : b)
//#endif
enum AuctionSearchType
{
AST_ByCategory,
AST_ByLocation,
AST_ByAll,
AST_ByPlayerSales,
AST_ByPlayerBids,
AST_ByPlayerStockroom,
AST_ByVendorOffers,
AST_ByVendorSelling,
AST_ByVendorStockroom,
AST_ByPlayerOffersToVendor
};
// DANGER!!!!
// If adding any values to this enumeration, add the values to the
// end of the list. There are hard-coded values in script that
// rely upon these values not to change.
enum AuctionResultCode
{
ARC_Success = 0,
ARC_AuctionAlreadyExists,
ARC_AuctionExpired,
ARC_OwnerBidOnOwnItem,
ARC_BidTooLow,
ARC_AuctionDoesNotExist,
ARC_NotItemOwner,
ARC_NoBids,
ARC_LocationAlreadyExists,
ARC_AuctionAtVendorMarket,
ARC_NotVendorOwner,
ARC_SuccessPermanentAuction,
ARC_TooManyAuctions,
ARC_AuctionAlreadyCompleted,
ARC_VendorOwnerCanceledCompletedAuction,
ARC_BidTooHigh,
ARC_BidOutbid,
ARC_LocationVendorLimitExceeded,
ARC_AuctionVendorLimitExceeded,
ARC_AuctionVendorItemLimitExceeded,
ARC_VendorStatusEmpty, // vendor status must be consecutive and appear between ARC_VendorStatusEmpty and ARC_VendorRemoved
ARC_VendorStatusNotEmpty,
ARC_VendorUnaccessed,
ARC_VendorEndangered,
ARC_VendorRemoved,
ARC_InvalidBid
};
#endif