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

46 lines
1.8 KiB
C++

// 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