/*
* Ascent MMORPG Server
* Copyright (C) 2005-2007 Ascent Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* 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 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 __AUCTIONMGR_H
#define __AUCTIONMGR_H
class AuctionHouse;
class AuctionMgr : public Singleton
{
public:
AuctionMgr()
{
loopcount = 0;
maxId = 1;
}
~AuctionMgr()
{
vector::iterator itr = auctionHouses.begin();
for(; itr != auctionHouses.end(); ++itr)
delete (*itr);
}
void LoadAuctionHouses();
void Update();
AuctionHouse * GetAuctionHouse(uint32 Entry);
inline uint32 GenerateAuctionId()
{
lock.Acquire();
uint32 id=++maxId;
lock.Release();
return id;
}
private:
HM_NAMESPACE::hash_map auctionHouseEntryMap;
vector auctionHouses;
volatile uint32 maxId;
Mutex lock;
uint32 loopcount;
};
#define sAuctionMgr AuctionMgr::getSingleton()
#endif