/* * 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