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178 lines
6.8 KiB
C++
178 lines
6.8 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __BATTLEGROUNDMGR_H
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#define __BATTLEGROUNDMGR_H
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#include "BattleGround.h"
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#include "Policies/Singleton.h"
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class BattleGround;
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//TODO it is not possible to have this structure, because we should have BattlegroundSet for each queue
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//so i propose to change this type to array 1..MAX_BATTLEGROUND_TYPES of sets or maps..
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typedef std::map<uint32, BattleGround*> BattleGroundSet;
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//typedef std::map<uint32, BattleGroundQueue*> BattleGroundQueueSet;
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typedef std::deque<BattleGround*> BGFreeSlotQueueType;
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#define MAX_BATTLEGROUND_QUEUES 8 // for level ranges 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70-79, 80+
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#define MAX_BATTLEGROUND_TYPES 12 // each BG type will be in array
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struct PlayerQueueInfo
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{
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uint32 InviteTime; // first invite time
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uint32 LastInviteTime; // last invite time
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uint32 IsInvitedToBGInstanceGUID; // was invited to certain BG
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uint32 LastOnlineTime; // for tracking and removing offline players from queue after 5 minutes
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uint32 Team; // Player team (ALLIANCE/HORDE)
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bool IsRated;
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bool AsGroup; // uint32 GroupId;
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uint8 ArenaType;
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};
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struct PlayersCount
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{
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uint32 Alliance;
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uint32 Horde;
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};
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template<class _Kty, class _Ty> class bgqueue: public std::map<_Kty, _Ty>
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{
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public:
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uint32 Alliance;
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uint32 Horde;
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//bool Ready; // not used now
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//uint32 AverageTime; //not already implemented (it should be average time in queue for last 10 players)
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};
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class BattleGroundQueue
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{
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public:
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BattleGroundQueue();
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~BattleGroundQueue();
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/*
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uint32 GetType();
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void SetType(uint32 type);*/
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void Update(uint32 bgTypeId, uint32 queue_id);
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void AddPlayer(Player *plr, uint32 bgTypeId);
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void RemovePlayer(uint64 guid, bool decreaseInvitedCount);
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typedef bgqueue<uint64, PlayerQueueInfo> QueuedPlayersMap;
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QueuedPlayersMap m_QueuedPlayers[MAX_BATTLEGROUND_QUEUES];
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typedef std::list<uint64> PlayerGuidsSortedByTimeQueue;
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PlayerGuidsSortedByTimeQueue m_PlayersSortedByWaitTime[MAX_BATTLEGROUND_QUEUES];
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};
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/*
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This class is used to invite player to BG again, when minute lasts from his first invitation
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it is capable to solve all possibilities
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*/
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class BGQueueInviteEvent : public BasicEvent
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{
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public:
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BGQueueInviteEvent(uint64 pl_guid, uint32 BgInstanceGUID) : m_PlayerGuid(pl_guid), m_BgInstanceGUID(BgInstanceGUID) {};
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virtual ~BGQueueInviteEvent() {};
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virtual bool Execute(uint64 e_time, uint32 p_time);
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virtual void Abort(uint64 e_time);
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private:
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uint64 m_PlayerGuid;
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uint32 m_BgInstanceGUID;
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};
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/*
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This class is used to remove player from BG queue after 2 minutes from first invitation
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*/
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class BGQueueRemoveEvent : public BasicEvent
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{
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public:
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BGQueueRemoveEvent(uint64 pl_guid, uint32 bgInstanceGUID, uint32 playersTeam) : m_PlayerGuid(pl_guid), m_BgInstanceGUID(bgInstanceGUID), m_PlayersTeam(playersTeam) {};
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virtual ~BGQueueRemoveEvent() {};
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virtual bool Execute(uint64 e_time, uint32 p_time);
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virtual void Abort(uint64 e_time);
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private:
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uint64 m_PlayerGuid;
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uint32 m_BgInstanceGUID;
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uint32 m_PlayersTeam;
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};
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class BattleGroundMgr
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{
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public:
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/* Construction */
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BattleGroundMgr();
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~BattleGroundMgr();
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void Update(time_t diff);
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/* Packet Building */
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void BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Player *plr);
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void BuildPlayerLeftBattleGroundPacket(WorldPacket *data, Player *plr);
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void BuildBattleGroundListPacket(WorldPacket *data, uint64 guid, Player *plr, uint32 bgTypeId);
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void BuildGroupJoinedBattlegroundPacket(WorldPacket *data, uint32 bgTypeId);
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void BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value);
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void BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg);
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void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2);
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void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid);
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/* Player invitation */
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// called from Queue update, or from Addplayer to queue
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void InvitePlayer(Player* plr, uint32 bgInstanceGUID);
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/* Battlegrounds */
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BattleGroundSet::iterator GetBattleGroundsBegin() { return m_BattleGrounds.begin(); };
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BattleGroundSet::iterator GetBattleGroundsEnd() { return m_BattleGrounds.end(); };
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BattleGround* GetBattleGround(uint8 ID)
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{
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BattleGroundSet::iterator i = m_BattleGrounds.find(ID);
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if(i != m_BattleGrounds.end())
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return i->second;
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else
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return NULL;
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};
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uint32 CreateBattleGround(uint32 bgTypeId, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam, uint32 LevelMin, uint32 LevelMax, char* BattleGroundName, uint32 MapID, float Team1StartLocX, float Team1StartLocY, float Team1StartLocZ, float Team1StartLocO, float Team2StartLocX, float Team2StartLocY, float Team2StartLocZ, float Team2StartLocO);
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inline void AddBattleGround(uint32 ID, BattleGround* BG) { m_BattleGrounds[ID] = BG; };
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void CreateInitialBattleGrounds();
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void SendToBattleGround(Player *pl, uint32 bgTypeId);
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/* Battleground queues */
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//these queues are instantiated when creating BattlegroundMrg
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BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_TYPES]; // public, because we need to access them in BG handler code
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BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPES];
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void SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, uint64 guid);
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private:
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/* Battlegrounds */
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BattleGroundSet m_BattleGrounds;
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};
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#define sBattleGroundMgr MaNGOS::Singleton<BattleGroundMgr>::Instance()
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#endif
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