/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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 2 of the License, or
* (at your option) 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __BATTLEGROUNDMGR_H
#define __BATTLEGROUNDMGR_H
#include "BattleGround.h"
#include "Policies/Singleton.h"
class BattleGround;
//TODO it is not possible to have this structure, because we should have BattlegroundSet for each queue
//so i propose to change this type to array 1..MAX_BATTLEGROUND_TYPES of sets or maps..
typedef std::map BattleGroundSet;
//typedef std::map BattleGroundQueueSet;
typedef std::deque BGFreeSlotQueueType;
#define MAX_BATTLEGROUND_QUEUES 7 // for level ranges 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70+
#define MAX_BATTLEGROUND_TYPES 9 // each BG type will be in array
#define MAX_BATTLEGROUND_QUEUE_TYPES 8
#define BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY 86400 // seconds in a day
struct GroupQueueInfo; // type predefinition
struct PlayerQueueInfo // stores information for players in queue
{
uint32 InviteTime; // first invite time
uint32 LastInviteTime; // last invite time
uint32 LastOnlineTime; // for tracking and removing offline players from queue after 5 minutes
GroupQueueInfo * GroupInfo; // pointer to the associated groupqueueinfo
};
struct GroupQueueInfo // stores information about the group in queue (also used when joined as solo!)
{
std::map Players; // player queue info map
uint32 Team; // Player team (ALLIANCE/HORDE)
bool IsRated; // rated
uint32 BgTypeId; // battleground type id
uint8 ArenaType; // 2v2, 3v3, 5v5 or 0 when BG
uint32 ArenaTeamId; // team id if rated match
uint32 JoinTime; // time when group was added
uint32 IsInvitedToBGInstanceGUID; // was invited to certain BG
uint32 ArenaTeamRating; // if rated match, inited to the rating of the team
};
class BattleGround;
class BattleGroundQueue
{
public:
BattleGroundQueue();
~BattleGroundQueue();
void Update(uint32 bgTypeId, uint32 queue_id, uint8 arenatype = 0, bool isRated = false, uint32 minRating = 0);
GroupQueueInfo * AddGroup(Player * leader, uint32 BgTypeId, uint8 ArenaType, bool isRated, uint32 ArenaRating, uint32 ArenaTeamId = 0);
void AddPlayer(Player *plr, GroupQueueInfo * ginfo);
void RemovePlayer(uint64 guid, bool decreaseInvitedCount);
void DecreaseGroupLength(uint32 queueId, uint32 AsGroup);
void BGEndedRemoveInvites(BattleGround * bg);
typedef std::map QueuedPlayersMap;
QueuedPlayersMap m_QueuedPlayers[MAX_BATTLEGROUND_QUEUES];
typedef std::list QueuedGroupsList;
QueuedGroupsList m_QueuedGroups[MAX_BATTLEGROUND_QUEUES];
// class to hold pointers to the groups eligible for a specific selection pool building mode
class EligibleGroups : public std::list
{
public:
void Init(QueuedGroupsList * source, uint32 BgTypeId, uint32 side, uint32 MaxPlayers, uint8 ArenaType = 0, bool IsRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0);
void RemoveGroup(GroupQueueInfo * ginfo);
};
EligibleGroups m_EligibleGroups;
// class to select and invite groups to bg
class SelectionPool
{
public:
void Init();
void AddGroup(GroupQueueInfo * group);
GroupQueueInfo * GetMaximalGroup();
void RemoveGroup(GroupQueueInfo * group);
uint32 GetPlayerCount() const {return PlayerCount;}
public:
std::list SelectedGroups;
private:
uint32 PlayerCount;
GroupQueueInfo * MaxGroup;
};
enum SelectionPoolBuildMode
{
NORMAL_ALLIANCE,
NORMAL_HORDE,
ONESIDE_ALLIANCE_TEAM1,
ONESIDE_ALLIANCE_TEAM2,
ONESIDE_HORDE_TEAM1,
ONESIDE_HORDE_TEAM2,
NUM_SELECTION_POOL_TYPES
};
SelectionPool m_SelectionPools[NUM_SELECTION_POOL_TYPES];
bool BuildSelectionPool(uint32 bgTypeId, uint32 queue_id, uint32 MinPlayers, uint32 MaxPlayers, SelectionPoolBuildMode mode, uint8 ArenaType = 0, bool isRated = false, uint32 MinRating = 0, uint32 MaxRating = 0, uint32 DisregardTime = 0, uint32 excludeTeam = 0);
private:
bool InviteGroupToBG(GroupQueueInfo * ginfo, BattleGround * bg, uint32 side);
};
/*
This class is used to invite player to BG again, when minute lasts from his first invitation
it is capable to solve all possibilities
*/
class BGQueueInviteEvent : public BasicEvent
{
public:
BGQueueInviteEvent(uint64 pl_guid, uint32 BgInstanceGUID) : m_PlayerGuid(pl_guid), m_BgInstanceGUID(BgInstanceGUID) {};
virtual ~BGQueueInviteEvent() {};
virtual bool Execute(uint64 e_time, uint32 p_time);
virtual void Abort(uint64 e_time);
private:
uint64 m_PlayerGuid;
uint32 m_BgInstanceGUID;
};
/*
This class is used to remove player from BG queue after 2 minutes from first invitation
*/
class BGQueueRemoveEvent : public BasicEvent
{
public:
BGQueueRemoveEvent(uint64 pl_guid, uint32 bgInstanceGUID, uint32 playersTeam) : m_PlayerGuid(pl_guid), m_BgInstanceGUID(bgInstanceGUID), m_PlayersTeam(playersTeam) {};
virtual ~BGQueueRemoveEvent() {};
virtual bool Execute(uint64 e_time, uint32 p_time);
virtual void Abort(uint64 e_time);
private:
uint64 m_PlayerGuid;
uint32 m_BgInstanceGUID;
uint32 m_PlayersTeam;
};
class BattleGroundMgr
{
public:
/* Construction */
BattleGroundMgr();
~BattleGroundMgr();
void Update(time_t diff);
/* Packet Building */
void BuildPlayerJoinedBattleGroundPacket(WorldPacket *data, Player *plr);
void BuildPlayerLeftBattleGroundPacket(WorldPacket *data, Player *plr);
void BuildBattleGroundListPacket(WorldPacket *data, uint64 guid, Player *plr, uint32 bgTypeId);
void BuildGroupJoinedBattlegroundPacket(WorldPacket *data, uint32 bgTypeId);
void BuildUpdateWorldStatePacket(WorldPacket *data, uint32 field, uint32 value);
void BuildPvpLogDataPacket(WorldPacket *data, BattleGround *bg);
void BuildBattleGroundStatusPacket(WorldPacket *data, BattleGround *bg, uint32 team, uint8 QueueSlot, uint8 StatusID, uint32 Time1, uint32 Time2, uint32 arenatype = 0, uint8 israted = 0);
void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid);
/* Player invitation */
// called from Queue update, or from Addplayer to queue
void InvitePlayer(Player* plr, uint32 bgInstanceGUID, uint32 team);
/* Battlegrounds */
BattleGroundSet::iterator GetBattleGroundsBegin() { return m_BattleGrounds.begin(); };
BattleGroundSet::iterator GetBattleGroundsEnd() { return m_BattleGrounds.end(); };
BattleGround* GetBattleGround(uint32 ID)
{
BattleGroundSet::iterator i = m_BattleGrounds.find(ID);
if(i != m_BattleGrounds.end())
return i->second;
else
return NULL;
};
BattleGround * GetBattleGroundTemplate(uint32 bgTypeId);
BattleGround * CreateNewBattleGround(uint32 bgTypeId);
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);
inline void AddBattleGround(uint32 ID, BattleGround* BG) { m_BattleGrounds[ID] = BG; };
void RemoveBattleGround(uint32 instanceID);
void CreateInitialBattleGrounds();
void SendToBattleGround(Player *pl, uint32 bgTypeId);
/* Battleground queues */
//these queues are instantiated when creating BattlegroundMrg
BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_QUEUE_TYPES]; // public, because we need to access them in BG handler code
BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPES];
void SendAreaSpiritHealerQueryOpcode(Player *pl, BattleGround *bg, uint64 guid);
bool IsArenaType(uint32 bgTypeId) const;
bool IsBattleGroundType(uint32 bgTypeId) const;
uint32 BGQueueTypeId(uint32 bgTypeId, uint8 arenaType) const;
uint32 BGTemplateId(uint32 bgQueueTypeId) const;
uint8 BGArenaType(uint32 bgQueueTypeId) const;
uint32 GetMaxRatingDifference() const {return m_MaxRatingDifference;}
uint32 GetRatingDiscardTimer() const {return m_RatingDiscardTimer;}
void InitAutomaticArenaPointDistribution();
void DistributeArenaPoints();
uint32 GetPrematureFinishTime() const {return m_PrematureFinishTimer;}
void ToggleArenaTesting();
const bool isArenaTesting() const { return m_ArenaTesting; }
void SetHolidayWeekends(uint32 mask);
private:
/* Battlegrounds */
BattleGroundSet m_BattleGrounds;
uint32 m_MaxRatingDifference;
uint32 m_RatingDiscardTimer;
uint32 m_NextRatingDiscardUpdate;
bool m_AutoDistributePoints;
uint64 m_NextAutoDistributionTime;
uint32 m_AutoDistributionTimeChecker;
uint32 m_PrematureFinishTimer;
bool m_ArenaTesting;
};
#define sBattleGroundMgr Trinity::Singleton::Instance()
#endif