/* * Copyright (C) 2005-2008 MaNGOS * * 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 struct PlayerQueueInfo { uint32 InviteTime; // first invite time uint32 LastInviteTime; // last invite time uint32 IsInvitedToBGInstanceGUID; // was invited to certain BG uint32 LastOnlineTime; // for tracking and removing offline players from queue after 5 minutes uint32 Team; // Player team (ALLIANCE/HORDE) bool IsRated; bool AsGroup; // uint32 GroupId; uint8 ArenaType; }; struct PlayersCount { uint32 Alliance; uint32 Horde; }; template class bgqueue: public std::map<_Kty, _Ty> { public: uint32 Alliance; uint32 Horde; //bool Ready; // not used now //uint32 AverageTime; //not already implemented (it should be average time in queue for last 10 players) }; class BattleGroundQueue { public: BattleGroundQueue(); ~BattleGroundQueue(); /* uint32 GetType(); void SetType(uint32 type);*/ void Update(uint32 bgTypeId, uint32 queue_id); void AddPlayer(Player *plr, uint32 bgTypeId); void RemovePlayer(uint64 guid, bool decreaseInvitedCount); typedef bgqueue QueuedPlayersMap; QueuedPlayersMap m_QueuedPlayers[MAX_BATTLEGROUND_QUEUES]; typedef std::list PlayerGuidsSortedByTimeQueue; PlayerGuidsSortedByTimeQueue m_PlayersSortedByWaitTime[MAX_BATTLEGROUND_QUEUES]; }; /* 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); void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid); /* Player invitation */ // called from Queue update, or from Addplayer to queue void InvitePlayer(Player* plr, uint32 bgInstanceGUID); /* Battlegrounds */ BattleGroundSet::iterator GetBattleGroundsBegin() { return m_BattleGrounds.begin(); }; BattleGroundSet::iterator GetBattleGroundsEnd() { return m_BattleGrounds.end(); }; BattleGround* GetBattleGround(uint8 ID) { BattleGroundSet::iterator i = m_BattleGrounds.find(ID); if(i != m_BattleGrounds.end()) return i->second; else return NULL; }; 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 CreateInitialBattleGrounds(); void SendToBattleGround(Player *pl, uint32 bgTypeId); /* Battleground queues */ //these queues are instantiated when creating BattlegroundMrg BattleGroundQueue m_BattleGroundQueues[MAX_BATTLEGROUND_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); private: /* Battlegrounds */ BattleGroundSet m_BattleGrounds; }; #define sBattleGroundMgr MaNGOS::Singleton::Instance() #endif