/*
* 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