mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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168 lines
6.3 KiB
C++
168 lines
6.3 KiB
C++
/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __BATTLEGROUNDMGR_H
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#define __BATTLEGROUNDMGR_H
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#include "Common.h"
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#include "DBCEnums.h"
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#include "Battleground.h"
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#include "BattlegroundQueue.h"
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#include "CreatureAIImpl.h"
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#include <ace/Singleton.h>
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typedef std::map<uint32, Battleground*> BattlegroundContainer;
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typedef UNORDERED_MAP<uint32, BattlegroundTypeId> BattleMastersMap;
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#define WS_ARENA_DISTRIBUTION_TIME 20001 // Custom worldstate
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struct CreateBattlegroundData
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{
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BattlegroundTypeId bgTypeId;
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bool IsArena;
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uint32 MinPlayersPerTeam;
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uint32 MaxPlayersPerTeam;
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uint32 LevelMin;
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uint32 LevelMax;
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char* BattlegroundName;
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uint32 MapID;
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float Team1StartLocX;
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float Team1StartLocY;
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float Team1StartLocZ;
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float Team1StartLocO;
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float Team2StartLocX;
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float Team2StartLocY;
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float Team2StartLocZ;
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float Team2StartLocO;
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float StartMaxDist;
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uint32 scriptId;
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};
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struct GroupQueueInfo;
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// pussywizard
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class RandomBattlegroundSystem
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{
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public:
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RandomBattlegroundSystem();
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void Update(uint32 diff);
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BattlegroundTypeId GetCurrentRandomBg() const { return m_CurrentRandomBg; }
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void BattlegroundCreated(BattlegroundTypeId bgTypeId);
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private:
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BattlegroundTypeId m_CurrentRandomBg;
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uint32 m_SwitchTimer;
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std::vector<BattlegroundTypeId> m_BgOrder;
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};
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class BattlegroundMgr
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{
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friend class ACE_Singleton<BattlegroundMgr, ACE_Null_Mutex>;
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private:
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BattlegroundMgr();
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~BattlegroundMgr();
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public:
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void Update(uint32 diff);
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/* Packet Building */
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void BuildPlayerJoinedBattlegroundPacket(WorldPacket* data, Player* player);
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void BuildPlayerLeftBattlegroundPacket(WorldPacket* data, uint64 guid);
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void BuildBattlegroundListPacket(WorldPacket* data, uint64 guid, Player* player, BattlegroundTypeId bgTypeId, uint8 fromWhere);
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void BuildGroupJoinedBattlegroundPacket(WorldPacket* data, GroupJoinBattlegroundResult result);
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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, uint8 queueSlot, uint8 statusId, uint32 time1, uint32 time2, uint8 arenaType, TeamId teamId, bool isRated = false, BattlegroundTypeId forceBgTypeId = BATTLEGROUND_TYPE_NONE);
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void BuildPlaySoundPacket(WorldPacket* data, uint32 soundid);
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void SendAreaSpiritHealerQueryOpcode(Player* player, Battleground* bg, uint64 guid);
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/* Battlegrounds */
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Battleground* GetBattleground(uint32 InstanceID);
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Battleground* GetBattlegroundTemplate(BattlegroundTypeId bgTypeId);
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Battleground* CreateNewBattleground(BattlegroundTypeId bgTypeId, uint32 minLevel, uint32 maxLevel, uint8 arenaType, bool isRated);
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void AddBattleground(Battleground* bg);
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void RemoveBattleground(BattlegroundTypeId bgTypeId, uint32 instanceId);
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void CreateInitialBattlegrounds();
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void DeleteAllBattlegrounds();
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void SendToBattleground(Player* player, uint32 InstanceID, BattlegroundTypeId bgTypeId);
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/* Battleground queues */
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BattlegroundQueue& GetBattlegroundQueue(BattlegroundQueueTypeId bgQueueTypeId) { return m_BattlegroundQueues[bgQueueTypeId]; }
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void ScheduleArenaQueueUpdate(uint32 arenaRatedTeamId, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundBracketId bracket_id);
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uint32 GetPrematureFinishTime() const;
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static void InviteGroupToBG(GroupQueueInfo* ginfo, Battleground* bg, TeamId teamId);
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void ToggleArenaTesting();
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void ToggleTesting();
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void SetHolidayWeekends(uint32 mask);
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bool isArenaTesting() const { return m_ArenaTesting; }
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bool isTesting() const { return m_Testing; }
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static BattlegroundQueueTypeId BGQueueTypeId(BattlegroundTypeId bgTypeId, uint8 arenaType);
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static BattlegroundTypeId BGTemplateId(BattlegroundQueueTypeId bgQueueTypeId);
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static bool IsArenaType(BattlegroundTypeId bgTypeId);
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static uint8 BGArenaType(BattlegroundQueueTypeId bgQueueTypeId);
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static HolidayIds BGTypeToWeekendHolidayId(BattlegroundTypeId bgTypeId);
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static BattlegroundTypeId WeekendHolidayIdToBGType(HolidayIds holiday);
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static bool IsBGWeekend(BattlegroundTypeId bgTypeId);
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PvPDifficultyEntry randomBgDifficultyEntry;
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uint32 GetRatingDiscardTimer() const;
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void InitAutomaticArenaPointDistribution();
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void LoadBattleMastersEntry();
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void CheckBattleMasters();
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BattlegroundTypeId GetBattleMasterBG(uint32 entry) const
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{
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BattleMastersMap::const_iterator itr = mBattleMastersMap.find(entry);
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if (itr != mBattleMastersMap.end())
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return itr->second;
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return BATTLEGROUND_TYPE_NONE;
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}
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const BattlegroundContainer& GetBattlegroundList() { return m_Battlegrounds; } // pussywizard
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RandomBattlegroundSystem RandomSystem; // pussywizard
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private:
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bool CreateBattleground(CreateBattlegroundData& data);
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uint32 GetNextClientVisibleInstanceId();
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typedef std::map<BattlegroundTypeId, Battleground*> BattlegroundTemplateContainer;
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BattlegroundTemplateContainer m_BattlegroundTemplates;
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BattlegroundContainer m_Battlegrounds;
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BattlegroundQueue m_BattlegroundQueues[MAX_BATTLEGROUND_QUEUE_TYPES];
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std::vector<uint64> m_ArenaQueueUpdateScheduler;
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uint32 m_lastClientVisibleInstanceId;
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uint32 m_NextPeriodicQueueUpdateTime;
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time_t m_NextAutoDistributionTime;
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bool m_ArenaTesting;
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bool m_Testing;
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BattleMastersMap mBattleMastersMap;
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};
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#define sBattlegroundMgr ACE_Singleton<BattlegroundMgr, ACE_Null_Mutex>::instance()
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#endif |