134 lines
6.7 KiB
C++
Executable File
134 lines
6.7 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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 <ace/Singleton.h>
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typedef std::map<uint32, Battleground*> BattlegroundSet;
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typedef UNORDERED_MAP<uint32, BattlegroundTypeId> BattleMastersMap;
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#define BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY 86400 // seconds in a day
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#define WS_ARENA_DISTRIBUTION_TIME 20001 // Custom worldstate
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class BattlegroundMgr
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{
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/// Todo: Thread safety?
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/* Construction */
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friend class ACE_Singleton<BattlegroundMgr, ACE_Null_Mutex>;
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BattlegroundMgr();
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public:
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~BattlegroundMgr();
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void Update(uint32 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, const uint64& guid);
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void BuildBattlegroundListPacket(WorldPacket *data, const uint64& guid, Player *plr, 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, uint8 uiFrame = 1);
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void BuildPlaySoundPacket(WorldPacket *data, uint32 soundid);
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void SendAreaSpiritHealerQueryOpcode(Player *pl, Battleground *bg, const uint64& guid);
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/* Battlegrounds */
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Battleground* GetBattlegroundThroughClientInstance(uint32 instanceId, BattlegroundTypeId bgTypeId);
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Battleground* GetBattleground(uint32 InstanceID, BattlegroundTypeId bgTypeId); //there must be uint32 because MAX_BATTLEGROUND_TYPE_ID means unknown
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Battleground* GetBattlegroundTemplate(BattlegroundTypeId bgTypeId);
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Battleground* CreateNewBattleground(BattlegroundTypeId bgTypeId, PvPDifficultyEntry const* bracketEntry, uint8 arenaType, bool isRated);
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uint32 CreateBattleground(BattlegroundTypeId bgTypeId, bool IsArena, 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, uint32 scriptId);
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void AddBattleground(uint32 InstanceID, BattlegroundTypeId bgTypeId, Battleground* BG) { m_Battlegrounds[bgTypeId][InstanceID] = BG; };
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void RemoveBattleground(uint32 instanceID, BattlegroundTypeId bgTypeId) { m_Battlegrounds[bgTypeId].erase(instanceID); }
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uint32 CreateClientVisibleInstanceId(BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id);
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void CreateInitialBattlegrounds();
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void DeleteAllBattlegrounds();
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void SendToBattleground(Player *pl, uint32 InstanceID, BattlegroundTypeId 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_QUEUE_TYPES]; // public, because we need to access them in BG handler code
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BGFreeSlotQueueType BGFreeSlotQueue[MAX_BATTLEGROUND_TYPE_ID];
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void ScheduleQueueUpdate(uint32 arenaMatchmakerRating, uint8 arenaType, BattlegroundQueueTypeId bgQueueTypeId, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id);
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uint32 GetMaxRatingDifference() const;
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uint32 GetRatingDiscardTimer() const;
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uint32 GetPrematureFinishTime() const;
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void InitAutomaticArenaPointDistribution();
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void DistributeArenaPoints();
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void ToggleArenaTesting();
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void ToggleTesting();
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void SetHolidayWeekends(uint32 mask);
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void LoadBattleMastersEntry();
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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_WS;
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}
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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 bool IsArenaType(BattlegroundTypeId bgTypeId);
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static bool IsBattlegroundType(BattlegroundTypeId bgTypeId) { return !BattlegroundMgr::IsArenaType(bgTypeId); }
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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 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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void DoCompleteAchievement(uint32 achievement, Player * player = NULL);
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private:
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BattleMastersMap mBattleMastersMap;
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typedef std::map<BattlegroundTypeId, uint8> BattlegroundSelectionWeightMap; // TypeId and its selectionWeight
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/* Battlegrounds */
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BattlegroundSet m_Battlegrounds[MAX_BATTLEGROUND_TYPE_ID];
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BattlegroundSelectionWeightMap m_ArenaSelectionWeights;
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BattlegroundSelectionWeightMap m_BGSelectionWeights;
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std::vector<uint64> m_QueueUpdateScheduler;
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std::set<uint32> m_ClientBattlegroundIds[MAX_BATTLEGROUND_TYPE_ID][MAX_BATTLEGROUND_BRACKETS]; //the instanceids just visible for the client
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uint32 m_NextRatingDiscardUpdate;
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time_t m_NextAutoDistributionTime;
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uint32 m_AutoDistributionTimeChecker;
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bool m_ArenaTesting;
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bool m_Testing;
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};
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#define sBattlegroundMgr ACE_Singleton<BattlegroundMgr, ACE_Null_Mutex>::instance()
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#endif
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