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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #ifndef BATTLEGROUND_HPP
- #define BATTLEGROUND_HPP
- #include <memory>
- #include <string>
- #include <vector>
- #include "../common/cbasetypes.hpp"
- #include "../common/database.hpp"
- #include "../common/mmo.hpp" // struct party
- #define MAX_BG_MEMBERS 30
- struct s_battleground_member_data {
- unsigned short x, y;
- map_session_data *sd;
- unsigned afk : 1;
- struct point entry_point; ///< Battleground queue entry point
- };
- struct s_battleground_data {
- int id; ///< Battleground ID
- std::vector<s_battleground_member_data> members; ///< List of players in battleground
- struct point cemetery; ///< Respawn point for players who die
- std::string logout_event; ///< NPC Event to call on log out events
- std::string die_event; ///< NPC Event to call on death events
- std::string active_event; ///< NPC Event to call on players joining an active battleground
- };
- struct s_battleground_team {
- uint16 warp_x, warp_y; ///< Team respawn coordinates
- std::string quit_event, ///< Team NPC Event to call on log out events
- death_event, ///< Team NPC Event to call on death events
- active_event, ///< Team NPC Event to call on players joining an active battleground
- bg_id_var; ///< Team NPC variable name
- };
- struct s_battleground_map {
- int id; ///< Battleground ID
- uint16 mapindex; ///< Index of the map
- s_battleground_team team1, team2; ///< Team data
- std::string bgcallscript; ///< Script to be called when players join the battleground
- bool isReserved; ///< Reserve BG maps that are used so that the system won't create multiple BG instances on the same map
- };
- /// Enum for queue state tracking
- enum e_queue_state : uint16 {
- QUEUE_STATE_SETUP = 0, ///< The initial setup of a queue (a required amount of players hasn't been met)
- QUEUE_STATE_SETUP_DELAY, ///< The initial setup of a queue but a required amount of players have accepted and the delay timer is active
- QUEUE_STATE_ACTIVE, ///< The queue is active script side and more players can join (players may or may not be on the field)
- QUEUE_STATE_ENDED, ///< The queue is no longer joinable (players are getting prizes)
- };
- /// Battlegrounds client interface queue system [MasterOfMuppets]
- struct s_battleground_queue {
- int queue_id; ///< Battlegrounds Queue ID
- int id; ///< Battlegrounds database ID
- std::vector<map_session_data *> teama_members; ///< List of members on team A
- std::vector<map_session_data *> teamb_members; ///< List of members on team B
- int required_players; ///< Amount of players required on each side to start
- int max_players; ///< Maximum amount of players on each side
- int accepted_players; ///< Amount of players who accepted the offer to enter the battleground
- e_queue_state state; ///< See @e_queue_state
- int tid_expire; ///< Timer ID associated with the time out at the ready to enter window
- int tid_start; ///< Timer ID associated with the start delay
- int tid_requeue; ///< Timer ID associated with requeuing this group if all BG maps are reserved
- s_battleground_map *map; ///< Map this BG queue has been assigned to
- };
- struct s_battleground_type {
- int id; ///< Battlegrounds database ID
- std::string name; ///< Name of the battleground type
- int required_players; ///< Amount of players required on each side to start
- int max_players; ///< Maximum amount of players on each side
- int min_lvl; ///< Minimum level to participate in this battleground type
- int max_lvl; ///< Maximum level to participate in this battleground type
- std::vector<s_battleground_map> maps; ///< List of battleground locations
- uint32 deserter_time; ///< Amount of time a player is marked deserter (seconds)
- uint32 start_delay; ///< Amount of time before the start message is sent to players (seconds)
- bool solo; ///< Ability to join a queue as an individual.
- bool party; ///< Ability to join a queue as a party.
- bool guild; ///< Ability to join a queue as a guild.
- std::vector<int32> job_restrictions; ///< List of jobs that are unable to join.
- };
- /// Enum of responses when applying for a Battleground
- enum e_bg_queue_apply_ack : uint16 {
- BG_APPLY_NONE = 0,
- BG_APPLY_ACCEPT, ///< Accept
- BG_APPLY_QUEUE_FINISHED, ///< Queuing has finished
- BG_APPLY_INVALID_NAME, ///< Invalid name of Battleground
- BG_APPLY_INVALID_APP, ///< Invalid application
- BG_APPLY_PLAYER_COUNT, ///< Too many players in party/guild
- BG_APPLY_PLAYER_LEVEL, ///< Level too low/high
- BG_APPLY_DUPLICATE, ///< Duplicate application
- BG_APPLY_RECONNECT, ///< Reconnect then apply
- BG_APPLY_PARTYGUILD_LEADER, ///< Only party/guild leader can apply
- BG_APPLY_PLAYER_CLASS, ///< Your class can't apply
- };
- /// Enum of script command bg_info types
- enum e_bg_info : uint16 {
- BG_INFO_ID = 0,
- BG_INFO_REQUIRED_PLAYERS,
- BG_INFO_MAX_PLAYERS,
- BG_INFO_MIN_LEVEL,
- BG_INFO_MAX_LEVEL,
- BG_INFO_MAPS,
- BG_INFO_DESERTER_TIME,
- };
- class BattlegroundDatabase : public TypesafeYamlDatabase<uint32, s_battleground_type> {
- public:
- BattlegroundDatabase() : TypesafeYamlDatabase("BATTLEGROUND_DB", 1) {
- }
- const std::string getDefaultLocation() override;
- uint64 parseBodyNode(const ryml::NodeRef& node) override;
- };
- extern BattlegroundDatabase battleground_db;
- extern std::unordered_map<int, std::shared_ptr<s_battleground_data>> bg_team_db;
- extern std::vector<std::shared_ptr<s_battleground_queue>> bg_queues;
- std::shared_ptr<s_battleground_type> bg_search_name(const char *name);
- std::shared_ptr<s_battleground_queue> bg_search_queue(int queue_id);
- void bg_send_dot_remove(map_session_data *sd);
- int bg_team_get_id(struct block_list *bl);
- map_session_data *bg_getavailablesd(s_battleground_data *bg);
- bool bg_queue_reservation(const char *name, bool state, bool ended);
- #define bg_queue_reserve(name, end) (bg_queue_reservation(name, true, end))
- #define bg_queue_unbook(name) (bg_queue_reservation(name, false, false))
- int bg_create(uint16 mapindex, s_battleground_team* team);
- bool bg_team_join(int bg_id, map_session_data *sd, bool is_queue);
- bool bg_team_delete(int bg_id);
- int bg_team_leave(map_session_data *sd, bool quit, bool deserter);
- bool bg_team_warp(int bg_id, unsigned short mapindex, short x, short y);
- bool bg_player_is_in_bg_map(map_session_data *sd);
- bool bg_queue_check_joinable(std::shared_ptr<s_battleground_type> bg, map_session_data *sd, const char *name);
- void bg_queue_join_solo(const char *name, map_session_data *sd);
- void bg_queue_join_party(const char *name, map_session_data *sd);
- void bg_queue_join_guild(const char *name, map_session_data *sd);
- void bg_queue_join_multi(const char *name, map_session_data *sd, std::vector<map_session_data *> list);
- void bg_queue_clear(std::shared_ptr<s_battleground_queue> queue, bool ended);
- bool bg_queue_leave(map_session_data *sd, bool apply_sc = true);
- bool bg_queue_on_ready(const char *name, std::shared_ptr<s_battleground_queue> queue);
- void bg_queue_on_accept_invite(map_session_data *sd);
- void bg_queue_start_battleground(std::shared_ptr<s_battleground_queue> queue);
- bool bg_member_respawn(map_session_data *sd);
- void bg_send_message(map_session_data *sd, const char *mes, int len);
- void do_init_battleground(void);
- void do_final_battleground(void);
- #endif /* BATTLEGROUND_HPP */
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