// 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 #include #include #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; struct 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 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 }; struct s_battleground_team { int16 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 bg_id_var; ///< Team NPC variable name }; struct s_battleground_map { int id; ///< Battleground ID int16 mapid; ///< ID 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 }; /// Battlegrounds client interface queue system [MasterOfMuppets] struct s_battleground_queue { int id; ///< Battlegrounds database ID std::vector teama_members; ///< List of members on team A std::vector 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 bool in_ready_state; ///< Is this BG queue waiting for players to enter the BG? 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 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) }; /// 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 { public: BattlegroundDatabase() : TypesafeYamlDatabase("BATTLEGROUND_DB", 1) { } const std::string getDefaultLocation(); uint64 parseBodyNode(const YAML::Node& node); }; extern BattlegroundDatabase battleground_db; extern std::unordered_map> bg_team_db; std::shared_ptr bg_search_name(const char *name); void bg_send_dot_remove(struct map_session_data *sd); int bg_team_get_id(struct block_list *bl); struct map_session_data *bg_getavailablesd(s_battleground_data *bg); bool bg_queue_reservation(const char *name, bool state); #define bg_queue_reserve(name) (bg_queue_reservation(name, true)) #define bg_queue_unbook(name) (bg_queue_reservation(name, false)) int bg_create(uint16 mapindex, s_battleground_team* team); bool bg_team_join(int bg_id, struct map_session_data *sd, bool is_queue); bool bg_team_delete(int bg_id); int bg_team_leave(struct 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(struct map_session_data *sd); bool bg_queue_check_joinable(std::shared_ptr bg, struct map_session_data *sd, const char *name); void bg_queue_join_party(const char *name, struct map_session_data *sd); void bg_queue_join_guild(const char *name, struct map_session_data *sd); void bg_queue_join_multi(const char *name, struct map_session_data *sd, std::vector list); bool bg_queue_leave(struct map_session_data *sd); bool bg_queue_on_ready(const char *name, std::shared_ptr queue); void bg_queue_on_accept_invite(std::shared_ptr queue, struct map_session_data *sd); void bg_queue_start_battleground(s_battleground_queue *queue); bool bg_member_respawn(struct map_session_data *sd); void bg_send_message(struct map_session_data *sd, const char *mes, int len); void do_init_battleground(void); void do_final_battleground(void); #endif /* BATTLEGROUND_HPP */