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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator 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 3 of the License, or
- (at your option) any later version.
- EQ2Emulator 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 EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef __PLAYERGROUPS_H__
- #define __PLAYERGROUPS_H__
- #include <deque>
- #include <map>
- #include "../common/types.h"
- #include "Entity.h"
- using namespace std;
- /// <summary>All the generic info for the group window, plus a client pointer for players</summary>
- struct GroupMemberInfo {
- int32 group_id;
- string name;
- string zone;
- sint32 hp_current;
- sint32 hp_max;
- sint32 power_current;
- sint32 power_max;
- int16 level_current;
- int16 level_max;
- int8 race_id;
- int8 class_id;
- bool leader;
- Client* client;
- Entity* member;
- int32 mentor_target_char_id;
- };
- /// <summary>Represents a players group in game</summary>
- class PlayerGroup {
- public:
- PlayerGroup(int32 id);
- ~PlayerGroup();
- /// <summary>Adds a new member to the players group</summary>
- /// <param name='member'>Entity to add to the group, can be a Player or NPC</param>
- /// <returns>True if the member was added</returns>
- bool AddMember(Entity* member);
- /// <summary>Removes a member from the players group</summary>
- /// <param name='member'>Entity to remove from the player group</param>
- /// <returns>True if the member was removed</param>
- bool RemoveMember(Entity* member);
- /// <summary>Removes all members from the group and destroys the group</summary>
- void Disband();
- /// <summary>Sends updates to all the clients in the group</summary>
- /// <param name='exclude'>Client to exclude from the update</param>
- void SendGroupUpdate(Client* exclude = 0);
- /// <summary>Gets the total number of members in the group</summary>
- /// <returns>int32, number of members in the group</returns>
- int32 Size() { return m_members.size(); }
- /// <summary>Gets a pointer to the list of members</summary>
- /// <returns>deque pointer</returns>
- deque<GroupMemberInfo*>* GetMembers() { return &m_members; }
- void SimpleGroupMessage(const char* message);
- void GroupChatMessage(Spawn* from, int32 language, const char* message);
- void MakeLeader(Entity* new_leader);
- void RemoveClientReference(Client* remove);
- void UpdateGroupMemberInfo(Entity* ent, bool groupMembersLocked=false);
- Entity* GetGroupMemberByPosition(Entity* seeker, int32 mapped_position);
-
- Mutex MGroupMembers; // Mutex for the group members
- private:
- int32 m_id; // ID of this group
- deque<GroupMemberInfo*> m_members; // List of members in this group
-
- };
- /// <summary>Responsible for managing all the player groups in the world</summary>
- class PlayerGroupManager {
- public:
- PlayerGroupManager();
- ~PlayerGroupManager();
- /// <summary>Adds a member to a group</summary>
- /// <param name='group_id'>ID of the group to add a member to</param>
- /// <param name='member'>Entity* to add to the group</param>
- /// <returns>True if the member was added to the group</returns>
- bool AddGroupMember(int32 group_id, Entity* member);
- /// <summary>Removes a member from a group</summary>
- /// <param name='group_id'>ID of the group to remove a member from</param>
- /// <param name='member'>Entity* to remove from the group</param>
- /// <returns>True if the member was removed from the group</returns>
- bool RemoveGroupMember(int32 group_id, Entity* member);
- /// <summary>Creates a new group with the provided Entity* as the leader</summary>
- /// <param name='leader'>The Entity* that will be the leader of the group</param>
- void NewGroup(Entity* leader);
- /// <summary>Removes the group from the group manager</summary>
- /// <param name='group_id'>ID of the group to remove</param>
- void RemoveGroup(int32 group_id);
- /// <summary>Handles a player inviting another player or NPC to a group</summary>
- /// <param name='leader'>Player that sent the invite</param>
- /// <param name='member'>Player or NPC that is the target of the invite</param>
- /// <returns>Error code if invite was unsuccessful, 0 if successful</returns>
- int8 Invite(Player* leader, Entity* member);
- /// <summary>Handles accepting of a group invite</summary>
- /// <param name='member'>Entity* that is accepting the invite</param>
- /// <returns>Error code if accepting the invite failed, 0 if successful<returns>
- int8 AcceptInvite(Entity* member);
- /// <summary>Handles declining of a group invite</summary>
- /// <param name='member'>Entity* that is declining the invite</param>
- void DeclineInvite(Entity* member);
- /// <summary>Checks to see if there is a group with the given id in the group manager</summary>
- /// <param name='group_id'>ID to check for</param>
- /// <returns>True if a group with the given ID is found</returns>
- bool IsGroupIDValid(int32 group_id);
- /// <summary>Send updates to all the clients in the group</summary>
- /// <param name='group_id'>ID of the group to send updates to</param>
- /// <param name='exclude'>Client* to exclude from the update, usually the one that triggers the update</param>
- void SendGroupUpdate(int32 group_id, Client* exclude = 0);
- PlayerGroup* GetGroup(int32 group_id);
- /// <summary>Read locks the group list, no changes to the list should be made when using this</summary>
- /// <param name='function'>Name of the function called from, used for better debugging in the event of a deadlock</param>
- /// <param name='line'>Line number that this was called from, used for better debugging in the event of a deadlock</param>
- void GroupLock(const char* function = 0, int32 line = 0U) { MGroups.readlock(function, line); }
- /// <summary>Releases the readlock acquired from GroupLock()</summary>
- /// <param name='function'>Name of the function called from, used for better debugging in the event of a deadlock</param>
- /// <param name='line'>Line number that this was called from, used for better debugging in the event of a deadlock</param>
- void ReleaseGroupLock(const char* function = 0, int32 line = 0U) { MGroups.releasereadlock(function, line); }
- void ClearPendingInvite(Entity* member);
- void RemoveGroupBuffs(int32 group_id, Client* client);
- int32 GetGroupSize(int32 group_id);
- void SendGroupQuests(int32 group_id, Client* client);
- bool HasGroupCompletedQuest(int32 group_id, int32 quest_id);
- void SimpleGroupMessage(int32 group_id, const char* message);
- void GroupMessage(int32 group_id, const char* message, ...);
- void GroupChatMessage(int32 group_id, Spawn* from, int32 language, const char* message);
- void MakeLeader(int32 group_id, Entity* new_leader);
- void UpdateGroupBuffs();
- bool IsInGroup(int32 group_id, Entity* member);
- Entity* IsPlayerInGroup(int32 group_id, int32 char_id);
- // TODO: Any function below this comment
- bool IsSpawnInGroup(int32 group_id, string name); // used in follow
- Player* GetGroupLeader(int32 group_id);
- private:
- int32 m_nextGroupID; // Used to generate a new unique id for new groups
- map<int32, PlayerGroup*> m_groups; // int32 is the group id, PlayerGroup* is a pointer to the actual group
- map<string, string> m_pendingInvites; // First string is the person invited to the group, second string is the leader of the group
- Mutex MGroups; // Mutex for the group map (m_groups)
- Mutex MPendingInvites; // Mutex for the pending invites map (m_pendingInvites)
- };
- #endif
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