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PlayerGroups.h 8.6 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef __PLAYERGROUPS_H__
  17. #define __PLAYERGROUPS_H__
  18. #include <deque>
  19. #include <map>
  20. #include <mutex>
  21. #include <shared_mutex>
  22. #include "Spells.h"
  23. #include "../common/types.h"
  24. #include "Entity.h"
  25. using namespace std;
  26. // GroupOptions isn't used yet
  27. struct GroupOptions{
  28. int8 loot_method;
  29. int8 loot_items_rarity;
  30. int8 auto_split;
  31. int8 default_yell;
  32. int8 group_lock_method;
  33. int8 group_autolock;
  34. int8 solo_autolock;
  35. int8 auto_loot_method;
  36. int8 last_looted_index;
  37. };
  38. /// <summary>All the generic info for the group window, plus a client pointer for players</summary>
  39. struct GroupMemberInfo {
  40. int32 group_id;
  41. string name;
  42. string zone;
  43. sint32 hp_current;
  44. sint32 hp_max;
  45. sint32 power_current;
  46. sint32 power_max;
  47. int16 level_current;
  48. int16 level_max;
  49. int8 race_id;
  50. int8 class_id;
  51. bool leader;
  52. Client* client;
  53. Entity* member;
  54. int32 mentor_target_char_id;
  55. };
  56. /// <summary>Represents a players group in game</summary>
  57. class PlayerGroup {
  58. public:
  59. PlayerGroup(int32 id);
  60. ~PlayerGroup();
  61. /// <summary>Adds a new member to the players group</summary>
  62. /// <param name='member'>Entity to add to the group, can be a Player or NPC</param>
  63. /// <returns>True if the member was added</returns>
  64. bool AddMember(Entity* member);
  65. /// <summary>Removes a member from the players group</summary>
  66. /// <param name='member'>Entity to remove from the player group</param>
  67. /// <returns>True if the member was removed</param>
  68. bool RemoveMember(Entity* member);
  69. /// <summary>Removes all members from the group and destroys the group</summary>
  70. void Disband();
  71. /// <summary>Sends updates to all the clients in the group</summary>
  72. /// <param name='exclude'>Client to exclude from the update</param>
  73. void SendGroupUpdate(Client* exclude = 0);
  74. /// <summary>Gets the total number of members in the group</summary>
  75. /// <returns>int32, number of members in the group</returns>
  76. int32 Size() { return m_members.size(); }
  77. /// <summary>Gets a pointer to the list of members</summary>
  78. /// <returns>deque pointer</returns>
  79. deque<GroupMemberInfo*>* GetMembers() { return &m_members; }
  80. void SimpleGroupMessage(const char* message);
  81. void SendGroupMessage(int8 type, const char* message, ...);
  82. void GroupChatMessage(Spawn* from, int32 language, const char* message);
  83. bool MakeLeader(Entity* new_leader);
  84. bool ShareQuestWithGroup(Client* quest_sharer, Quest* quest);
  85. void RemoveClientReference(Client* remove);
  86. void UpdateGroupMemberInfo(Entity* ent, bool groupMembersLocked=false);
  87. Entity* GetGroupMemberByPosition(Entity* seeker, int32 mapped_position);
  88. void SetDefaultGroupOptions(GroupOptions* options=nullptr);
  89. GroupOptions* GetGroupOptions() { return &group_options; }
  90. int8 GetLastLooterIndex() { return group_options.last_looted_index; }
  91. void SetNextLooterIndex(int8 new_index) { group_options.last_looted_index = new_index; }
  92. Mutex MGroupMembers; // Mutex for the group members
  93. private:
  94. GroupOptions group_options;
  95. int32 m_id; // ID of this group
  96. deque<GroupMemberInfo*> m_members; // List of members in this group
  97. };
  98. /// <summary>Responsible for managing all the player groups in the world</summary>
  99. class PlayerGroupManager {
  100. public:
  101. PlayerGroupManager();
  102. ~PlayerGroupManager();
  103. /// <summary>Adds a member to a group</summary>
  104. /// <param name='group_id'>ID of the group to add a member to</param>
  105. /// <param name='member'>Entity* to add to the group</param>
  106. /// <returns>True if the member was added to the group</returns>
  107. bool AddGroupMember(int32 group_id, Entity* member);
  108. /// <summary>Removes a member from a group</summary>
  109. /// <param name='group_id'>ID of the group to remove a member from</param>
  110. /// <param name='member'>Entity* to remove from the group</param>
  111. /// <returns>True if the member was removed from the group</returns>
  112. bool RemoveGroupMember(int32 group_id, Entity* member);
  113. /// <summary>Creates a new group with the provided Entity* as the leader</summary>
  114. /// <param name='leader'>The Entity* that will be the leader of the group</param>
  115. void NewGroup(Entity* leader);
  116. /// <summary>Removes the group from the group manager</summary>
  117. /// <param name='group_id'>ID of the group to remove</param>
  118. void RemoveGroup(int32 group_id);
  119. /// <summary>Handles a player inviting another player or NPC to a group</summary>
  120. /// <param name='leader'>Player that sent the invite</param>
  121. /// <param name='member'>Player or NPC that is the target of the invite</param>
  122. /// <returns>Error code if invite was unsuccessful, 0 if successful</returns>
  123. int8 Invite(Player* leader, Entity* member);
  124. /// <summary>Handles accepting of a group invite</summary>
  125. /// <param name='member'>Entity* that is accepting the invite</param>
  126. /// <returns>Error code if accepting the invite failed, 0 if successful<returns>
  127. int8 AcceptInvite(Entity* member);
  128. /// <summary>Handles declining of a group invite</summary>
  129. /// <param name='member'>Entity* that is declining the invite</param>
  130. void DeclineInvite(Entity* member);
  131. /// <summary>Checks to see if there is a group with the given id in the group manager</summary>
  132. /// <param name='group_id'>ID to check for</param>
  133. /// <returns>True if a group with the given ID is found</returns>
  134. bool IsGroupIDValid(int32 group_id);
  135. /// <summary>Send updates to all the clients in the group</summary>
  136. /// <param name='group_id'>ID of the group to send updates to</param>
  137. /// <param name='exclude'>Client* to exclude from the update, usually the one that triggers the update</param>
  138. void SendGroupUpdate(int32 group_id, Client* exclude = 0);
  139. PlayerGroup* GetGroup(int32 group_id);
  140. /// <summary>Read locks the group list, no changes to the list should be made when using this</summary>
  141. /// <param name='function'>Name of the function called from, used for better debugging in the event of a deadlock</param>
  142. /// <param name='line'>Line number that this was called from, used for better debugging in the event of a deadlock</param>
  143. void GroupHardLock(const char* function = 0, int32 line = 0U) { MGroups.lock(); }
  144. void GroupLock(const char* function = 0, int32 line = 0U) { MGroups.lock_shared(); }
  145. /// <summary>Releases the readlock acquired from GroupLock()</summary>
  146. /// <param name='function'>Name of the function called from, used for better debugging in the event of a deadlock</param>
  147. /// <param name='line'>Line number that this was called from, used for better debugging in the event of a deadlock</param>
  148. void ReleaseGroupHardLock(const char* function = 0, int32 line = 0U) { MGroups.unlock(); }
  149. void ReleaseGroupLock(const char* function = 0, int32 line = 0U) { MGroups.unlock_shared(); }
  150. void ClearPendingInvite(Entity* member);
  151. void RemoveGroupBuffs(int32 group_id, Client* client);
  152. int32 GetGroupSize(int32 group_id);
  153. void SendGroupQuests(int32 group_id, Client* client);
  154. bool HasGroupCompletedQuest(int32 group_id, int32 quest_id);
  155. void SimpleGroupMessage(int32 group_id, const char* message);
  156. void SendGroupMessage(int32 group_id, int8 type, const char* message, ...);
  157. void GroupMessage(int32 group_id, const char* message, ...);
  158. void GroupChatMessage(int32 group_id, Spawn* from, int32 language, const char* message);
  159. bool MakeLeader(int32 group_id, Entity* new_leader);
  160. void UpdateGroupBuffs();
  161. bool IsInGroup(int32 group_id, Entity* member);
  162. Entity* IsPlayerInGroup(int32 group_id, int32 char_id);
  163. // TODO: Any function below this comment
  164. bool IsSpawnInGroup(int32 group_id, string name); // used in follow
  165. Player* GetGroupLeader(int32 group_id);
  166. private:
  167. int32 m_nextGroupID; // Used to generate a new unique id for new groups
  168. map<int32, PlayerGroup*> m_groups; // int32 is the group id, PlayerGroup* is a pointer to the actual group
  169. map<string, string> m_pendingInvites; // First string is the person invited to the group, second string is the leader of the group
  170. mutable std::shared_mutex MGroups; // Mutex for the group map (m_groups)
  171. Mutex MPendingInvites; // Mutex for the pending invites map (m_pendingInvites)
  172. };
  173. #endif