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* Rename dz member id field The name of the struct is enough to make this implicit * Rename dz member enum and struct Rename ExpeditionMember to DynamicZoneMember Rename ExpeditionMemberStatus to DynamicZoneMemberStatus * Rename dz window packet structs This makes it more clear the window may be used by any dynamic zone system not just expeditions (live missions fill the window when player doesn't have an active expedition). * Rename dz window packet fields
80 lines
3.2 KiB
C++
80 lines
3.2 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY except by those people which sell it, which
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* are required to give you total support for your newly bought product;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#ifndef EXPEDITION_REQUEST_H
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#define EXPEDITION_REQUEST_H
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#include "expedition.h"
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#include "../common/expedition_lockout_timer.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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#include <unordered_map>
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class Client;
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class Group;
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class Raid;
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class ExpeditionRequest
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{
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public:
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ExpeditionRequest(std::string expedition_name, uint32_t min_players,
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uint32_t max_players, bool disable_messages = false);
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bool Validate(Client* requester);
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const std::string& GetExpeditionName() const { return m_expedition_name; }
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Client* GetLeaderClient() const { return m_leader; }
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uint32_t GetLeaderID() const { return m_leader_id; }
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const std::string& GetLeaderName() const { return m_leader_name; }
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const std::string& GetNotAllAddedMessage() const { return m_not_all_added_msg; }
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uint32_t GetMinPlayers() const { return m_min_players; }
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uint32_t GetMaxPlayers() const { return m_max_players; }
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std::vector<DynamicZoneMember> GetMembers() const { return m_members; }
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std::unordered_map<std::string, ExpeditionLockoutTimer> GetLockouts() const { return m_lockouts; }
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private:
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bool CanMembersJoin(const std::vector<std::string>& member_names);
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bool CanRaidRequest(Raid* raid);
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bool CanGroupRequest(Group* group);
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bool CheckMembersForConflicts(const std::vector<std::string>& member_names);
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std::string GetGroupLeaderName(uint32_t group_id);
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bool IsPlayerCountValidated();
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bool SaveLeaderLockouts(const std::vector<ExpeditionLockoutTimer>& leader_lockouts);
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void SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo);
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void SendLeaderMemberReplayLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo);
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void SendLeaderMemberEventLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout);
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void SendLeaderMessage(uint16_t chat_type, uint32_t string_id, const std::initializer_list<std::string>& args = {});
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Client* m_requester = nullptr;
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Client* m_leader = nullptr;
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uint32_t m_leader_id = 0;
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uint32_t m_min_players = 0;
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uint32_t m_max_players = 0;
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bool m_disable_messages = false;
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std::string m_expedition_name;
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std::string m_leader_name;
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std::string m_not_all_added_msg;
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std::vector<DynamicZoneMember> m_members;
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std::unordered_map<std::string, ExpeditionLockoutTimer> m_lockouts;
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};
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#endif
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