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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
53 lines
1.8 KiB
C++
53 lines
1.8 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 WORLD_EXPEDITION_STATE_H
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#define WORLD_EXPEDITION_STATE_H
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#include "../common/repositories/expeditions_repository.h"
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#include "../common/rulesys.h"
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#include "../common/timer.h"
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#include <cstdint>
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#include <vector>
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extern class ExpeditionState expedition_state;
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class Expedition;
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struct DynamicZoneMember;
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class ExpeditionState
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{
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public:
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void CacheExpeditions(std::vector<ExpeditionsRepository::ExpeditionWithLeader>&& expedition_entries);
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void CacheFromDatabase(uint32_t expedition_id);
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void CacheAllFromDatabase();
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Expedition* GetExpedition(uint32_t expedition_id);
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Expedition* GetExpeditionByDynamicZoneID(uint32_t dz_id);
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void MemberChange(uint32_t expedition_id, const DynamicZoneMember& member, bool remove);
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void Process();
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void RemoveAllMembers(uint32_t expedition_id);
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private:
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std::vector<std::unique_ptr<Expedition>> m_expeditions;
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Timer m_process_throttle_timer{static_cast<uint32_t>(RuleI(DynamicZone, WorldProcessRate))};
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};
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#endif
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