[svn] Enabled game events to change the honor and reputation gaining speed in battlegrounds. This is done by a new table in the world database, game_event_battleground_holiday. Structure is the following:

event - id of the game event
bgflag - bitmask, used to set which battleground(s) give extra honor/reputation when the event is active. To add extra honor on a battleground, use 2 ^ bgTypeId as mask. Multiple battlegrounds can be set by logical 'or' ('|') operation.
You will need database data for the table, please check trinitydatabase.org.

--HG--
branch : trunk
This commit is contained in:
w12x
2008-10-17 16:36:07 -05:00
parent 62409ac2a4
commit ab9eb277b4
10 changed files with 144 additions and 13 deletions

View File

@@ -28,6 +28,7 @@
#include "Policies/SingletonImp.h"
#include "GossipDef.h"
#include "Player.h"
#include "BattleGroundMgr.h"
INSTANTIATE_SINGLETON_1(GameEvent);
@@ -868,6 +869,50 @@ void GameEvent::LoadFromDB()
delete result;
}
// set all flags to 0
mGameEventBattleGroundHolidays.resize(mGameEvent.size(),0);
// load game event battleground flags
// 0 1
result = WorldDatabase.Query("SELECT event, bgflag FROM game_event_battleground_holiday");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u battleground holidays in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint16 event_id = fields[0].GetUInt16();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_battleground_holiday` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
mGameEventBattleGroundHolidays[event_id] = fields[1].GetUInt32();
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u battleground holidays in game events", count );
delete result;
}
}
uint32 GameEvent::GetNPCFlag(Creature * cr)
@@ -991,6 +1036,8 @@ void GameEvent::UnApplyEvent(uint16 event_id)
UpdateEventNPCFlags(event_id);
// remove vendor items
UpdateEventNPCVendor(event_id, false);
// update bg holiday
UpdateBattleGroundSettings();
}
void GameEvent::ApplyNewEvent(uint16 event_id)
@@ -1019,6 +1066,8 @@ void GameEvent::ApplyNewEvent(uint16 event_id)
UpdateEventNPCFlags(event_id);
// add vendor items
UpdateEventNPCVendor(event_id, true);
// update bg holiday
UpdateBattleGroundSettings();
}
void GameEvent::UpdateEventNPCFlags(uint16 event_id)
@@ -1047,6 +1096,14 @@ void GameEvent::UpdateEventNPCFlags(uint16 event_id)
}
}
void GameEvent::UpdateBattleGroundSettings()
{
uint32 mask = 0;
for(ActiveEvents::const_iterator itr = m_ActiveEvents.begin(); itr != m_ActiveEvents.end(); ++itr )
mask |= mGameEventBattleGroundHolidays[*itr];
sBattleGroundMgr.SetHolidayWeekends(mask);
}
void GameEvent::UpdateEventNPCVendor(uint16 event_id, bool activate)
{
for(NPCVendorList::iterator itr = mGameEventVendors[event_id].begin(); itr != mGameEventVendors[event_id].end(); ++itr)