mirror of
https://github.com/TrinityCore/TrinityCore.git
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181 lines
7.7 KiB
C++
181 lines
7.7 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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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; either version 2 of the License, or
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* (at your option) any later version.
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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; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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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#ifndef TRINITY_GAMEEVENT_MGR_H
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#define TRINITY_GAMEEVENT_MGR_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#define max_ge_check_delay DAY // 1 day in seconds
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enum GameEventState
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{
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GAMEEVENT_NORMAL = 0, // standard game events
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GAMEEVENT_WORLD_INACTIVE = 1, // not yet started
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GAMEEVENT_WORLD_CONDITIONS = 2, // condition matching phase
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GAMEEVENT_WORLD_NEXTPHASE = 3, // conditions are met, now 'length' timer to start next event
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GAMEEVENT_WORLD_FINISHED = 4, // next events are started, unapply this one
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GAMEEVENT_INTERNAL = 5, // never handled in update
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};
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struct GameEventFinishCondition
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{
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float reqNum; // required number // use float, since some events use percent
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float done; // done number
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uint32 max_world_state; // max resource count world state update id
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uint32 done_world_state; // done resource count world state update id
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};
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struct GameEventQuestToEventConditionNum
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{
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uint16 event_id;
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uint32 condition;
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float num;
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};
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struct GameEventData
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{
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GameEventData() : start(1),end(0),nextstart(0),occurence(0),length(0),state(GAMEEVENT_NORMAL) {}
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time_t start; // occurs after this time
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time_t end; // occurs before this time
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time_t nextstart; // after this time the follow-up events count this phase completed
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uint32 occurence; // time between end and start
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uint32 length; // length of the event (minutes) after finishing all conditions
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uint32 holiday_id;
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GameEventState state; // state of the game event, these are saved into the game_event table on change!
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std::map<uint32 /*condition id*/, GameEventFinishCondition> conditions; // conditions to finish
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std::set<uint16 /*gameevent id*/> prerequisite_events; // events that must be completed before starting this event
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std::string description;
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bool isValid() const { return length > 0 || state > GAMEEVENT_NORMAL; }
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};
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struct ModelEquip
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{
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uint32 modelid;
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uint32 equipment_id;
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uint32 modelid_prev;
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uint32 equipement_id_prev;
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};
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struct NPCVendorEntry
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{
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uint32 entry; // creature entry
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uint32 item; // item id
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int32 maxcount; // 0 for infinite
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uint32 incrtime; // time for restore items amount if maxcount != 0
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uint32 ExtendedCost;
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};
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class Player;
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class Creature;
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class GameEventMgr
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{
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public:
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GameEventMgr();
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~GameEventMgr() {};
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typedef std::set<uint16> ActiveEvents;
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typedef std::vector<GameEventData> GameEventDataMap;
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ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
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GameEventDataMap const& GetEventMap() const { return mGameEvent; }
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bool CheckOneGameEvent(uint16 entry) const;
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uint32 NextCheck(uint16 entry) const;
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void LoadFromDB();
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uint32 Update();
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bool IsActiveEvent(uint16 event_id) { return (m_ActiveEvents.find(event_id) != m_ActiveEvents.end()); }
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uint32 Initialize();
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void StartArenaSeason();
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void StartInternalEvent(uint16 event_id);
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bool StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
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void HandleWorldEventGossip(Player * plr, Creature * c);
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uint32 GetNPCFlag(Creature * cr);
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uint32 GetNpcTextId(uint32 guid);
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private:
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void SendWorldStateUpdate(Player * plr, uint16 event_id);
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void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
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void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
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void ApplyNewEvent(uint16 event_id);
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void UnApplyEvent(uint16 event_id);
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void GameEventSpawn(int16 event_id);
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void GameEventUnspawn(int16 event_id);
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void ChangeEquipOrModel(int16 event_id, bool activate);
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void UpdateEventQuests(uint16 event_id, bool activate);
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void UpdateEventNPCFlags(uint16 event_id);
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void UpdateEventNPCVendor(uint16 event_id, bool activate);
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void UpdateBattleGroundSettings();
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bool CheckOneGameEventConditions(uint16 event_id);
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void SaveWorldEventStateToDB(uint16 event_id);
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bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
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bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
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protected:
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typedef std::list<uint32> GuidList;
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typedef std::list<uint16> IdList;
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typedef std::vector<GuidList> GameEventGuidMap;
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typedef std::vector<IdList> GameEventIdMap;
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typedef std::pair<uint32, ModelEquip> ModelEquipPair;
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typedef std::list<ModelEquipPair> ModelEquipList;
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typedef std::vector<ModelEquipList> GameEventModelEquipMap;
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typedef std::pair<uint32, uint32> QuestRelation;
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typedef std::list<QuestRelation> QuestRelList;
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typedef std::vector<QuestRelList> GameEventQuestMap;
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typedef std::list<NPCVendorEntry> NPCVendorList;
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typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
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typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
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typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
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typedef std::list<GuidNPCFlagPair> NPCFlagList;
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typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
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typedef std::pair<uint16 /*event id*/, uint32 /*gossip id*/> EventNPCGossipIdPair;
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typedef std::map<uint32 /*guid*/, EventNPCGossipIdPair> GuidEventNpcGossipIdMap;
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typedef std::vector<uint32> GameEventBitmask;
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GameEventQuestMap mGameEventCreatureQuests;
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GameEventQuestMap mGameEventGameObjectQuests;
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GameEventNPCVendorMap mGameEventVendors;
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GameEventModelEquipMap mGameEventModelEquip;
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//GameEventGuidMap mGameEventCreatureGuids;
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//GameEventGuidMap mGameEventGameobjectGuids;
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GameEventIdMap mGameEventPoolIds;
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GameEventDataMap mGameEvent;
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GameEventBitmask mGameEventBattleGroundHolidays;
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QuestIdToEventConditionMap mQuestToEventConditions;
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GameEventNPCFlagMap mGameEventNPCFlags;
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GuidEventNpcGossipIdMap mNPCGossipIds;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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public:
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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};
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#define gameeventmgr Trinity::Singleton<GameEventMgr>::Instance()
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bool IsHolidayActive(HolidayIds id);
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bool IsEventActive(uint16 event_id);
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#endif
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