Files
TrinityCore/src/game/GameEvent.cpp
w12x ab9eb277b4 [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
2008-10-17 16:36:07 -05:00

1535 lines
56 KiB
C++

/*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "GameEvent.h"
#include "World.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "Language.h"
#include "Log.h"
#include "MapManager.h"
#include "Policies/SingletonImp.h"
#include "GossipDef.h"
#include "Player.h"
#include "BattleGroundMgr.h"
INSTANTIATE_SINGLETON_1(GameEvent);
bool GameEvent::CheckOneGameEvent(uint16 entry) const
{
time_t currenttime = time(NULL);
// if the state is conditions or nextphase, then the event should be active
if (mGameEvent[entry].state == GAMEEVENT_WORLD_CONDITIONS || mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE)
return true;
// finished world events are inactive
else if (mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED)
return false;
// if inactive world event, check the prerequisite events
else if (mGameEvent[entry].state == GAMEEVENT_WORLD_INACTIVE)
{
for(std::set<uint16>::const_iterator itr = mGameEvent[entry].prerequisite_events.begin(); itr != mGameEvent[entry].prerequisite_events.end(); ++itr)
{
if( (mGameEvent[*itr].state != GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[*itr].state != GAMEEVENT_WORLD_FINISHED) || // if prereq not in nextphase or finished state, then can't start this one
mGameEvent[*itr].nextstart > currenttime) // if not in nextphase state for long enough, can't start this one
return false;
}
// all prerequisite events are met
// but if there are no prerequisites, this can be only activated through gm command
return !(mGameEvent[entry].prerequisite_events.empty());
}
// Get the event information
if( mGameEvent[entry].start < currenttime && currenttime < mGameEvent[entry].end &&
((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE)) < (mGameEvent[entry].length * MINUTE) )
return true;
else
return false;
}
uint32 GameEvent::NextCheck(uint16 entry) const
{
time_t currenttime = time(NULL);
// for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly
if ((mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE || mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED) && mGameEvent[entry].nextstart >= currenttime)
return (mGameEvent[entry].nextstart - currenttime);
// for CONDITIONS state world events, return the length of the wait period, so if the conditions are met, this check will be called again to set the timer as NEXTPHASE event
if (mGameEvent[entry].state == GAMEEVENT_WORLD_CONDITIONS)
return mGameEvent[entry].length ? mGameEvent[entry].length * 60 : max_ge_check_delay;
// outdated event: we return max
if (currenttime > mGameEvent[entry].end)
return max_ge_check_delay;
// never started event, we return delay before start
if (mGameEvent[entry].start > currenttime)
return (mGameEvent[entry].start - currenttime);
uint32 delay;
// in event, we return the end of it
if ((((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * 60)) < (mGameEvent[entry].length * 60)))
// we return the delay before it ends
delay = (mGameEvent[entry].length * MINUTE) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE));
else // not in window, we return the delay before next start
delay = (mGameEvent[entry].occurence * MINUTE) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE));
// In case the end is before next check
if (mGameEvent[entry].end < time_t(currenttime + delay))
return (mGameEvent[entry].end - currenttime);
else
return delay;
}
bool GameEvent::StartEvent( uint16 event_id, bool overwrite )
{
if(mGameEvent[event_id].state == GAMEEVENT_NORMAL)
{
AddActiveEvent(event_id);
ApplyNewEvent(event_id);
if(overwrite)
{
mGameEvent[event_id].start = time(NULL);
if(mGameEvent[event_id].end <= mGameEvent[event_id].start)
mGameEvent[event_id].end = mGameEvent[event_id].start+mGameEvent[event_id].length;
}
return false;
}
else
{
if( mGameEvent[event_id].state == GAMEEVENT_WORLD_INACTIVE )
// set to conditions phase
mGameEvent[event_id].state = GAMEEVENT_WORLD_CONDITIONS;
// add to active events
AddActiveEvent(event_id);
// add spawns
ApplyNewEvent(event_id);
// check if can go to next state
bool conditions_met = CheckOneGameEventConditions(event_id);
// save to db
SaveWorldEventStateToDB(event_id);
// force game event update to set the update timer if conditions were met from a command
// this update is needed to possibly start events dependent on the started one
// or to scedule another update where the next event will be started
if(overwrite && conditions_met)
sWorld.ForceGameEventUpdate();
return conditions_met;
}
}
void GameEvent::StopEvent( uint16 event_id, bool overwrite )
{
bool serverwide_evt = mGameEvent[event_id].state != GAMEEVENT_NORMAL;
RemoveActiveEvent(event_id);
UnApplyEvent(event_id);
if(overwrite && !serverwide_evt)
{
mGameEvent[event_id].start = time(NULL) - mGameEvent[event_id].length * MINUTE;
if(mGameEvent[event_id].end <= mGameEvent[event_id].start)
mGameEvent[event_id].end = mGameEvent[event_id].start+mGameEvent[event_id].length;
}
else if(serverwide_evt)
{
// if finished world event, then only gm command can stop it
if(overwrite || mGameEvent[event_id].state != GAMEEVENT_WORLD_FINISHED)
{
// reset conditions
mGameEvent[event_id].nextstart = 0;
mGameEvent[event_id].state = GAMEEVENT_WORLD_INACTIVE;
std::map<uint32 /*condition id*/, GameEventFinishCondition>::iterator itr;
for(itr = mGameEvent[event_id].conditions.begin(); itr != mGameEvent[event_id].conditions.end(); ++itr)
itr->second.done = 0;
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM game_event_save WHERE event_id = '%u'",event_id);
CharacterDatabase.PExecute("DELETE FROM game_event_condition_save WHERE event_id = '%u'",event_id);
CharacterDatabase.CommitTransaction();
}
}
}
void GameEvent::LoadFromDB()
{
{
QueryResult *result = WorldDatabase.Query("SELECT MAX(entry) FROM game_event");
if( !result )
{
sLog.outString(">> Table game_event is empty.");
sLog.outString();
return;
}
Field *fields = result->Fetch();
uint32 max_event_id = fields[0].GetUInt16();
delete result;
mGameEvent.resize(max_event_id+1);
}
QueryResult *result = WorldDatabase.Query("SELECT entry,UNIX_TIMESTAMP(start_time),UNIX_TIMESTAMP(end_time),occurence,length,description,world_event FROM game_event");
if( !result )
{
mGameEvent.clear();
sLog.outString(">> Table game_event is empty:");
sLog.outString();
return;
}
uint32 count = 0;
barGoLink bar( result->GetRowCount() );
do
{
++count;
Field *fields = result->Fetch();
bar.step();
uint16 event_id = fields[0].GetUInt16();
if(event_id==0)
{
sLog.outErrorDb("`game_event` game event id (%i) is reserved and can't be used.",event_id);
continue;
}
GameEventData& pGameEvent = mGameEvent[event_id];
uint64 starttime = fields[1].GetUInt64();
pGameEvent.start = time_t(starttime);
uint64 endtime = fields[2].GetUInt64();
pGameEvent.end = time_t(endtime);
pGameEvent.occurence = fields[3].GetUInt32();
pGameEvent.length = fields[4].GetUInt32();
pGameEvent.description = fields[5].GetCppString();
pGameEvent.state = (GameEventState)(fields[6].GetUInt8());
pGameEvent.nextstart = 0;
if(pGameEvent.length==0 && pGameEvent.state == GAMEEVENT_NORMAL) // length>0 is validity check
{
sLog.outErrorDb("`game_event` game event id (%i) isn't a world event and has length = 0, thus it can't be used.",event_id);
continue;
}
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u game events", count );
delete result;
// load game event saves
// 0 1 2
result = CharacterDatabase.Query("SELECT event_id, state, UNIX_TIMESTAMP(next_start) FROM game_event_save");
count = 0;
if( !result )
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u game event saves in game events", count );
}
else
{
barGoLink bar2( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar2.step();
uint16 event_id = fields[0].GetUInt16();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_save` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
continue;
}
if(mGameEvent[event_id].state != GAMEEVENT_NORMAL)
{
mGameEvent[event_id].state = (GameEventState)(fields[1].GetUInt8());
mGameEvent[event_id].nextstart = time_t(fields[2].GetUInt64());
}
else
{
sLog.outErrorDb("game_event_save includes event save for non-worldevent id %u",event_id);
continue;
}
++count;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u game event saves in game events", count );
delete result;
}
// load game event links (prerequisites)
result = WorldDatabase.Query("SELECT event_id, prerequisite_event FROM game_event_prerequisite");
if( !result )
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u game event prerequisites in game events", count );
}
else
{
barGoLink bar2( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar2.step();
uint16 event_id = fields[0].GetUInt16();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_prerequisite` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
continue;
}
if(mGameEvent[event_id].state != GAMEEVENT_NORMAL)
{
uint16 prerequisite_event = fields[1].GetUInt16();
if(prerequisite_event >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_prerequisite` game event prerequisite id (%i) is out of range compared to max event id in `game_event`",prerequisite_event);
continue;
}
mGameEvent[event_id].prerequisite_events.insert(prerequisite_event);
}
else
{
sLog.outErrorDb("game_event_prerequisiste includes event entry for non-worldevent id %u",event_id);
continue;
}
++count;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u game event prerequisites in game events", count );
delete result;
}
mGameEventCreatureGuids.resize(mGameEvent.size()*2-1);
// 1 2
result = WorldDatabase.Query("SELECT creature.guid, game_event_creature.event "
"FROM creature JOIN game_event_creature ON creature.guid = game_event_creature.guid");
count = 0;
if( !result )
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u creatures in game events", count );
}
else
{
barGoLink bar2( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
int16 event_id = fields[1].GetInt16();
int32 internal_event_id = mGameEvent.size() + event_id - 1;
if(internal_event_id < 0 || internal_event_id >= mGameEventCreatureGuids.size())
{
sLog.outErrorDb("`game_event_creature` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
GuidList& crelist = mGameEventCreatureGuids[internal_event_id];
crelist.push_back(guid);
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u creatures in game events", count );
delete result;
}
mGameEventGameobjectGuids.resize(mGameEvent.size()*2-1);
// 1 2
result = WorldDatabase.Query("SELECT gameobject.guid, game_event_gameobject.event "
"FROM gameobject JOIN game_event_gameobject ON gameobject.guid=game_event_gameobject.guid");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u gameobjects in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 guid = fields[0].GetUInt32();
int16 event_id = fields[1].GetInt16();
int32 internal_event_id = mGameEvent.size() + event_id - 1;
if(internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.size())
{
sLog.outErrorDb("`game_event_gameobject` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
GuidList& golist = mGameEventGameobjectGuids[internal_event_id];
golist.push_back(guid);
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u gameobjects in game events", count );
delete result;
}
mGameEventModelEquip.resize(mGameEvent.size());
// 0 1 2
result = WorldDatabase.Query("SELECT creature.guid, game_event_model_equip.event, game_event_model_equip.modelid,"
// 3
"game_event_model_equip.equipment_id "
"FROM creature JOIN game_event_model_equip ON creature.guid=game_event_model_equip.guid");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u model/equipment changes in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 guid = fields[0].GetUInt32();
uint16 event_id = fields[1].GetUInt16();
if(event_id >= mGameEventModelEquip.size())
{
sLog.outErrorDb("`game_event_model_equip` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
ModelEquipList& equiplist = mGameEventModelEquip[event_id];
ModelEquip newModelEquipSet;
newModelEquipSet.modelid = fields[2].GetUInt32();
newModelEquipSet.equipment_id = fields[3].GetUInt32();
newModelEquipSet.equipement_id_prev = 0;
newModelEquipSet.modelid_prev = 0;
if(newModelEquipSet.equipment_id > 0)
{
if(!objmgr.GetEquipmentInfo(newModelEquipSet.equipment_id))
{
sLog.outErrorDb("Table `game_event_model_equip` have creature (Guid: %u) with equipment_id %u not found in table `creature_equip_template`, set to no equipment.", guid, newModelEquipSet.equipment_id);
continue;
}
}
equiplist.push_back(std::pair<uint32, ModelEquip>(guid, newModelEquipSet));
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u model/equipment changes in game events", count );
delete result;
}
mGameEventCreatureQuests.resize(mGameEvent.size());
// 0 1 2
result = WorldDatabase.Query("SELECT id, quest, event FROM game_event_creature_quest");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u quests additions in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 id = fields[0].GetUInt32();
uint32 quest = fields[1].GetUInt32();
uint16 event_id = fields[2].GetUInt16();
if(event_id >= mGameEventCreatureQuests.size())
{
sLog.outErrorDb("`game_event_creature_quest` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
QuestRelList& questlist = mGameEventCreatureQuests[event_id];
questlist.push_back(QuestRelation(id, quest));
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u quests additions in game events", count );
delete result;
}
mGameEventGameObjectQuests.resize(mGameEvent.size());
// 0 1 2
result = WorldDatabase.Query("SELECT id, quest, event FROM game_event_gameobject_quest");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u go quests additions in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 id = fields[0].GetUInt32();
uint32 quest = fields[1].GetUInt32();
uint16 event_id = fields[2].GetUInt16();
if(event_id >= mGameEventGameObjectQuests.size())
{
sLog.outErrorDb("`game_event_gameobject_quest` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
QuestRelList& questlist = mGameEventGameObjectQuests[event_id];
questlist.push_back(QuestRelation(id, quest));
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u quests additions in game events", count );
delete result;
}
// Load quest to (event,condition) mapping
// 0 1 2 3
result = WorldDatabase.Query("SELECT quest, event_id, condition_id, num FROM game_event_quest_condition");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u quest event conditions in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 quest = fields[0].GetUInt32();
uint16 event_id = fields[1].GetUInt16();
uint32 condition = fields[2].GetUInt32();
float num = fields[3].GetFloat();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_quest_condition` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
++count;
mQuestToEventConditions[quest].event_id = event_id;
mQuestToEventConditions[quest].condition = condition;
mQuestToEventConditions[quest].num = num;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u quest event conditions in game events", count );
delete result;
}
// load conditions of the events
// 0 1 2 3 4
result = WorldDatabase.Query("SELECT event_id, condition_id, req_num, max_world_state_field, done_world_state_field FROM game_event_condition");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u conditions in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint16 event_id = fields[0].GetUInt16();
uint32 condition = fields[1].GetUInt32();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_condition` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
mGameEvent[event_id].conditions[condition].reqNum = fields[2].GetFloat();
mGameEvent[event_id].conditions[condition].done = 0;
mGameEvent[event_id].conditions[condition].max_world_state = fields[3].GetUInt32();
mGameEvent[event_id].conditions[condition].done_world_state = fields[4].GetUInt32();
++count;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u conditions in game events", count );
delete result;
}
// load condition saves
// 0 1 2
result = CharacterDatabase.Query("SELECT event_id, condition_id, done FROM game_event_condition_save");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u condition saves in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint16 event_id = fields[0].GetUInt16();
uint32 condition = fields[1].GetUInt32();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_condition_save` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
std::map<uint32, GameEventFinishCondition>::iterator itr = mGameEvent[event_id].conditions.find(condition);
if(itr != mGameEvent[event_id].conditions.end())
{
itr->second.done = fields[2].GetFloat();
}
else
{
sLog.outErrorDb("game_event_condition_save contains not present condition evt id %u cond id %u",event_id, condition);
continue;
}
++count;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u condition saves in game events", count );
delete result;
}
mGameEventNPCFlags.resize(mGameEvent.size());
// load game event npcflag
// 0 1 2
result = WorldDatabase.Query("SELECT guid, event_id, npcflag FROM game_event_npcflag");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u npcflags in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 guid = fields[0].GetUInt32();
uint16 event_id = fields[1].GetUInt16();
uint32 npcflag = fields[2].GetUInt32();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_npcflag` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
mGameEventNPCFlags[event_id].push_back(GuidNPCFlagPair(guid,npcflag));
++count;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u npcflags in game events", count );
delete result;
}
mGameEventVendors.resize(mGameEvent.size());
// 0 1 2 3 4 5
result = WorldDatabase.Query("SELECT event, guid, item, maxcount, incrtime, ExtendedCost FROM game_event_npc_vendor");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u vendor additions 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 >= mGameEventVendors.size())
{
sLog.outErrorDb("`game_event_npc_vendor` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
NPCVendorList& vendors = mGameEventVendors[event_id];
NPCVendorEntry newEntry;
uint32 guid = fields[1].GetUInt32();
newEntry.item = fields[2].GetUInt32();
newEntry.maxcount = fields[3].GetUInt32();
newEntry.incrtime = fields[4].GetUInt32();
newEntry.ExtendedCost = fields[5].GetUInt32();
// get the event npc flag for checking if the npc will be vendor during the event or not
uint32 event_npc_flag = 0;
NPCFlagList& flist = mGameEventNPCFlags[event_id];
for(NPCFlagList::const_iterator itr = flist.begin(); itr != flist.end(); ++itr)
{
if(itr->first == guid)
{
event_npc_flag = itr->second;
break;
}
}
// get creature entry
newEntry.entry = 0;
if( CreatureData const* data = objmgr.GetCreatureData(guid) )
newEntry.entry = data->id;
// check validity with event's npcflag
if(!objmgr.IsVendorItemValid(newEntry.entry, newEntry.item, newEntry.maxcount, newEntry.incrtime, newEntry.ExtendedCost, NULL, NULL, event_npc_flag))
continue;
++count;
vendors.push_back(newEntry);
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u vendor additions in game events", count );
delete result;
}
// load game event npc gossip ids
// 0 1 2
result = WorldDatabase.Query("SELECT guid, event_id, textid FROM game_event_npc_gossip");
count = 0;
if( !result )
{
barGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outString(">> Loaded %u npc gossip textids in game events", count );
}
else
{
barGoLink bar3( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar3.step();
uint32 guid = fields[0].GetUInt32();
uint16 event_id = fields[1].GetUInt16();
uint32 textid = fields[2].GetUInt32();
if(event_id >= mGameEvent.size())
{
sLog.outErrorDb("`game_event_npc_gossip` game event id (%u) is out of range compared to max event id in `game_event`",event_id);
continue;
}
mNPCGossipIds[guid]=EventNPCGossipIdPair(event_id, textid);
++count;
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u npc gossip textids in game events", count );
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)
{
uint32 mask = 0;
uint32 guid = cr->GetDBTableGUIDLow();
for(ActiveEvents::iterator e_itr = m_ActiveEvents.begin(); e_itr != m_ActiveEvents.end(); ++e_itr)
{
for(NPCFlagList::iterator itr = mGameEventNPCFlags[*e_itr].begin();
itr != mGameEventNPCFlags[*e_itr].end();
++ itr)
if(itr->first == guid)
mask |= itr->second;
}
return mask;
}
uint32 GameEvent::GetNpcTextId(uint32 guid)
{
GuidEventNpcGossipIdMap::iterator itr = mNPCGossipIds.find(guid);
if(itr != mNPCGossipIds.end())
if(IsActiveEvent(itr->second.first))
return itr->second.second;
return 0;
}
uint32 GameEvent::Initialize() // return the next event delay in ms
{
m_ActiveEvents.clear();
uint32 delay = Update();
sLog.outBasic("Game Event system initialized." );
isSystemInit = true;
return delay;
}
uint32 GameEvent::Update() // return the next event delay in ms
{
time_t currenttime = time(NULL);
uint32 nextEventDelay = max_ge_check_delay; // 1 day
uint32 calcDelay;
std::set<uint16> activate, deactivate;
for (uint16 itr = 1; itr < mGameEvent.size(); itr++)
{
// must do the activating first, and after that the deactivating
// so first queue it
//sLog.outErrorDb("Checking event %u",itr);
if (CheckOneGameEvent(itr))
{
// if the world event is in NEXTPHASE state, and the time has passed to finish this event, then do so
if (mGameEvent[itr].state == GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[itr].nextstart <= currenttime)
{
// set this event to finished, null the nextstart time
mGameEvent[itr].state = GAMEEVENT_WORLD_FINISHED;
mGameEvent[itr].nextstart = 0;
// save the state of this gameevent
SaveWorldEventStateToDB(itr);
// queue for deactivation
if(IsActiveEvent(itr))
deactivate.insert(itr);
// go to next event, this no longer needs an event update timer
continue;
}
else if (mGameEvent[itr].state == GAMEEVENT_WORLD_CONDITIONS && CheckOneGameEventConditions(itr))
// changed, save to DB the gameevent state, will be updated in next update cycle
SaveWorldEventStateToDB(itr);
//sLog.outDebug("GameEvent %u is active",itr->first);
// queue for activation
if (!IsActiveEvent(itr))
activate.insert(itr);
}
else
{
//sLog.outDebug("GameEvent %u is not active",itr->first);
if (IsActiveEvent(itr))
deactivate.insert(itr);
else
{
if (!isSystemInit)
{
int16 event_nid = (-1) * (itr);
// spawn all negative ones for this event
GameEventSpawn(event_nid);
}
}
}
calcDelay = NextCheck(itr);
if (calcDelay < nextEventDelay)
nextEventDelay = calcDelay;
}
// now activate the queue
// a now activated event can contain a spawn of a to-be-deactivated one
// following the activate - deactivate order, deactivating the first event later will leave the spawn in (wont disappear then reappear clientside)
for(std::set<uint16>::iterator itr = activate.begin(); itr != activate.end(); ++itr)
// start the event
// returns true the started event completed
// in that case, initiate next update in 1 second
if(StartEvent(*itr))
nextEventDelay = 0;
for(std::set<uint16>::iterator itr = deactivate.begin(); itr != deactivate.end(); ++itr)
StopEvent(*itr);
sLog.outBasic("Next game event check in %u seconds.", nextEventDelay + 1);
return (nextEventDelay + 1) * 1000; // Add 1 second to be sure event has started/stopped at next call
}
void GameEvent::UnApplyEvent(uint16 event_id)
{
sLog.outString("GameEvent %u \"%s\" removed.", event_id, mGameEvent[event_id].description.c_str());
// un-spawn positive event tagged objects
GameEventUnspawn(event_id);
// spawn negative event tagget objects
int16 event_nid = (-1) * event_id;
GameEventSpawn(event_nid);
// restore equipment or model
ChangeEquipOrModel(event_id, false);
// Remove quests that are events only to non event npc
UpdateEventQuests(event_id, false);
// update npcflags in this event
UpdateEventNPCFlags(event_id);
// remove vendor items
UpdateEventNPCVendor(event_id, false);
// update bg holiday
UpdateBattleGroundSettings();
}
void GameEvent::ApplyNewEvent(uint16 event_id)
{
switch(sWorld.getConfig(CONFIG_EVENT_ANNOUNCE))
{
case 0: // disable
break;
case 1: // announce events
sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());
break;
}
sLog.outString("GameEvent %u \"%s\" started.", event_id, mGameEvent[event_id].description.c_str());
// spawn positive event tagget objects
GameEventSpawn(event_id);
// un-spawn negative event tagged objects
int16 event_nid = (-1) * event_id;
GameEventUnspawn(event_nid);
// Change equipement or model
ChangeEquipOrModel(event_id, true);
// Add quests that are events only to non event npc
UpdateEventQuests(event_id, true);
// update npcflags in this event
UpdateEventNPCFlags(event_id);
// add vendor items
UpdateEventNPCVendor(event_id, true);
// update bg holiday
UpdateBattleGroundSettings();
}
void GameEvent::UpdateEventNPCFlags(uint16 event_id)
{
// go through the creatures whose npcflags are changed in the event
for(NPCFlagList::iterator itr = mGameEventNPCFlags[event_id].begin(); itr != mGameEventNPCFlags[event_id].end(); ++itr)
{
// get the creature data from the low guid to get the entry, to be able to find out the whole guid
if( CreatureData const* data = objmgr.GetCreatureData(itr->first) )
{
Creature * cr = HashMapHolder<Creature>::Find(MAKE_NEW_GUID(itr->first,data->id,HIGHGUID_UNIT));
// if we found the creature, modify its npcflag
if(cr)
{
uint32 npcflag = GetNPCFlag(cr);
if(const CreatureInfo * ci = cr->GetCreatureInfo())
npcflag |= ci->npcflag;
cr->SetUInt32Value(UNIT_NPC_FLAGS,npcflag);
// reset gossip options, since the flag change might have added / removed some
cr->ResetGossipOptions();
// update to world
cr->SendUpdateObjectToAllExcept(NULL);
}
// if we didn't find it, then the npcflag will be updated when the creature is loaded
}
}
}
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)
{
if(activate)
objmgr.AddVendorItem(itr->entry, itr->item, itr->maxcount, itr->incrtime, itr->ExtendedCost, false);
else
objmgr.RemoveVendorItem(itr->entry, itr->item, false);
}
}
void GameEvent::GameEventSpawn(int16 event_id)
{
int32 internal_event_id = mGameEvent.size() + event_id - 1;
if(internal_event_id < 0 || internal_event_id >= mGameEventCreatureGuids.size())
{
sLog.outError("GameEvent::GameEventSpawn attempt access to out of range mGameEventCreatureGuids element %i (size: %u)",internal_event_id,mGameEventCreatureGuids.size());
return;
}
for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr)
{
// Add to correct cell
CreatureData const* data = objmgr.GetCreatureData(*itr);
if (data)
{
objmgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
// We use spawn coords to spawn
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX,data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(*itr, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
}
}
if(internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.size())
{
sLog.outError("GameEvent::GameEventSpawn attempt access to out of range mGameEventGameobjectGuids element %i (size: %u)",internal_event_id,mGameEventGameobjectGuids.size());
return;
}
for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr)
{
// Add to correct cell
GameObjectData const* data = objmgr.GetGOData(*itr);
if (data)
{
objmgr.AddGameobjectToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(*itr, map))
{
delete pGameobject;
}
else
{
if(pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
}
}
}
void GameEvent::GameEventUnspawn(int16 event_id)
{
int32 internal_event_id = mGameEvent.size() + event_id - 1;
if(internal_event_id < 0 || internal_event_id >= mGameEventCreatureGuids.size())
{
sLog.outError("GameEvent::GameEventUnspawn attempt access to out of range mGameEventCreatureGuids element %i (size: %u)",internal_event_id,mGameEventCreatureGuids.size());
return;
}
for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr)
{
// check if it's needed by another event, if so, don't remove
if( event_id > 0 && hasCreatureActiveEventExcept(*itr,event_id) )
continue;
// Remove the creature from grid
if( CreatureData const* data = objmgr.GetCreatureData(*itr) )
{
objmgr.RemoveCreatureFromGrid(*itr, data);
if( Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_UNIT), (Creature*)NULL) )
{
pCreature->CleanupsBeforeDelete();
pCreature->AddObjectToRemoveList();
}
}
}
if(internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.size())
{
sLog.outError("GameEvent::GameEventUnspawn attempt access to out of range mGameEventGameobjectGuids element %i (size: %u)",internal_event_id,mGameEventGameobjectGuids.size());
return;
}
for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr)
{
// check if it's needed by another event, if so, don't remove
if( event_id >0 && hasGameObjectActiveEventExcept(*itr,event_id) )
continue;
// Remove the gameobject from grid
if(GameObjectData const* data = objmgr.GetGOData(*itr))
{
objmgr.RemoveGameobjectFromGrid(*itr, data);
if( GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL) )
pGameobject->AddObjectToRemoveList();
}
}
}
void GameEvent::ChangeEquipOrModel(int16 event_id, bool activate)
{
for(ModelEquipList::iterator itr = mGameEventModelEquip[event_id].begin();itr != mGameEventModelEquip[event_id].end();++itr)
{
// Remove the creature from grid
CreatureData const* data = objmgr.GetCreatureData(itr->first);
if(!data)
continue;
// Update if spawned
Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(itr->first, data->id,HIGHGUID_UNIT), (Creature*)NULL);
if (pCreature)
{
if (activate)
{
itr->second.equipement_id_prev = pCreature->GetCurrentEquipmentId();
itr->second.modelid_prev = pCreature->GetDisplayId();
pCreature->LoadEquipment(itr->second.equipment_id, true);
if (itr->second.modelid >0 && itr->second.modelid_prev != itr->second.modelid)
{
CreatureModelInfo const *minfo = objmgr.GetCreatureModelInfo(itr->second.modelid);
if (minfo)
{
pCreature->SetDisplayId(itr->second.modelid);
pCreature->SetNativeDisplayId(itr->second.modelid);
pCreature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,minfo->bounding_radius);
pCreature->SetFloatValue(UNIT_FIELD_COMBATREACH,minfo->combat_reach );
}
}
}
else
{
pCreature->LoadEquipment(itr->second.equipement_id_prev, true);
if (itr->second.modelid_prev >0 && itr->second.modelid_prev != itr->second.modelid)
{
CreatureModelInfo const *minfo = objmgr.GetCreatureModelInfo(itr->second.modelid_prev);
if (minfo)
{
pCreature->SetDisplayId(itr->second.modelid_prev);
pCreature->SetNativeDisplayId(itr->second.modelid_prev);
pCreature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,minfo->bounding_radius);
pCreature->SetFloatValue(UNIT_FIELD_COMBATREACH,minfo->combat_reach );
}
}
}
}
else // If not spawned
{
CreatureData const* data = objmgr.GetCreatureData(itr->first);
if (data && activate)
{
CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(data->id);
uint32 display_id = objmgr.ChooseDisplayId(0,cinfo,data);
CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(display_id);
if (minfo)
display_id = minfo->modelid;
if (data->equipmentId == 0)
itr->second.equipement_id_prev = cinfo->equipmentId;
else if (data->equipmentId != -1)
itr->second.equipement_id_prev = data->equipmentId;
itr->second.modelid_prev = display_id;
}
}
// now last step: put in data
// just to have write access to it
CreatureData& data2 = objmgr.NewOrExistCreatureData(itr->first);
if (activate)
{
data2.displayid = itr->second.modelid;
data2.equipmentId = itr->second.equipment_id;
}
else
{
data2.displayid = itr->second.modelid_prev;
data2.equipmentId = itr->second.equipement_id_prev;
}
}
}
bool GameEvent::hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id)
{
for(ActiveEvents::iterator e_itr = m_ActiveEvents.begin(); e_itr != m_ActiveEvents.end(); ++e_itr)
{
if((*e_itr) != event_id)
for(QuestRelList::iterator itr = mGameEventCreatureQuests[*e_itr].begin();
itr != mGameEventCreatureQuests[*e_itr].end();
++ itr)
if(itr->second == quest_id)
return true;
}
return false;
}
bool GameEvent::hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id)
{
for(ActiveEvents::iterator e_itr = m_ActiveEvents.begin(); e_itr != m_ActiveEvents.end(); ++e_itr)
{
if((*e_itr) != event_id)
for(QuestRelList::iterator itr = mGameEventGameObjectQuests[*e_itr].begin();
itr != mGameEventGameObjectQuests[*e_itr].end();
++ itr)
if(itr->second == quest_id)
return true;
}
return false;
}
bool GameEvent::hasCreatureActiveEventExcept(uint32 creature_id, uint16 event_id)
{
for(ActiveEvents::iterator e_itr = m_ActiveEvents.begin(); e_itr != m_ActiveEvents.end(); ++e_itr)
{
if((*e_itr) != event_id)
{
int32 internal_event_id = mGameEvent.size() + (*e_itr) - 1;
for(GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();
itr != mGameEventCreatureGuids[internal_event_id].end();
++ itr)
if(*itr == creature_id)
return true;
}
}
return false;
}
bool GameEvent::hasGameObjectActiveEventExcept(uint32 go_id, uint16 event_id)
{
for(ActiveEvents::iterator e_itr = m_ActiveEvents.begin(); e_itr != m_ActiveEvents.end(); ++e_itr)
{
if((*e_itr) != event_id)
{
int32 internal_event_id = mGameEvent.size() + (*e_itr) - 1;
for(GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();
itr != mGameEventGameobjectGuids[internal_event_id].end();
++ itr)
if(*itr == go_id)
return true;
}
}
return false;
}
void GameEvent::UpdateEventQuests(uint16 event_id, bool Activate)
{
QuestRelList::iterator itr;
for (itr = mGameEventCreatureQuests[event_id].begin();itr != mGameEventCreatureQuests[event_id].end();++itr)
{
QuestRelations &CreatureQuestMap = objmgr.mCreatureQuestRelations;
if (Activate) // Add the pair(id,quest) to the multimap
CreatureQuestMap.insert(QuestRelations::value_type(itr->first, itr->second));
else
{
if(!hasCreatureQuestActiveEventExcept(itr->second,event_id))
{
// Remove the pair(id,quest) from the multimap
QuestRelations::iterator qitr = CreatureQuestMap.find(itr->first);
if (qitr == CreatureQuestMap.end())
continue;
QuestRelations::iterator lastElement = CreatureQuestMap.upper_bound(itr->first);
for ( ;qitr != lastElement;++qitr)
{
if (qitr->second == itr->second)
{
CreatureQuestMap.erase(qitr); // iterator is now no more valid
break; // but we can exit loop since the element is found
}
}
}
}
}
for (itr = mGameEventGameObjectQuests[event_id].begin();itr != mGameEventGameObjectQuests[event_id].end();++itr)
{
QuestRelations &GameObjectQuestMap = objmgr.mGOQuestRelations;
if (Activate) // Add the pair(id,quest) to the multimap
GameObjectQuestMap.insert(QuestRelations::value_type(itr->first, itr->second));
else
{
if(!hasGameObjectQuestActiveEventExcept(itr->second,event_id))
{
// Remove the pair(id,quest) from the multimap
QuestRelations::iterator qitr = GameObjectQuestMap.find(itr->first);
if (qitr == GameObjectQuestMap.end())
continue;
QuestRelations::iterator lastElement = GameObjectQuestMap.upper_bound(itr->first);
for ( ;qitr != lastElement;++qitr)
{
if (qitr->second == itr->second)
{
GameObjectQuestMap.erase(qitr); // iterator is now no more valid
break; // but we can exit loop since the element is found
}
}
}
}
}}
GameEvent::GameEvent()
{
isSystemInit = false;
}
void GameEvent::HandleQuestComplete(uint32 quest_id)
{
// translate the quest to event and condition
QuestIdToEventConditionMap::iterator itr = mQuestToEventConditions.find(quest_id);
// quest is registered
if(itr != mQuestToEventConditions.end())
{
uint16 event_id = itr->second.event_id;
uint32 condition = itr->second.condition;
float num = itr->second.num;
// the event is not active, so return, don't increase condition finishes
if(!IsActiveEvent(event_id))
return;
// not in correct phase, return
if(mGameEvent[event_id].state != GAMEEVENT_WORLD_CONDITIONS)
return;
std::map<uint32,GameEventFinishCondition>::iterator citr = mGameEvent[event_id].conditions.find(condition);
// condition is registered
if(citr != mGameEvent[event_id].conditions.end())
{
// increase the done count, only if less then the req
if(citr->second.done < citr->second.reqNum)
{
citr->second.done += num;
// check max limit
if(citr->second.done > citr->second.reqNum)
citr->second.done = citr->second.reqNum;
// save the change to db
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM game_event_condition_save WHERE event_id = '%u' AND condition_id = '%u'",event_id,condition);
CharacterDatabase.PExecute("INSERT INTO game_event_condition_save (event_id, condition_id, done) VALUES (%u,%u,%f)",event_id,condition,citr->second.done);
CharacterDatabase.CommitTransaction();
// check if all conditions are met, if so, update the event state
if(CheckOneGameEventConditions(event_id))
{
// changed, save to DB the gameevent state
SaveWorldEventStateToDB(event_id);
// force update events to set timer
sWorld.ForceGameEventUpdate();
}
}
}
}
}
bool GameEvent::CheckOneGameEventConditions(uint16 event_id)
{
for(std::map<uint32,GameEventFinishCondition>::iterator itr = mGameEvent[event_id].conditions.begin(); itr != mGameEvent[event_id].conditions.end(); ++itr)
if(itr->second.done < itr->second.reqNum)
// return false if a condition doesn't match
return false;
// set the phase
mGameEvent[event_id].state = GAMEEVENT_WORLD_NEXTPHASE;
// set the followup events' start time
if(!mGameEvent[event_id].nextstart)
{
time_t currenttime = time(NULL);
mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60;
}
return true;
}
void GameEvent::SaveWorldEventStateToDB(uint16 event_id)
{
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM game_event_save WHERE event_id = '%u'",event_id);
if(mGameEvent[event_id].nextstart)
CharacterDatabase.PExecute("INSERT INTO game_event_save (event_id, state, next_start) VALUES ('%u','%u',FROM_UNIXTIME('"I64FMTD"'))",event_id,mGameEvent[event_id].state,mGameEvent[event_id].nextstart);
else
CharacterDatabase.PExecute("INSERT INTO game_event_save (event_id, state, next_start) VALUES ('%u','%u','0000-00-00 00:00:00')",event_id,mGameEvent[event_id].state);
CharacterDatabase.CommitTransaction();
}
void GameEvent::HandleWorldEventGossip(Player *plr, Creature *c)
{
// this function is used to send world state update before sending gossip menu
// find the npc's gossip id (if set) in an active game event
// if present, send the event's world states
GuidEventNpcGossipIdMap::iterator itr = mNPCGossipIds.find(c->GetDBTableGUIDLow());
if(itr != mNPCGossipIds.end())
if(IsActiveEvent(itr->second.first))
// send world state updates to the player about the progress
SendWorldStateUpdate(plr, itr->second.first);
}
void GameEvent::SendWorldStateUpdate(Player * plr, uint16 event_id)
{
std::map<uint32,GameEventFinishCondition>::iterator itr;
for(itr = mGameEvent[event_id].conditions.begin(); itr !=mGameEvent[event_id].conditions.end(); ++itr)
{
if(itr->second.done_world_state)
plr->SendUpdateWorldState(itr->second.done_world_state, itr->second.done);
if(itr->second.max_world_state)
plr->SendUpdateWorldState(itr->second.max_world_state, itr->second.reqNum);
}
}