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authorSeline <none@none>2008-10-14 11:57:03 -0500
committerSeline <none@none>2008-10-14 11:57:03 -0500
commit2265aef916e3b2d63d87faa68a2b51e7d747c54c (patch)
treeb05420685b7d202aade6f70a6f511adbfb79e37f /src/game/GameEvent.h
parent222cbfd4644412fb8e5aeed7c37c88797d09964a (diff)
[svn] * Merge Temp dev SVN with Assembla.
* Changes include: - Implementation of w12x's Outdoor PvP and Game Event Systems. - Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed). - All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql). - Improved Config cleanup. - And many more changes. --HG-- branch : trunk
Diffstat (limited to 'src/game/GameEvent.h')
-rw-r--r--src/game/GameEvent.h94
1 files changed, 80 insertions, 14 deletions
diff --git a/src/game/GameEvent.h b/src/game/GameEvent.h
index 535422eb407..c49c50ba6cb 100644
--- a/src/game/GameEvent.h
+++ b/src/game/GameEvent.h
@@ -1,5 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * 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
@@ -8,16 +10,16 @@
*
* 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
+ * 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
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#ifndef MANGOS_GAMEEVENT_H
-#define MANGOS_GAMEEVENT_H
+#ifndef TRINITY_GAMEEVENT_H
+#define TRINITY_GAMEEVENT_H
#include "Platform/Define.h"
#include "Creature.h"
@@ -25,16 +27,44 @@
#define max_ge_check_delay 86400 // 1 day in seconds
+enum GameEventState
+{
+ GAMEEVENT_NORMAL = 0, // standard game events
+ GAMEEVENT_WORLD_INACTIVE, // not yet started
+ GAMEEVENT_WORLD_CONDITIONS, // condition matching phase
+ GAMEEVENT_WORLD_NEXTPHASE, // conditions are met, now 'lenght' timer to start next event
+ GAMEEVENT_WORLD_FINISHED // next events are started, unapply this one
+};
+
+struct GameEventFinishCondition
+{
+ float reqNum; // required number // use float, since some events use percent
+ float done; // done number
+ uint32 max_world_state; // max resource count world state update id
+ uint32 done_world_state; // done resource count world state update id
+};
+
+struct GameEventQuestToEventConditionNum
+{
+ uint16 event_id;
+ uint32 condition;
+ float num;
+};
+
struct GameEventData
{
- GameEventData() : start(1),end(0),occurence(0),length(0) {}
- time_t start;
- time_t end;
- uint32 occurence;
- uint32 length;
+ GameEventData() : start(1),end(0),nextstart(0),occurence(0),length(0),state(GAMEEVENT_NORMAL) {}
+ time_t start; // occurs after this time
+ time_t end; // occurs before this time
+ time_t nextstart; // after this time the follow-up events count this phase completed
+ uint32 occurence; // time between end and start
+ uint32 length; // length of the event (minutes) after finishing all conditions
+ GameEventState state; // state of the game event, these are saved into the game_event table on change!
+ std::map<uint32 /*condition id*/, GameEventFinishCondition> conditions; // conditions to finish
+ std::set<uint16 /*gameevent id*/> prerequisite_events; // events that must be completed before starting this event
std::string description;
- bool isValid() const { return length > 0; }
+ bool isValid() const { return ((length > 0) || (state > GAMEEVENT_NORMAL)); }
};
struct ModelEquip
@@ -45,6 +75,16 @@ struct ModelEquip
uint32 equipement_id_prev;
};
+struct NPCVendorEntry
+{
+ uint32 entry; // creature entry
+ uint32 item; // item id
+ uint32 maxcount; // 0 for infinite
+ uint32 incrtime; // time for restore items amount if maxcount != 0
+ uint32 ExtendedCost;
+};
+
+class Player;
class GameEvent
{
public:
@@ -60,9 +100,14 @@ class GameEvent
uint32 Update();
bool IsActiveEvent(uint16 event_id) { return ( m_ActiveEvents.find(event_id)!=m_ActiveEvents.end()); }
uint32 Initialize();
- void StartEvent(uint16 event_id, bool overwrite = false);
+ bool StartEvent(uint16 event_id, bool overwrite = false);
void StopEvent(uint16 event_id, bool overwrite = false);
+ void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
+ void HandleWorldEventGossip(Player * plr, Creature * c);
+ uint32 GetNPCFlag(Creature * cr);
+ uint32 GetNpcTextId(uint32 guid);
private:
+ void SendWorldStateUpdate(Player * plr, uint16 event_id);
void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
void ApplyNewEvent(uint16 event_id);
@@ -71,6 +116,14 @@ class GameEvent
void GameEventUnspawn(int16 event_id);
void ChangeEquipOrModel(int16 event_id, bool activate);
void UpdateEventQuests(uint16 event_id, bool Activate);
+ void UpdateEventNPCFlags(uint16 event_id);
+ void UpdateEventNPCVendor(uint16 event_id, bool activate);
+ bool CheckOneGameEventConditions(uint16 event_id);
+ void SaveWorldEventStateToDB(uint16 event_id);
+ bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
+ bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
+ bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
+ bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
protected:
typedef std::list<uint32> GuidList;
typedef std::vector<GuidList> GameEventGuidMap;
@@ -80,14 +133,27 @@ class GameEvent
typedef std::pair<uint32, uint32> QuestRelation;
typedef std::list<QuestRelation> QuestRelList;
typedef std::vector<QuestRelList> GameEventQuestMap;
- GameEventQuestMap mGameEventQuests;
+ typedef std::list<NPCVendorEntry> NPCVendorList;
+ typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
+ typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
+ typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
+ typedef std::list<GuidNPCFlagPair> NPCFlagList;
+ typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
+ typedef std::pair<uint16 /*event id*/, uint32 /*gossip id*/> EventNPCGossipIdPair;
+ typedef std::map<uint32 /*guid*/, EventNPCGossipIdPair> GuidEventNpcGossipIdMap;
+ GameEventQuestMap mGameEventCreatureQuests;
+ GameEventQuestMap mGameEventGameObjectQuests;
+ GameEventNPCVendorMap mGameEventVendors;
GameEventModelEquipMap mGameEventModelEquip;
GameEventGuidMap mGameEventCreatureGuids;
GameEventGuidMap mGameEventGameobjectGuids;
GameEventDataMap mGameEvent;
+ QuestIdToEventConditionMap mQuestToEventConditions;
+ GameEventNPCFlagMap mGameEventNPCFlags;
+ GuidEventNpcGossipIdMap mNPCGossipIds;
ActiveEvents m_ActiveEvents;
bool isSystemInit;
};
-#define gameeventmgr MaNGOS::Singleton<GameEvent>::Instance()
+#define gameeventmgr Trinity::Singleton<GameEvent>::Instance()
#endif