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authormegamage <none@none>2009-03-06 19:36:47 -0600
committermegamage <none@none>2009-03-06 19:36:47 -0600
commit417c7c83196aba0c4afdefd75c3edaba91337a88 (patch)
treed60caffa5c8a0094e8cf7e860c9341f14d007a85 /src/game/GameEvent.h
parent0d53225fdc2b30f1ced3d840d05da6cfbb9a4059 (diff)
[7393] Implement access to client side holiday ids. Author: VladimirMangos
* src/game/GameEvent.* renamed to src/game/GameEventMgr.* for consistence * `game_event` now have new `holiday` field for store client side holiday id associated with game event * Added new enum HolidayIds with existed at this moment holiday ids. * New function "bool IsHolidayActive(HolidayIds id)" added accessabel from scripts for active holidays check. --HG-- branch : trunk
Diffstat (limited to 'src/game/GameEvent.h')
-rw-r--r--src/game/GameEvent.h166
1 files changed, 0 insertions, 166 deletions
diff --git a/src/game/GameEvent.h b/src/game/GameEvent.h
deleted file mode 100644
index 184f4934b5d..00000000000
--- a/src/game/GameEvent.h
+++ /dev/null
@@ -1,166 +0,0 @@
-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.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
- */
-
-#ifndef TRINITY_GAMEEVENT_H
-#define TRINITY_GAMEEVENT_H
-
-#include "Platform/Define.h"
-#include "Creature.h"
-#include "GameObject.h"
-
-#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),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) || (state > GAMEEVENT_NORMAL)); }
-};
-
-struct ModelEquip
-{
- uint32 modelid;
- uint32 equipment_id;
- uint32 modelid_prev;
- 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:
- GameEvent();
- ~GameEvent() {};
- typedef std::set<uint16> ActiveEvents;
- typedef std::vector<GameEventData> GameEventDataMap;
- ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
- GameEventDataMap const& GetEventMap() const { return mGameEvent; }
- bool CheckOneGameEvent(uint16 entry) const;
- uint32 NextCheck(uint16 entry) const;
- void LoadFromDB();
- uint32 Update();
- bool IsActiveEvent(uint16 event_id) { return ( m_ActiveEvents.find(event_id)!=m_ActiveEvents.end()); }
- uint32 Initialize();
- 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);
- void UnApplyEvent(uint16 event_id);
- void GameEventSpawn(int16 event_id);
- 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);
- void UpdateBattleGroundSettings();
- 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::list<uint16> IdList;
- typedef std::vector<GuidList> GameEventGuidMap;
- typedef std::vector<IdList> GameEventIdMap;
- typedef std::pair<uint32, ModelEquip> ModelEquipPair;
- typedef std::list<ModelEquipPair> ModelEquipList;
- typedef std::vector<ModelEquipList> GameEventModelEquipMap;
- typedef std::pair<uint32, uint32> QuestRelation;
- typedef std::list<QuestRelation> QuestRelList;
- typedef std::vector<QuestRelList> GameEventQuestMap;
- 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;
- typedef std::vector<uint32> GameEventBitmask;
- GameEventQuestMap mGameEventCreatureQuests;
- GameEventQuestMap mGameEventGameObjectQuests;
- GameEventNPCVendorMap mGameEventVendors;
- GameEventModelEquipMap mGameEventModelEquip;
- GameEventGuidMap mGameEventCreatureGuids;
- GameEventGuidMap mGameEventGameobjectGuids;
- GameEventIdMap mGameEventPoolIds;
- GameEventDataMap mGameEvent;
- GameEventBitmask mGameEventBattleGroundHolidays;
- QuestIdToEventConditionMap mQuestToEventConditions;
- GameEventNPCFlagMap mGameEventNPCFlags;
- GuidEventNpcGossipIdMap mNPCGossipIds;
- ActiveEvents m_ActiveEvents;
- bool isSystemInit;
-};
-
-#define gameeventmgr Trinity::Singleton<GameEvent>::Instance()
-#endif
-