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+/*
+ * 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_MGR_H
+#define TRINITY_GAMEEVENT_MGR_H
+
+#include "Common.h"
+#include "SharedDefines.h"
+#include "Platform/Define.h"
+#include "Policies/Singleton.h"
+
+#define max_ge_check_delay 86400 // 1 day in seconds
+
+enum GameEventState
+{
+ GAMEEVENT_NORMAL = 0, // standard game events
+ GAMEEVENT_WORLD_INACTIVE = 1, // not yet started
+ GAMEEVENT_WORLD_CONDITIONS = 2, // condition matching phase
+ GAMEEVENT_WORLD_NEXTPHASE = 3, // conditions are met, now 'lenght' timer to start next event
+ GAMEEVENT_WORLD_FINISHED = 4, // next events are started, unapply this one
+ GAMEEVENT_INTERNAL = 5, // never handled in update
+};
+
+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
+ uint32 holiday_id;
+ 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 Creature;
+
+class GameEventMgr
+{
+ public:
+ GameEventMgr();
+ ~GameEventMgr() {};
+ 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();
+ void StartInternalEvent(uint16 event_id);
+ 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;
+ public:
+ GameEventGuidMap mGameEventCreatureGuids;
+ GameEventGuidMap mGameEventGameobjectGuids;
+};
+
+#define gameeventmgr Trinity::Singleton<GameEventMgr>::Instance()
+
+TRINITY_DLL_SPEC bool IsHolidayActive(HolidayIds id);
+
+#endif
+