/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 Trinity
*
* 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 "GameEventMgr.h"
#include "World.h"
#include "ObjectMgr.h"
#include "PoolHandler.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(GameEventMgr);
bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
{
switch(mGameEvent[entry].state)
{
default:
case GAMEEVENT_NORMAL:
{
time_t currenttime = time(NULL);
// Get the event information
return mGameEvent[entry].start < currenttime
&& currenttime < mGameEvent[entry].end
&& (currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE) < mGameEvent[entry].length * MINUTE;
}
// if the state is conditions or nextphase, then the event should be active
case GAMEEVENT_WORLD_CONDITIONS:
case GAMEEVENT_WORLD_NEXTPHASE:
return true;
// finished world events are inactive
case GAMEEVENT_WORLD_FINISHED:
case GAMEEVENT_INTERNAL:
return false;
// if inactive world event, check the prerequisite events
case GAMEEVENT_WORLD_INACTIVE:
{
time_t currenttime = time(NULL);
for (std::set::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());
}
}
}
uint32 GameEventMgr::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;
}
void GameEventMgr::StartInternalEvent(uint16 event_id)
{
if (event_id < 1 || event_id >= mGameEvent.size())
return;
if (!mGameEvent[event_id].isValid())
return;
if (m_ActiveEvents.find(event_id) != m_ActiveEvents.end())
return;
StartEvent(event_id);
}
bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
{
if (mGameEvent[event_id].state == GAMEEVENT_NORMAL
|| mGameEvent[event_id].state == GAMEEVENT_INTERNAL)
{
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 GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
{
bool serverwide_evt = mGameEvent[event_id].state != GAMEEVENT_NORMAL && mGameEvent[event_id].state != GAMEEVENT_INTERNAL;
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::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 GameEventMgr::LoadFromDB()
{
{
QueryResult_AutoPtr 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();
mGameEvent.resize(max_event_id+1);
}
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry,UNIX_TIMESTAMP(start_time),UNIX_TIMESTAMP(end_time),occurence,length,holiday,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.holiday_id = fields[5].GetUInt32();
pGameEvent.state = (GameEventState)(fields[7].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;
}
if (pGameEvent.holiday_id)
{
if (!sHolidaysStore.LookupEntry(pGameEvent.holiday_id))
{
sLog.outErrorDb("`game_event` game event id (%i) have not existed holiday id %u.",event_id,pGameEvent.holiday_id);
pGameEvent.holiday_id = 0;
}
}
pGameEvent.description = fields[6].GetCppString();
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u game events", count);
}
// load game event saves
sLog.outString("Loading Game Event Saves Data...");
// 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 != GAMEEVENT_INTERNAL)
{
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);
}
// load game event links (prerequisites)
sLog.outString("Loading Game Event Prerequisite Data...");
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 && mGameEvent[event_id].state != GAMEEVENT_INTERNAL)
{
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);
}
// Creatures
sLog.outString("Loading Game Event Creature Data...");
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 bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded %u creatures in game events", count);
}
else
{
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.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);
}
// Gameobjects
sLog.outString("Loading Game Event GO Data...");
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 bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded %u gameobjects in game events", count);
}
else
{
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.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);
}
// Model/Equipment Changes
sLog.outString("Loading Game Event Model/Equipment Change Data...");
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 bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded %u model/equipment changes in game events", count);
}
else
{
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.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(guid, newModelEquipSet));
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u model/equipment changes in game events", count);
}
// Quests
sLog.outString("Loading Game Event Quest Data...");
mGameEventCreatureQuests.resize(mGameEvent.size());
// 0 1 2
result = WorldDatabase.Query("SELECT id, quest, event FROM game_event_creature_quest");
count = 0;
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded %u quests additions in game events", count);
}
else
{
barGoLink bar(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar.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);
}
// GO Quests
sLog.outString("Loading Game Event GO Quest Data...");
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);
}
// Load quest to (event,condition) mapping
// 0 1 2 3
sLog.outString("Loading Game Event Quest Condition Data...");
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);
}
// load conditions of the events
// 0 1 2 3 4
sLog.outString("Loading Game Event Condition Data...");
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);
}
// load condition saves
sLog.outString("Loading Game Event Condition Save Data...");
// 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::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);
}
mGameEventNPCFlags.resize(mGameEvent.size());
// load game event npcflag
sLog.outString("Loading Game Event NPCflag Data...");
// 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);
}
// Vendor
mGameEventVendors.resize(mGameEvent.size());
sLog.outString("Loading Game Event Vendor Additions Data...");
// 0 1 2 3 4 5
result = WorldDatabase.Query("SELECT event, guid, item, maxcount, incrtime, ExtendedCost FROM game_event_npc_vendor ORDER BY guid, slot ASC");
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].GetInt32();
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);
}
// load game event npc gossip ids
sLog.outString("Loading Game Event NPC Gossip Data...");
// 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);
}
// set all flags to 0
mGameEventBattleGroundHolidays.resize(mGameEvent.size(),0);
// load game event battleground flags
sLog.outString("Loading Game Event Battleground Data...");
// 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);
}
////////////////////////
// GameEventPool
////////////////////////
mGameEventPoolIds.resize(mGameEvent.size()*2-1);
sLog.outString("Loading Game Event Pool Data...");
// 1 2
result = WorldDatabase.Query("SELECT pool_template.entry, game_event_pool.event "
"FROM pool_template JOIN game_event_pool ON pool_template.entry = game_event_pool.pool_entry");
count = 0;
if (!result)
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u pools in game events", count);
}
else
{
barGoLink bar2(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar2.step();
uint32 entry = fields[0].GetUInt16();
int16 event_id = fields[1].GetInt16();
int32 internal_event_id = mGameEvent.size() + event_id - 1;
if (internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
{
sLog.outErrorDb("`game_event_pool` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
continue;
}
if (!poolhandler.CheckPool(entry))
{
sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", entry);
continue;
}
++count;
IdList& poollist = mGameEventPoolIds[internal_event_id];
poollist.push_back(entry);
} while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u pools in game events", count);
}
}
uint32 GameEventMgr::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 GameEventMgr::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 GameEventMgr::Initialize() // return the next event delay in ms
{
m_ActiveEvents.clear();
uint32 delay = Update();
sLog.outBasic("Game Event system initialized.");
isSystemInit = true;
return delay;
}
void GameEventMgr::StartArenaSeason()
{
QueryResult_AutoPtr result = WorldDatabase.PQuery("SELECT event FROM season_linked_event WHERE season = '%i'",sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
if (!result)
{
sLog.outError("ArenaSeason (%i) must be an existant Arena Season",sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
return;
}
Field *fields = result->Fetch();
uint16 eventId = fields[0].GetUInt16();
StartEvent(eventId,true);
sLog.outString("Arena Season %i started...",sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
}
uint32 GameEventMgr::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 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::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::iterator itr = deactivate.begin(); itr != deactivate.end(); ++itr)
StopEvent(*itr);
sLog.outDetail("Next game event check in %u seconds.", nextEventDelay + 1);
return (nextEventDelay + 1) * IN_MILISECONDS; // Add 1 second to be sure event has started/stopped at next call
}
void GameEventMgr::UnApplyEvent(uint16 event_id)
{
sLog.outDetail("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 GameEventMgr::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.outDetail("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 GameEventMgr::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::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();
}
// if we didn't find it, then the npcflag will be updated when the creature is loaded
}
}
}
void GameEventMgr::UpdateBattleGroundSettings()
{
uint32 mask = 0;
for (ActiveEvents::const_iterator itr = m_ActiveEvents.begin(); itr != m_ActiveEvents.end(); ++itr)
mask |= mGameEventBattleGroundHolidays[*itr];
sBattleGroundMgr.SetHolidayWeekends(mask);
}
void GameEventMgr::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 GameEventMgr::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("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventCreatureGuids element %i (size: " SIZEFMTD ")",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
if (CreatureData const* data = objmgr.GetCreatureData(*itr))
{
objmgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast