/*
* Copyright (C) 2005-2008 MaNGOS
*
* 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"
INSTANTIATE_SINGLETON_1(GameEvent);
bool GameEvent::CheckOneGameEvent(uint16 entry) const
{
// Get the event information
time_t currenttime = time(NULL);
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);
// outdated event: we return max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 GameEvent::StartEvent( uint16 event_id, bool overwrite )
{
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;
}
}
void GameEvent::StopEvent( uint16 event_id, bool overwrite )
{
RemoveActiveEvent(event_id);
UnApplyEvent(event_id);
if(overwrite)
{
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;
}
}
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 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();
if(pGameEvent.length==0) // length>0 is validity check
{
sLog.outErrorDb("`game_event` game event id (%i) have length 0 and can't be used.",event_id);
continue;
}
pGameEvent.description = fields[5].GetCppString();
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u 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(guid, newModelEquipSet));
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u model/equipment changes in game events", count );
delete result;
}
mGameEventQuests.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 >= mGameEventQuests.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 = mGameEventQuests[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;
}
}
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
{
uint32 nextEventDelay = max_ge_check_delay; // 1 day
uint32 calcDelay;
for (uint16 itr = 1; itr < mGameEvent.size(); itr++)
{
//sLog.outErrorDb("Checking event %u",itr);
if (CheckOneGameEvent(itr))
{
//sLog.outDebug("GameEvent %u is active",itr->first);
if (!IsActiveEvent(itr))
StartEvent(itr);
}
else
{
//sLog.outDebug("GameEvent %u is not active",itr->first);
if (IsActiveEvent(itr))
StopEvent(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;
}
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);
}
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);
}
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