/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 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 */ #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 conditions; // conditions to finish std::set 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 ActiveEvents; typedef std::vector 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 GuidList; typedef std::vector GameEventGuidMap; typedef std::pair ModelEquipPair; typedef std::list ModelEquipList; typedef std::vector GameEventModelEquipMap; typedef std::pair QuestRelation; typedef std::list QuestRelList; typedef std::vector GameEventQuestMap; typedef std::list NPCVendorList; typedef std::vector GameEventNPCVendorMap; typedef std::map QuestIdToEventConditionMap; typedef std::pair GuidNPCFlagPair; typedef std::list NPCFlagList; typedef std::vector GameEventNPCFlagMap; typedef std::pair EventNPCGossipIdPair; typedef std::map GuidEventNpcGossipIdMap; typedef std::vector GameEventBitmask; GameEventQuestMap mGameEventCreatureQuests; GameEventQuestMap mGameEventGameObjectQuests; GameEventNPCVendorMap mGameEventVendors; GameEventModelEquipMap mGameEventModelEquip; GameEventGuidMap mGameEventCreatureGuids; GameEventGuidMap mGameEventGameobjectGuids; GameEventDataMap mGameEvent; GameEventBitmask mGameEventBattleGroundHolidays; QuestIdToEventConditionMap mQuestToEventConditions; GameEventNPCFlagMap mGameEventNPCFlags; GuidEventNpcGossipIdMap mNPCGossipIds; ActiveEvents m_ActiveEvents; bool isSystemInit; }; #define gameeventmgr Trinity::Singleton::Instance() #endif