/*
* Copyright (C) 2008 Trinity
*
* Thanks to the original authors: 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
*/
#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);
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;
GameEventQuestMap mGameEventCreatureQuests;
GameEventQuestMap mGameEventGameObjectQuests;
GameEventNPCVendorMap mGameEventVendors;
GameEventModelEquipMap mGameEventModelEquip;
GameEventGuidMap mGameEventCreatureGuids;
GameEventGuidMap mGameEventGameobjectGuids;
GameEventDataMap mGameEvent;
QuestIdToEventConditionMap mQuestToEventConditions;
GameEventNPCFlagMap mGameEventNPCFlags;
GuidEventNpcGossipIdMap mNPCGossipIds;
ActiveEvents m_ActiveEvents;
bool isSystemInit;
};
#define gameeventmgr Trinity::Singleton::Instance()
#endif