root/trunk/src/game/GameEvent.h @ 111

Revision 102, 7.1 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#ifndef TRINITY_GAMEEVENT_H
22#define TRINITY_GAMEEVENT_H
23
24#include "Platform/Define.h"
25#include "Creature.h"
26#include "GameObject.h"
27
28#define max_ge_check_delay 86400                            // 1 day in seconds
29
30enum GameEventState
31{
32    GAMEEVENT_NORMAL = 0,   // standard game events
33    GAMEEVENT_WORLD_INACTIVE,   // not yet started
34    GAMEEVENT_WORLD_CONDITIONS,  // condition matching phase
35    GAMEEVENT_WORLD_NEXTPHASE,   // conditions are met, now 'lenght' timer to start next event
36    GAMEEVENT_WORLD_FINISHED    // next events are started, unapply this one
37};
38
39struct GameEventFinishCondition
40{
41    float reqNum;  // required number // use float, since some events use percent
42    float done;    // done number
43    uint32 max_world_state;  // max resource count world state update id
44    uint32 done_world_state; // done resource count world state update id
45};
46
47struct GameEventQuestToEventConditionNum
48{
49    uint16 event_id;
50    uint32 condition;
51    float num;
52};
53
54struct GameEventData
55{
56    GameEventData() : start(1),end(0),nextstart(0),occurence(0),length(0),state(GAMEEVENT_NORMAL) {}
57    time_t start;   // occurs after this time
58    time_t end;     // occurs before this time
59    time_t nextstart; // after this time the follow-up events count this phase completed
60    uint32 occurence;   // time between end and start
61    uint32 length;  // length of the event (minutes) after finishing all conditions
62    GameEventState state;   // state of the game event, these are saved into the game_event table on change!
63    std::map<uint32 /*condition id*/, GameEventFinishCondition> conditions;  // conditions to finish
64    std::set<uint16 /*gameevent id*/> prerequisite_events;  // events that must be completed before starting this event
65    std::string description;
66
67    bool isValid() const { return ((length > 0) || (state > GAMEEVENT_NORMAL)); }
68};
69
70struct ModelEquip
71{
72    uint32 modelid;
73    uint32 equipment_id;
74    uint32 modelid_prev;
75    uint32 equipement_id_prev;
76};
77
78struct NPCVendorEntry
79{
80    uint32 entry;                                           // creature entry
81    uint32 item;                                            // item id
82    uint32 maxcount;                                        // 0 for infinite
83    uint32 incrtime;                                        // time for restore items amount if maxcount != 0
84    uint32 ExtendedCost;
85};
86
87class Player;
88class GameEvent
89{
90    public:
91        GameEvent();
92        ~GameEvent() {};
93        typedef std::set<uint16> ActiveEvents;
94        typedef std::vector<GameEventData> GameEventDataMap;
95        ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
96        GameEventDataMap const& GetEventMap() const { return mGameEvent; }
97        bool CheckOneGameEvent(uint16 entry) const;
98        uint32 NextCheck(uint16 entry) const;
99        void LoadFromDB();
100        uint32 Update();
101        bool IsActiveEvent(uint16 event_id) { return ( m_ActiveEvents.find(event_id)!=m_ActiveEvents.end()); }
102        uint32 Initialize();
103        bool StartEvent(uint16 event_id, bool overwrite = false);
104        void StopEvent(uint16 event_id, bool overwrite = false);
105        void HandleQuestComplete(uint32 quest_id);  // called on world event type quest completions
106        void HandleWorldEventGossip(Player * plr, Creature * c);
107        uint32 GetNPCFlag(Creature * cr);
108        uint32 GetNpcTextId(uint32 guid);
109    private:
110        void SendWorldStateUpdate(Player * plr, uint16 event_id);
111        void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
112        void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
113        void ApplyNewEvent(uint16 event_id);
114        void UnApplyEvent(uint16 event_id);
115        void GameEventSpawn(int16 event_id);
116        void GameEventUnspawn(int16 event_id);
117        void ChangeEquipOrModel(int16 event_id, bool activate);
118        void UpdateEventQuests(uint16 event_id, bool Activate);
119        void UpdateEventNPCFlags(uint16 event_id);
120        void UpdateEventNPCVendor(uint16 event_id, bool activate);
121        void UpdateBattleGroundSettings();
122        bool CheckOneGameEventConditions(uint16 event_id);
123        void SaveWorldEventStateToDB(uint16 event_id);
124        bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
125        bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
126        bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
127        bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
128    protected:
129        typedef std::list<uint32> GuidList;
130        typedef std::vector<GuidList> GameEventGuidMap;
131        typedef std::pair<uint32, ModelEquip> ModelEquipPair;
132        typedef std::list<ModelEquipPair> ModelEquipList;
133        typedef std::vector<ModelEquipList> GameEventModelEquipMap;
134        typedef std::pair<uint32, uint32> QuestRelation;
135        typedef std::list<QuestRelation> QuestRelList;
136        typedef std::vector<QuestRelList> GameEventQuestMap;
137        typedef std::list<NPCVendorEntry> NPCVendorList;
138        typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
139        typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
140        typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
141        typedef std::list<GuidNPCFlagPair> NPCFlagList;
142        typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
143        typedef std::pair<uint16 /*event id*/, uint32 /*gossip id*/> EventNPCGossipIdPair;
144        typedef std::map<uint32 /*guid*/, EventNPCGossipIdPair> GuidEventNpcGossipIdMap;
145        typedef std::vector<uint32> GameEventBitmask;
146        GameEventQuestMap mGameEventCreatureQuests;
147        GameEventQuestMap mGameEventGameObjectQuests;
148        GameEventNPCVendorMap mGameEventVendors;
149        GameEventModelEquipMap mGameEventModelEquip;
150        GameEventGuidMap  mGameEventCreatureGuids;
151        GameEventGuidMap  mGameEventGameobjectGuids;
152        GameEventDataMap  mGameEvent;
153        GameEventBitmask  mGameEventBattleGroundHolidays;
154        QuestIdToEventConditionMap mQuestToEventConditions;
155        GameEventNPCFlagMap mGameEventNPCFlags;
156        GuidEventNpcGossipIdMap mNPCGossipIds;
157        ActiveEvents m_ActiveEvents;
158        bool isSystemInit;
159};
160
161#define gameeventmgr Trinity::Singleton<GameEvent>::Instance()
162#endif
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