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azerothcore-wotlk/src/server/game/Events/GameEventMgr.h

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/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ACORE_GAMEEVENT_MGR_H
#define ACORE_GAMEEVENT_MGR_H
#include "Common.h"
#include "ObjectGuid.h"
#include "SharedDefines.h"
#include <map>
#define max_ge_check_delay DAY // 1 day in seconds
enum GameEventState
{
GAMEEVENT_NORMAL = 0, // standard game events
GAMEEVENT_WORLD_INACTIVE = 1, // not yet started
GAMEEVENT_WORLD_CONDITIONS = 2, // condition matching phase
GAMEEVENT_WORLD_NEXTPHASE = 3, // conditions are met, now 'length' timer to start next event
GAMEEVENT_WORLD_FINISHED = 4, // next events are started, unapply this one
GAMEEVENT_INTERNAL = 5, // never handled in update
};
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;
};
typedef std::map<uint32 /*condition id*/, GameEventFinishCondition> GameEventConditionMap;
struct GameEventData
{
GameEventData() { }
uint32 eventId;
time_t start{1}; // occurs after this time
time_t end{0}; // occurs before this time
time_t nextstart{0}; // after this time the follow-up events count this phase completed
uint32 occurence{0}; // time between end and start
uint32 length{0}; // length of the event (minutes) after finishing all conditions
HolidayIds holiday_id{HOLIDAY_NONE};
uint8 holidayStage;
GameEventState state{GAMEEVENT_NORMAL}; // state of the game event, these are saved into the game_event table on change!
GameEventConditionMap conditions; // conditions to finish
std::set<uint16 /*gameevent id*/> prerequisite_events; // events that must be completed before starting this event
std::string description;
uint8 announce; // if 0 dont announce, if 1 announce, if 2 take config value
[[nodiscard]] bool isValid() const { return length > 0 || state > GAMEEVENT_NORMAL; }
};
struct ModelEquip
{
uint32 modelid;
uint32 modelid_prev;
uint8 equipment_id;
uint8 equipement_id_prev;
};
struct NPCVendorEntry
{
uint32 entry; // creature entry
uint32 item; // item id
int32 maxcount; // 0 for infinite
uint32 incrtime; // time for restore items amount if maxcount != 0
uint32 ExtendedCost;
};
class Player;
class Creature;
class Quest;
class GameEventMgr
{
private:
GameEventMgr();
~GameEventMgr() = default;
public:
static GameEventMgr* instance();
typedef std::set<uint16> ActiveEvents;
typedef std::vector<GameEventData> GameEventDataMap;
[[nodiscard]] ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
[[nodiscard]] GameEventDataMap const& GetEventMap() const { return mGameEvent; }
[[nodiscard]] bool CheckOneGameEvent(uint16 entry) const;
[[nodiscard]] uint32 NextCheck(uint16 entry) const;
void LoadFromDB();
void LoadHolidayDates();
uint32 Update();
bool IsActiveEvent(uint16 event_id) { return (m_ActiveEvents.find(event_id) != m_ActiveEvents.end()); }
uint32 StartSystem();
void Initialize();
void StartArenaSeason();
void StartInternalEvent(uint16 event_id);
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
uint32 GetNPCFlag(Creature* cr);
[[nodiscard]] uint32 GetHolidayEventId(uint32 holidayId) const;
private:
void SendWorldStateUpdate(Player* player, 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 UpdateWorldStates(uint16 event_id, bool Activate);
void UpdateEventNPCFlags(uint16 event_id);
void UpdateEventNPCVendor(uint16 event_id, bool activate);
void UpdateBattlegroundSettings();
void RunSmartAIScripts(uint16 event_id, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
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(ObjectGuid::LowType creature_guid, uint16 event_id);
bool hasGameObjectActiveEventExcept(ObjectGuid::LowType go_guid, uint16 event_id);
void SetHolidayEventTime(GameEventData& event);
typedef std::list<ObjectGuid::LowType> GuidLowList;
typedef std::list<uint32> IdList;
typedef std::vector<GuidLowList> GameEventGuidMap;
typedef std::vector<IdList> GameEventIdMap;
typedef std::pair<ObjectGuid::LowType, ModelEquip> ModelEquipPair;
typedef std::list<ModelEquipPair> ModelEquipList;
typedef std::vector<ModelEquipList> GameEventModelEquipMap;
typedef std::pair<uint32, uint32> QuestRelation;
typedef std::list<QuestRelation> QuestRelList;
typedef std::vector<QuestRelList> GameEventQuestMap;
typedef std::list<NPCVendorEntry> NPCVendorList;
typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
typedef std::pair<ObjectGuid::LowType /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
typedef std::list<GuidNPCFlagPair> NPCFlagList;
typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
typedef std::vector<uint32> GameEventBitmask;
GameEventQuestMap mGameEventCreatureQuests;
GameEventQuestMap mGameEventGameObjectQuests;
GameEventNPCVendorMap mGameEventVendors;
GameEventModelEquipMap mGameEventModelEquip;
//GameEventGuidMap mGameEventCreatureGuids;
//GameEventGuidMap mGameEventGameobjectGuids;
GameEventIdMap mGameEventPoolIds;
GameEventDataMap mGameEvent;
GameEventBitmask mGameEventBattlegroundHolidays;
QuestIdToEventConditionMap mQuestToEventConditions;
GameEventNPCFlagMap mGameEventNPCFlags;
ActiveEvents m_ActiveEvents;
bool isSystemInit;
public:
GameEventGuidMap mGameEventCreatureGuids;
GameEventGuidMap mGameEventGameobjectGuids;
std::vector<uint32> modifiedHolidays;
};
#define sGameEventMgr GameEventMgr::instance()
bool IsHolidayActive(HolidayIds id);
bool IsEventActive(uint16 event_id);
#endif