mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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207 lines
8.2 KiB
C++
207 lines
8.2 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ACORE_GAMEEVENT_MGR_H
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#define ACORE_GAMEEVENT_MGR_H
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#include "Common.h"
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#include "ObjectGuid.h"
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#include "SharedDefines.h"
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#include <map>
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#include <unordered_map>
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#define max_ge_check_delay DAY // 1 day in seconds
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enum GameEventState
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{
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GAMEEVENT_NORMAL = 0, // standard game events
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GAMEEVENT_WORLD_INACTIVE = 1, // not yet started
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GAMEEVENT_WORLD_CONDITIONS = 2, // condition matching phase
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GAMEEVENT_WORLD_NEXTPHASE = 3, // conditions are met, now 'length' timer to start next event
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GAMEEVENT_WORLD_FINISHED = 4, // next events are started, unapply this one
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GAMEEVENT_INTERNAL = 5, // never handled in update
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};
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struct GameEventFinishCondition
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{
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float ReqNum; // required number // use float, since some events use percent
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float Done; // done number
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uint32 MaxWorldState; // max resource count world state update id
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uint32 DoneWorldState; // done resource count world state update id
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};
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struct GameEventQuestToEventConditionNum
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{
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uint16 EventId;
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uint32 Condition;
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float Num;
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};
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typedef std::map<uint32 /*condition id*/, GameEventFinishCondition> GameEventConditionMap;
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struct GameEventData
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{
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GameEventData() = default;
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uint32 EventId;
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time_t Start{1}; // occurs after this time
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time_t End{0}; // occurs before this time
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time_t NextStart{0}; // after this time the follow-up events count this phase completed
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uint32 Occurence{0}; // time between end and start
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uint32 Length{0}; // length of the event (minutes) after finishing all conditions
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HolidayIds HolidayId{HOLIDAY_NONE};
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uint8 HolidayStage;
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GameEventState State{GAMEEVENT_NORMAL}; // state of the game event, these are saved into the game_event table on change!
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GameEventConditionMap Conditions; // conditions to finish
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std::set<uint16 /*gameevent id*/> PrerequisiteEvents; // events that must be completed before starting this event
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std::string Description;
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uint8 Announce; // if 0 dont announce, if 1 announce, if 2 take config value
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[[nodiscard]] bool isValid() const { return Length > 0 || State > GAMEEVENT_NORMAL; }
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};
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struct ModelEquip
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{
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uint32 ModelId;
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uint32 ModelIdPrev;
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uint8 EquipmentId;
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uint8 EquipementIdPrev;
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};
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struct NPCVendorEntry
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{
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uint32 Entry; // creature entry
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uint32 Item; // item id
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int32 MaxCount; // 0 for infinite
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uint32 Incrtime; // time for restore items amount if maxcount != 0
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uint32 ExtendedCost;
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};
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class Player;
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class Creature;
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class Quest;
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class GameEventMgr
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{
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private:
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GameEventMgr();
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~GameEventMgr() = default;
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public:
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static GameEventMgr* instance();
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typedef std::set<uint16> ActiveEvents;
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typedef std::vector<GameEventData> GameEventDataMap;
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[[nodiscard]] ActiveEvents const& GetActiveEventList() const { return _activeEvents; }
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[[nodiscard]] GameEventDataMap const& GetEventMap() const { return _gameEvent; }
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[[nodiscard]] bool CheckOneGameEvent(uint16 entry) const;
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[[nodiscard]] uint32 NextCheck(uint16 entry) const;
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void LoadFromDB();
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void LoadHolidayDates();
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uint32 Update();
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bool IsActiveEvent(uint16 eventId) { return (_activeEvents.find(eventId) != _activeEvents.end()); }
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uint32 StartSystem();
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void Initialize();
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void StartInternalEvent(uint16 event_id);
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bool StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
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uint32 GetNPCFlag(Creature* cr);
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// Load the game event npc vendor table from the DB
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void LoadEventVendors();
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[[nodiscard]] uint32 GetHolidayEventId(uint32 holidayId) const;
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private:
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void LoadEvents();
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void LoadEventSaveData();
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void LoadEventPrerequisiteData();
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void LoadEventCreatureData();
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void LoadEventGameObjectData();
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void LoadEventModelEquipmentChangeData();
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void LoadEventQuestData();
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void LoadEventGameObjectQuestData();
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void LoadEventQuestConditionData();
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void LoadEventConditionData();
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void LoadEventConditionSaveData();
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void LoadEventNPCFlags();
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void LoadEventSeasonalQuestRelations();
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void LoadEventBattlegroundData();
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void LoadEventPoolData();
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void SendWorldStateUpdate(Player* player, uint16 eventId);
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void AddActiveEvent(uint16 eventId) { _activeEvents.insert(eventId); }
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void RemoveActiveEvent(uint16 eventId) { _activeEvents.erase(eventId); }
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void ApplyNewEvent(uint16 eventId);
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void UnApplyEvent(uint16 eventId);
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void GameEventSpawn(int16 eventId);
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void GameEventUnspawn(int16 eventId);
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void ChangeEquipOrModel(int16 eventId, bool activate);
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void UpdateEventQuests(uint16 eventId, bool activate);
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void UpdateWorldStates(uint16 eventId, bool Activate);
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void UpdateEventNPCFlags(uint16 eventId);
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void UpdateEventNPCVendor(uint16 eventId, bool activate);
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void UpdateBattlegroundSettings();
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void RunSmartAIScripts(uint16 eventId, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
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bool CheckOneGameEventConditions(uint16 eventId);
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void SaveWorldEventStateToDB(uint16 eventId);
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bool HasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 eventId);
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bool HasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 eventId);
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bool HasCreatureActiveEventExcept(ObjectGuid::LowType creature_guid, uint16 eventId);
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bool HasGameObjectActiveEventExcept(ObjectGuid::LowType go_guid, uint16 eventId);
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void SetHolidayEventTime(GameEventData& event);
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typedef std::list<ObjectGuid::LowType> GuidLowList;
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typedef std::list<uint32> IdList;
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typedef std::vector<GuidLowList> GameEventGuidMap;
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typedef std::vector<IdList> GameEventIdMap;
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typedef std::pair<ObjectGuid::LowType, ModelEquip> ModelEquipPair;
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typedef std::list<ModelEquipPair> ModelEquipList;
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typedef std::vector<ModelEquipList> GameEventModelEquipMap;
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typedef std::pair<uint32, uint32> QuestRelation;
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typedef std::list<QuestRelation> QuestRelList;
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typedef std::vector<QuestRelList> GameEventQuestMap;
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typedef std::list<NPCVendorEntry> NPCVendorList;
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typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
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typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
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typedef std::pair<ObjectGuid::LowType /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
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typedef std::list<GuidNPCFlagPair> NPCFlagList;
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typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
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typedef std::vector<uint32> GameEventBitmask;
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typedef std::unordered_map<uint32, std::vector<uint32>> GameEventSeasonalQuestsMap;
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GameEventQuestMap _gameEventCreatureQuests;
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GameEventQuestMap _gameEventGameObjectQuests;
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GameEventNPCVendorMap _gameEventVendors;
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GameEventModelEquipMap _gameEventModelEquip;
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GameEventIdMap _gameEventPoolIds;
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GameEventDataMap _gameEvent;
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GameEventBitmask _gameEventBattlegroundHolidays;
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QuestIdToEventConditionMap _questToEventConditions;
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GameEventNPCFlagMap _gameEventNPCFlags;
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ActiveEvents _activeEvents;
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bool _isSystemInit;
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GameEventSeasonalQuestsMap _gameEventSeasonalQuestsMap;
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public:
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GameEventGuidMap GameEventCreatureGuids;
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GameEventGuidMap GameEventGameobjectGuids;
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std::vector<uint32> ModifiedHolidays;
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};
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#define sGameEventMgr GameEventMgr::instance()
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bool IsHolidayActive(HolidayIds id);
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bool IsEventActive(uint16 eventId);
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#endif
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