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azerothcore-wotlk/src/server/game/Events/GameEventMgr.h
2025-02-12 07:09:31 -03:00

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C++

/*
* 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>
#include <unordered_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 MaxWorldState; // max resource count world state update id
uint32 DoneWorldState; // done resource count world state update id
};
struct GameEventQuestToEventConditionNum
{
uint16 EventId;
uint32 Condition;
float Num;
};
typedef std::map<uint32 /*condition id*/, GameEventFinishCondition> GameEventConditionMap;
struct GameEventData
{
GameEventData() = default;
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 HolidayId{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*/> PrerequisiteEvents; // 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 ModelIdPrev;
uint8 EquipmentId;
uint8 EquipementIdPrev;
};
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 _activeEvents; }
[[nodiscard]] GameEventDataMap const& GetEventMap() const { return _gameEvent; }
[[nodiscard]] bool CheckOneGameEvent(uint16 entry) const;
[[nodiscard]] uint32 NextCheck(uint16 entry) const;
void LoadFromDB();
void LoadHolidayDates();
uint32 Update();
bool IsActiveEvent(uint16 eventId) { return (_activeEvents.find(eventId) != _activeEvents.end()); }
uint32 StartSystem();
void Initialize();
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);
// Load the game event npc vendor table from the DB
void LoadEventVendors();
[[nodiscard]] uint32 GetHolidayEventId(uint32 holidayId) const;
private:
void LoadEvents();
void LoadEventSaveData();
void LoadEventPrerequisiteData();
void LoadEventCreatureData();
void LoadEventGameObjectData();
void LoadEventModelEquipmentChangeData();
void LoadEventQuestData();
void LoadEventGameObjectQuestData();
void LoadEventQuestConditionData();
void LoadEventConditionData();
void LoadEventConditionSaveData();
void LoadEventNPCFlags();
void LoadEventSeasonalQuestRelations();
void LoadEventBattlegroundData();
void LoadEventPoolData();
void SendWorldStateUpdate(Player* player, uint16 eventId);
void AddActiveEvent(uint16 eventId) { _activeEvents.insert(eventId); }
void RemoveActiveEvent(uint16 eventId) { _activeEvents.erase(eventId); }
void ApplyNewEvent(uint16 eventId);
void UnApplyEvent(uint16 eventId);
void GameEventSpawn(int16 eventId);
void GameEventUnspawn(int16 eventId);
void ChangeEquipOrModel(int16 eventId, bool activate);
void UpdateEventQuests(uint16 eventId, bool activate);
void UpdateWorldStates(uint16 eventId, bool Activate);
void UpdateEventNPCFlags(uint16 eventId);
void UpdateEventNPCVendor(uint16 eventId, bool activate);
void UpdateBattlegroundSettings();
void RunSmartAIScripts(uint16 eventId, bool activate); //! Runs SMART_EVENT_GAME_EVENT_START/_END SAI
bool CheckOneGameEventConditions(uint16 eventId);
void SaveWorldEventStateToDB(uint16 eventId);
bool HasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 eventId);
bool HasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 eventId);
bool HasCreatureActiveEventExcept(ObjectGuid::LowType creature_guid, uint16 eventId);
bool HasGameObjectActiveEventExcept(ObjectGuid::LowType go_guid, uint16 eventId);
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;
typedef std::unordered_map<uint32, std::vector<uint32>> GameEventSeasonalQuestsMap;
GameEventQuestMap _gameEventCreatureQuests;
GameEventQuestMap _gameEventGameObjectQuests;
GameEventNPCVendorMap _gameEventVendors;
GameEventModelEquipMap _gameEventModelEquip;
GameEventIdMap _gameEventPoolIds;
GameEventDataMap _gameEvent;
GameEventBitmask _gameEventBattlegroundHolidays;
QuestIdToEventConditionMap _questToEventConditions;
GameEventNPCFlagMap _gameEventNPCFlags;
ActiveEvents _activeEvents;
bool _isSystemInit;
GameEventSeasonalQuestsMap _gameEventSeasonalQuestsMap;
public:
GameEventGuidMap GameEventCreatureGuids;
GameEventGuidMap GameEventGameobjectGuids;
std::vector<uint32> ModifiedHolidays;
};
#define sGameEventMgr GameEventMgr::instance()
bool IsHolidayActive(HolidayIds id);
bool IsEventActive(uint16 eventId);
#endif