/* * Copyright (C) 2005-2010 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 */ #include "GameEventMgr.h" #include "World.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "PoolManager.h" #include "ProgressBar.h" #include "Language.h" #include "Log.h" #include "MapManager.h" #include "BattleGroundMgr.h" #include "Policies/SingletonImp.h" INSTANTIATE_SINGLETON_1(GameEventMgr); bool GameEventMgr::CheckOneGameEvent(uint16 entry) const { // Get the event information time_t currenttime = time(NULL); if( mGameEvent[entry].start < currenttime && currenttime < mGameEvent[entry].end && ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE)) < (mGameEvent[entry].length * MINUTE) ) return true; else return false; } uint32 GameEventMgr::NextCheck(uint16 entry) const { time_t currenttime = time(NULL); // outdated event: we return max if (currenttime > mGameEvent[entry].end) return max_ge_check_delay; // never started event, we return delay before start if (mGameEvent[entry].start > currenttime) return uint32(mGameEvent[entry].start - currenttime); uint32 delay; // in event, we return the end of it if ((((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * 60)) < (mGameEvent[entry].length * 60))) // we return the delay before it ends delay = (mGameEvent[entry].length * MINUTE) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE)); else // not in window, we return the delay before next start delay = (mGameEvent[entry].occurence * MINUTE) - ((currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE)); // In case the end is before next check if (mGameEvent[entry].end < time_t(currenttime + delay)) return uint32(mGameEvent[entry].end - currenttime); else return delay; } void GameEventMgr::StartEvent( uint16 event_id, bool overwrite ) { AddActiveEvent(event_id); ApplyNewEvent(event_id); if(overwrite) { mGameEvent[event_id].start = time(NULL); if(mGameEvent[event_id].end <= mGameEvent[event_id].start) mGameEvent[event_id].end = mGameEvent[event_id].start+mGameEvent[event_id].length; } } void GameEventMgr::StopEvent( uint16 event_id, bool overwrite ) { RemoveActiveEvent(event_id); UnApplyEvent(event_id); if(overwrite) { mGameEvent[event_id].start = time(NULL) - mGameEvent[event_id].length * MINUTE; if(mGameEvent[event_id].end <= mGameEvent[event_id].start) mGameEvent[event_id].end = mGameEvent[event_id].start+mGameEvent[event_id].length; } } void GameEventMgr::LoadFromDB() { { QueryResult *result = WorldDatabase.Query("SELECT MAX(entry) FROM game_event"); if( !result ) { sLog.outString(">> Table game_event is empty."); sLog.outString(); return; } Field *fields = result->Fetch(); uint32 max_event_id = fields[0].GetUInt16(); delete result; mGameEvent.resize(max_event_id+1); } QueryResult *result = WorldDatabase.Query("SELECT entry,UNIX_TIMESTAMP(start_time),UNIX_TIMESTAMP(end_time),occurence,length,holiday,description FROM game_event"); if( !result ) { mGameEvent.clear(); sLog.outString(">> Table game_event is empty!"); sLog.outString(); return; } uint32 count = 0; { barGoLink bar( (int)result->GetRowCount() ); do { ++count; Field *fields = result->Fetch(); bar.step(); uint16 event_id = fields[0].GetUInt16(); if(event_id==0) { sLog.outErrorDb("`game_event` game event id (%i) is reserved and can't be used.",event_id); continue; } GameEventData& pGameEvent = mGameEvent[event_id]; uint64 starttime = fields[1].GetUInt64(); pGameEvent.start = time_t(starttime); uint64 endtime = fields[2].GetUInt64(); pGameEvent.end = time_t(endtime); pGameEvent.occurence = fields[3].GetUInt32(); pGameEvent.length = fields[4].GetUInt32(); pGameEvent.holiday_id = HolidayIds(fields[5].GetUInt32()); if(pGameEvent.length==0) // length>0 is validity check { sLog.outErrorDb("`game_event` game event id (%i) have length 0 and can't be used.",event_id); continue; } if(pGameEvent.holiday_id != HOLIDAY_NONE) { if(!sHolidaysStore.LookupEntry(pGameEvent.holiday_id)) { sLog.outErrorDb("`game_event` game event id (%i) have nonexistent holiday id %u.",event_id,pGameEvent.holiday_id); pGameEvent.holiday_id = HOLIDAY_NONE; } } pGameEvent.description = fields[6].GetCppString(); } while( result->NextRow() ); delete result; sLog.outString(); sLog.outString( ">> Loaded %u game events", count ); } std::map pool2event; // for check unique spawn event associated with pool std::map creature2event; // for check unique spawn event associated with creature std::map go2event; // for check unique spawn event associated with gameobject // list only positive event top pools, filled at creature/gameobject loading mGameEventSpawnPoolIds.resize(mGameEvent.size()); mGameEventCreatureGuids.resize(mGameEvent.size()*2-1); // 1 2 result = WorldDatabase.Query("SELECT creature.guid, game_event_creature.event " "FROM creature JOIN game_event_creature ON creature.guid = game_event_creature.guid"); count = 0; if( !result ) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded %u creatures in game events", count ); } else { barGoLink bar( (int)result->GetRowCount() ); do { Field *fields = result->Fetch(); bar.step(); uint32 guid = fields[0].GetUInt32(); int16 event_id = fields[1].GetInt16(); if (event_id == 0) { sLog.outErrorDb("`game_event_creature` game event id (%i) not allowed",event_id); continue; } int32 internal_event_id = mGameEvent.size() + event_id - 1; if(internal_event_id < 0 || (size_t)internal_event_id >= mGameEventCreatureGuids.size()) { sLog.outErrorDb("`game_event_creature` game event id (%i) is out of range compared to max event id in `game_event`",event_id); continue; } ++count; // spawn objects at event can be grouped in pools and then affected pools have stricter requirements for this case if (event_id > 0) { creature2event[guid] = event_id; // not list explicitly creatures from pools in event creature list if (uint16 topPoolId = sPoolMgr.IsPartOfTopPool(guid)) { int16& eventRef = pool2event[topPoolId]; if (eventRef != 0) { if (eventRef != event_id) sLog.outErrorDb("`game_event_creature` have creature (GUID: %u) for event %i from pool or subpool of pool (ID: %u) but pool have already content from event %i. Pool don't must have content for different events!", guid, event_id, topPoolId, eventRef); } else { eventRef = event_id; mGameEventSpawnPoolIds[event_id].push_back(topPoolId); sPoolMgr.RemoveAutoSpawnForPool(topPoolId); } continue; } } GuidList& crelist = mGameEventCreatureGuids[internal_event_id]; crelist.push_back(guid); } while( result->NextRow() ); delete result; sLog.outString(); sLog.outString( ">> Loaded %u creatures in game events", count ); } mGameEventGameobjectGuids.resize(mGameEvent.size()*2-1); // 1 2 result = WorldDatabase.Query("SELECT gameobject.guid, game_event_gameobject.event " "FROM gameobject JOIN game_event_gameobject ON gameobject.guid=game_event_gameobject.guid"); count = 0; if( !result ) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded %u gameobjects in game events", count ); } else { barGoLink bar( (int)result->GetRowCount() ); do { Field *fields = result->Fetch(); bar.step(); uint32 guid = fields[0].GetUInt32(); int16 event_id = fields[1].GetInt16(); if (event_id == 0) { sLog.outErrorDb("`game_event_gameobject` game event id (%i) not allowed",event_id); continue; } int32 internal_event_id = mGameEvent.size() + event_id - 1; if(internal_event_id < 0 || (size_t)internal_event_id >= mGameEventGameobjectGuids.size()) { sLog.outErrorDb("`game_event_gameobject` game event id (%i) is out of range compared to max event id in `game_event`",event_id); continue; } ++count; // spawn objects at event can be grouped in pools and then affected pools have stricter requirements for this case if (event_id > 0) { go2event[guid] = event_id; // not list explicitly gameobjects from pools in event gameobject list if (uint16 topPoolId = sPoolMgr.IsPartOfTopPool(guid)) { int16& eventRef = pool2event[topPoolId]; if (eventRef != 0) { if (eventRef != event_id) sLog.outErrorDb("`game_event_gameobject` have gameobject (GUID: %u) for event %i from pool or subpool of pool (ID: %u) but pool have already content from event %i. Pool don't must have content for different events!", guid, event_id, topPoolId, eventRef); } else { eventRef = event_id; mGameEventSpawnPoolIds[event_id].push_back(topPoolId); sPoolMgr.RemoveAutoSpawnForPool(topPoolId); } continue; } } GuidList& golist = mGameEventGameobjectGuids[internal_event_id]; golist.push_back(guid); } while( result->NextRow() ); delete result; sLog.outString(); sLog.outString( ">> Loaded %u gameobjects in game events", count ); } // now recheck that all eventPools linked with events after our skip pools with parents for(std::map::const_iterator itr = pool2event.begin(); itr != pool2event.end(); ++itr) { uint16 pool_id = itr->first; int16 event_id = itr->second; sPoolMgr.CheckEventLinkAndReport(pool_id, event_id, creature2event, go2event); } mGameEventModelEquip.resize(mGameEvent.size()); // 0 1 2 result = WorldDatabase.Query("SELECT creature.guid, game_event_model_equip.event, game_event_model_equip.modelid," // 3 "game_event_model_equip.equipment_id " "FROM creature JOIN game_event_model_equip ON creature.guid=game_event_model_equip.guid"); count = 0; if( !result ) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded %u model/equipment changes in game events", count ); } else { barGoLink bar( (int)result->GetRowCount() ); do { Field *fields = result->Fetch(); bar.step(); uint32 guid = fields[0].GetUInt32(); uint16 event_id = fields[1].GetUInt16(); if(event_id >= mGameEventModelEquip.size()) { sLog.outErrorDb("`game_event_model_equip` game event id (%u) is out of range compared to max event id in `game_event`",event_id); continue; } ++count; ModelEquipList& equiplist = mGameEventModelEquip[event_id]; ModelEquip newModelEquipSet; newModelEquipSet.modelid = fields[2].GetUInt32(); newModelEquipSet.equipment_id = fields[3].GetUInt32(); newModelEquipSet.equipement_id_prev = 0; newModelEquipSet.modelid_prev = 0; if(newModelEquipSet.equipment_id > 0) { if(!sObjectMgr.GetEquipmentInfo(newModelEquipSet.equipment_id)) { sLog.outErrorDb("Table `game_event_model_equip` have creature (Guid: %u) with equipment_id %u not found in table `creature_equip_template`, set to no equipment.", guid, newModelEquipSet.equipment_id); continue; } } equiplist.push_back(std::pair(guid, newModelEquipSet)); } while( result->NextRow() ); delete result; sLog.outString(); sLog.outString( ">> Loaded %u model/equipment changes in game events", count ); } mGameEventQuests.resize(mGameEvent.size()); result = WorldDatabase.Query("SELECT quest, event FROM game_event_quest"); count = 0; if( !result ) { barGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded %u quests additions in game events", count ); } else { barGoLink bar( (int)result->GetRowCount() ); do { Field *fields = result->Fetch(); bar.step(); uint32 quest = fields[0].GetUInt32(); uint16 event_id = fields[1].GetUInt16(); if(event_id >= mGameEventQuests.size()) { sLog.outErrorDb("`game_event_quest` game event id (%u) is out of range compared to max event id in `game_event`",event_id); continue; } const Quest* pQuest = sObjectMgr.GetQuestTemplate(quest); if (!pQuest) { sLog.outErrorDb("Table `game_event_quest` contain entry for quest %u (event %u) but this quest does not exist. Skipping.", quest, event_id); continue; } // disable any event specific quest (for cases where creature is spawned, but event not active). const_cast(pQuest)->SetQuestActiveState(false); ++count; QuestList& questlist = mGameEventQuests[event_id]; questlist.push_back(quest); } while( result->NextRow() ); delete result; sLog.outString(); sLog.outString( ">> Loaded %u quest additions in game events", count ); } } uint32 GameEventMgr::Initialize() // return the next event delay in ms { m_ActiveEvents.clear(); uint32 delay = Update(); BASIC_LOG("Game Event system initialized." ); m_IsGameEventsInit = true; return delay; } uint32 GameEventMgr::Update() // return the next event delay in ms { uint32 nextEventDelay = max_ge_check_delay; // 1 day uint32 calcDelay; for (uint16 itr = 1; itr < mGameEvent.size(); ++itr) { //sLog.outErrorDb("Checking event %u",itr); if (CheckOneGameEvent(itr)) { //DEBUG_LOG("GameEvent %u is active",itr->first); if (!IsActiveEvent(itr)) StartEvent(itr); } else { //DEBUG_LOG("GameEvent %u is not active",itr->first); if (IsActiveEvent(itr)) StopEvent(itr); else { if (!m_IsGameEventsInit) { int16 event_nid = (-1) * (itr); // spawn all negative ones for this event GameEventSpawn(event_nid); UpdateWorldStates(itr, false); } } } calcDelay = NextCheck(itr); if (calcDelay < nextEventDelay) nextEventDelay = calcDelay; } BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1); return (nextEventDelay + 1) * IN_MILLISECONDS; // Add 1 second to be sure event has started/stopped at next call } void GameEventMgr::UnApplyEvent(uint16 event_id) { sLog.outString("GameEvent %u \"%s\" removed.", event_id, mGameEvent[event_id].description.c_str()); // un-spawn positive event tagged objects GameEventUnspawn(event_id); // spawn negative event tagget objects int16 event_nid = (-1) * event_id; GameEventSpawn(event_nid); // restore equipment or model ChangeEquipOrModel(event_id, false); // Remove quests that are events only to non event npc UpdateEventQuests(event_id, false); UpdateWorldStates(event_id, false); } void GameEventMgr::ApplyNewEvent(uint16 event_id) { if (sWorld.getConfig(CONFIG_BOOL_EVENT_ANNOUNCE)) sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str()); sLog.outString("GameEvent %u \"%s\" started.", event_id, mGameEvent[event_id].description.c_str()); // spawn positive event tagget objects GameEventSpawn(event_id); // un-spawn negative event tagged objects int16 event_nid = (-1) * event_id; GameEventUnspawn(event_nid); // Change equipement or model ChangeEquipOrModel(event_id, true); // Add quests that are events only to non event npc UpdateEventQuests(event_id, true); UpdateWorldStates(event_id, true); } void GameEventMgr::GameEventSpawn(int16 event_id) { int32 internal_event_id = mGameEvent.size() + event_id - 1; if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventCreatureGuids.size()) { sLog.outError("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventCreatureGuids element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventCreatureGuids.size()); return; } for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr) { // Add to correct cell CreatureData const* data = sObjectMgr.GetCreatureData(*itr); if (data) { // negative event id for pool element meaning allow be used in next pool spawn if (event_id < 0) { if (uint16 pool_id = sPoolMgr.IsPartOfAPool(*itr)) { // will have chance at next pool update sPoolMgr.SetExcludeObject(pool_id, *itr, false); sPoolMgr.UpdatePool(pool_id); continue; } } sObjectMgr.AddCreatureToGrid(*itr, data); // Spawn if necessary (loaded grids only) Map* map = const_cast(sMapMgr.CreateBaseMap(data->mapid)); // We use spawn coords to spawn if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY)) { Creature* pCreature = new Creature; //DEBUG_LOG("Spawning creature %u",*itr); if (!pCreature->LoadFromDB(*itr, map)) { delete pCreature; } else { map->Add(pCreature); } } } } if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventGameobjectGuids.size()) { sLog.outError("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventGameobjectGuids element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventGameobjectGuids.size()); return; } for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr) { // Add to correct cell GameObjectData const* data = sObjectMgr.GetGOData(*itr); if (data) { // negative event id for pool element meaning allow be used in next pool spawn if (event_id < 0) { if (uint16 pool_id = sPoolMgr.IsPartOfAPool(*itr)) { // will have chance at next pool update sPoolMgr.SetExcludeObject(pool_id, *itr, false); sPoolMgr.UpdatePool(pool_id); continue; } } sObjectMgr.AddGameobjectToGrid(*itr, data); // Spawn if necessary (loaded grids only) // this base map checked as non-instanced and then only existing Map* map = const_cast(sMapMgr.CreateBaseMap(data->mapid)); // We use current coords to unspawn, not spawn coords since creature can have changed grid if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY)) { GameObject* pGameobject = new GameObject; //DEBUG_LOG("Spawning gameobject %u", *itr); if (!pGameobject->LoadFromDB(*itr, map)) { delete pGameobject; } else { if(pGameobject->isSpawnedByDefault()) map->Add(pGameobject); } } } } if (event_id > 0) { if((size_t)event_id >= mGameEventSpawnPoolIds.size()) { sLog.outError("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventSpawnPoolIds element %i (size: " SIZEFMTD ")", event_id, mGameEventSpawnPoolIds.size()); return; } for (IdList::iterator itr = mGameEventSpawnPoolIds[event_id].begin();itr != mGameEventSpawnPoolIds[event_id].end();++itr) sPoolMgr.SpawnPool(*itr, true); } } void GameEventMgr::GameEventUnspawn(int16 event_id) { int32 internal_event_id = mGameEvent.size() + event_id - 1; if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventCreatureGuids.size()) { sLog.outError("GameEventMgr::GameEventUnspawn attempt access to out of range mGameEventCreatureGuids element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventCreatureGuids.size()); return; } for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr) { // Remove the creature from grid if( CreatureData const* data = sObjectMgr.GetCreatureData(*itr) ) { // negative event id for pool element meaning unspawn in pool and exclude for next spawns if (event_id < 0) { if (uint16 poolid = sPoolMgr.IsPartOfAPool(*itr)) { sPoolMgr.SetExcludeObject(poolid, *itr, true); sPoolMgr.UpdatePool(poolid, *itr); continue; } } sObjectMgr.RemoveCreatureFromGrid(*itr, data); if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, *itr))) pCreature->AddObjectToRemoveList(); } } if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventGameobjectGuids.size()) { sLog.outError("GameEventMgr::GameEventUnspawn attempt access to out of range mGameEventGameobjectGuids element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventGameobjectGuids.size()); return; } for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr) { // Remove the gameobject from grid if(GameObjectData const* data = sObjectMgr.GetGOData(*itr)) { // negative event id for pool element meaning unspawn in pool and exclude for next spawns if (event_id < 0) { if (uint16 poolid = sPoolMgr.IsPartOfAPool(*itr)) { sPoolMgr.SetExcludeObject(poolid, *itr, true); sPoolMgr.UpdatePool(poolid, *itr); continue; } } sObjectMgr.RemoveGameobjectFromGrid(*itr, data); if( GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, *itr)) ) pGameobject->AddObjectToRemoveList(); } } if (event_id > 0) { if ((size_t)event_id >= mGameEventSpawnPoolIds.size()) { sLog.outError("GameEventMgr::GameEventUnspawn attempt access to out of range mGameEventSpawnPoolIds element %i (size: " SIZEFMTD ")", event_id, mGameEventSpawnPoolIds.size()); return; } for (IdList::iterator itr = mGameEventSpawnPoolIds[event_id].begin();itr != mGameEventSpawnPoolIds[event_id].end();++itr) { sPoolMgr.DespawnPool(*itr); } } } void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate) { for(ModelEquipList::iterator itr = mGameEventModelEquip[event_id].begin();itr != mGameEventModelEquip[event_id].end();++itr) { // Remove the creature from grid CreatureData const* data = sObjectMgr.GetCreatureData(itr->first); if(!data) continue; // Update if spawned if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, itr->first))) { if (activate) { itr->second.equipement_id_prev = pCreature->GetCurrentEquipmentId(); itr->second.modelid_prev = pCreature->GetDisplayId(); pCreature->LoadEquipment(itr->second.equipment_id, true); if (itr->second.modelid >0 && itr->second.modelid_prev != itr->second.modelid) { CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(itr->second.modelid); if (minfo) { pCreature->SetDisplayId(itr->second.modelid); pCreature->SetNativeDisplayId(itr->second.modelid); } } } else { pCreature->LoadEquipment(itr->second.equipement_id_prev, true); if (itr->second.modelid_prev >0 && itr->second.modelid_prev != itr->second.modelid) { CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(itr->second.modelid_prev); if (minfo) { pCreature->SetDisplayId(itr->second.modelid_prev); pCreature->SetNativeDisplayId(itr->second.modelid_prev); } } } } else // If not spawned { CreatureData const* data2 = sObjectMgr.GetCreatureData(itr->first); if (data2 && activate) { CreatureInfo const *cinfo = ObjectMgr::GetCreatureTemplate(data2->id); uint32 display_id = Creature::ChooseDisplayId(cinfo,data2); CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelRandomGender(display_id); if (minfo) display_id = minfo->modelid; if (data2->equipmentId == 0) itr->second.equipement_id_prev = cinfo->equipmentId; else if (data2->equipmentId != -1) itr->second.equipement_id_prev = data->equipmentId; itr->second.modelid_prev = display_id; } } // now last step: put in data // just to have write access to it CreatureData& data2 = sObjectMgr.NewOrExistCreatureData(itr->first); if (activate) { data2.modelid_override = itr->second.modelid; data2.equipmentId = itr->second.equipment_id; } else { data2.modelid_override = itr->second.modelid_prev; data2.equipmentId = itr->second.equipement_id_prev; } } } void GameEventMgr::UpdateEventQuests(uint16 event_id, bool Activate) { QuestList::iterator itr; for (itr = mGameEventQuests[event_id].begin(); itr != mGameEventQuests[event_id].end(); ++itr) { const Quest *pQuest = sObjectMgr.GetQuestTemplate(*itr); //if (Activate) //{ // TODO: implement way to reset quests when event begin. //} const_cast(pQuest)->SetQuestActiveState(Activate); } } void GameEventMgr::UpdateWorldStates(uint16 event_id, bool Activate) { GameEventData const& event = mGameEvent[event_id]; if (event.holiday_id != HOLIDAY_NONE) { BattleGroundTypeId bgTypeId = BattleGroundMgr::WeekendHolidayIdToBGType(event.holiday_id); if (bgTypeId != BATTLEGROUND_TYPE_NONE) { BattlemasterListEntry const * bl = sBattlemasterListStore.LookupEntry(bgTypeId); if (bl && bl->HolidayWorldStateId) { WorldPacket data; sBattleGroundMgr.BuildUpdateWorldStatePacket(&data, bl->HolidayWorldStateId, Activate ? 1 : 0); sWorld.SendGlobalMessage(&data); } } } } // Get the Game Event ID for Creature by guid template <> int16 GameEventMgr::GetGameEventId(uint32 guid_or_poolid) { for (uint16 i = 0; i < mGameEventCreatureGuids.size(); i++) // 0 <= i <= 2*(S := mGameEvent.size()) - 2 for (GuidList::const_iterator itr = mGameEventCreatureGuids[i].begin(); itr != mGameEventCreatureGuids[i].end(); itr++) if (*itr == guid_or_poolid) return i + 1 - mGameEvent.size(); // -S *1 + 1 <= . <= 1*S - 1 return 0; } // Get the Game Event ID for GameObject by guid template <> int16 GameEventMgr::GetGameEventId(uint32 guid_or_poolid) { for (uint16 i = 0; i < mGameEventGameobjectGuids.size(); i++) for (GuidList::const_iterator itr = mGameEventGameobjectGuids[i].begin(); itr != mGameEventGameobjectGuids[i].end(); itr++) if (*itr == guid_or_poolid) return i + 1 - mGameEvent.size(); // -S *1 + 1 <= . <= 1*S - 1 return 0; } // Get the Game Event ID for Pool by pool ID template <> int16 GameEventMgr::GetGameEventId(uint32 guid_or_poolid) { for (uint16 i = 0; i < mGameEventSpawnPoolIds.size(); i++) for (IdList::const_iterator itr = mGameEventSpawnPoolIds[i].begin(); itr != mGameEventSpawnPoolIds[i].end(); itr++) if (*itr == guid_or_poolid) return i; return 0; } GameEventMgr::GameEventMgr() { m_IsGameEventsInit = false; } MANGOS_DLL_SPEC bool IsHolidayActive( HolidayIds id ) { if (id == HOLIDAY_NONE) return false; GameEventMgr::GameEventDataMap const& events = sGameEventMgr.GetEventMap(); GameEventMgr::ActiveEvents const& ae = sGameEventMgr.GetActiveEventList(); for(GameEventMgr::ActiveEvents::const_iterator itr = ae.begin(); itr != ae.end(); ++itr) if (events[*itr].holiday_id == id) return true; return false; }