server/src/game/GameEventMgr.cpp
NoFantasy 449a708728 [10660] Make quest for game event be independent of source
Create new table and convert existing data.
Simplify how game event quests are activated during event by adding generic function to set quest active/inactive.
Any quest in game_event_quest are disabled until event start (and deactivated once stopped)

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-31 11:35:09 +01:00

887 lines
32 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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// outdated event: we return max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<uint16,int16> pool2event; // for check unique spawn event associated with pool
std::map<uint32,int16> creature2event; // for check unique spawn event associated with creature
std::map<uint32,int16> 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<Creature>(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<GameObject>(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<uint16,int16>::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<uint32, ModelEquip>(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<Quest*>(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<Creature>(*itr))
{
// will have chance at next pool update
sPoolMgr.SetExcludeObject<Creature>(pool_id, *itr, false);
sPoolMgr.UpdatePool<Creature>(pool_id);
continue;
}
}
sObjectMgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(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<GameObject>(*itr))
{
// will have chance at next pool update
sPoolMgr.SetExcludeObject<GameObject>(pool_id, *itr, false);
sPoolMgr.UpdatePool<GameObject>(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<Map*>(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<Creature>(*itr))
{
sPoolMgr.SetExcludeObject<Creature>(poolid, *itr, true);
sPoolMgr.UpdatePool<Creature>(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<GameObject>(*itr))
{
sPoolMgr.SetExcludeObject<GameObject>(poolid, *itr, true);
sPoolMgr.UpdatePool<GameObject>(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<Quest*>(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<Creature>(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<GameObject>(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<Pool>(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;
}