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* src/game/GameEvent.* renamed to src/game/GameEventMgr.* for consistence * `game_event` now have new `holiday` field for store client side holiday id associated with game event * Added new enum HolidayIds with existed at this moment holiday ids. * New function "bool IsHolidayActive(HolidayIds id)" added accessabel from scripts for active holidays check.
103 lines
3.7 KiB
C++
103 lines
3.7 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_GAMEEVENT_MGR_H
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#define MANGOS_GAMEEVENT_MGR_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Platform/Define.h"
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#define max_ge_check_delay 86400 // 1 day in seconds
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class Creature;
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class GameObject;
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struct GameEventData
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{
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GameEventData() : start(1),end(0),occurence(0),length(0) {}
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time_t start;
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time_t end;
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uint32 occurence;
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uint32 length;
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uint32 holiday_id;
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std::string description;
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bool isValid() const { return length > 0; }
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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 equipment_id;
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uint32 modelid_prev;
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uint32 equipement_id_prev;
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};
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class GameEventMgr
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{
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public:
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GameEventMgr();
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~GameEventMgr() {};
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typedef std::set<uint16> ActiveEvents;
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typedef std::vector<GameEventData> GameEventDataMap;
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ActiveEvents const& GetActiveEventList() const { return m_ActiveEvents; }
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GameEventDataMap const& GetEventMap() const { return mGameEvent; }
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bool CheckOneGameEvent(uint16 entry) const;
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uint32 NextCheck(uint16 entry) const;
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void LoadFromDB();
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uint32 Update();
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bool IsActiveEvent(uint16 event_id) { return ( m_ActiveEvents.find(event_id)!=m_ActiveEvents.end()); }
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uint32 Initialize();
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void StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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private:
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void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
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void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
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void ApplyNewEvent(uint16 event_id);
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void UnApplyEvent(uint16 event_id);
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void GameEventSpawn(int16 event_id);
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void GameEventUnspawn(int16 event_id);
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void ChangeEquipOrModel(int16 event_id, bool activate);
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void UpdateEventQuests(uint16 event_id, bool Activate);
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protected:
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typedef std::list<uint32> GuidList;
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typedef std::list<uint16> IdList;
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typedef std::vector<GuidList> GameEventGuidMap;
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typedef std::vector<IdList> GameEventIdMap;
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typedef std::pair<uint32, 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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GameEventQuestMap mGameEventQuests;
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GameEventModelEquipMap mGameEventModelEquip;
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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GameEventIdMap mGameEventPoolIds;
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GameEventDataMap mGameEvent;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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};
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#define gameeventmgr MaNGOS::Singleton<GameEventMgr>::Instance()
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MANGOS_DLL_SPEC bool IsHolidayActive(HolidayIds id);
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#endif
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