[svn] * Merge Temp dev SVN with Assembla.
* Changes include: - Implementation of w12x's Outdoor PvP and Game Event Systems. - Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed). - All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql). - Improved Config cleanup. - And many more changes. --HG-- branch : trunk
This commit is contained in:
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-14
@@ -1,5 +1,7 @@
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
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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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@@ -8,16 +10,16 @@
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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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* 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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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_GAMEEVENT_H
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#define MANGOS_GAMEEVENT_H
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#ifndef TRINITY_GAMEEVENT_H
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#define TRINITY_GAMEEVENT_H
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#include "Platform/Define.h"
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#include "Creature.h"
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@@ -25,16 +27,44 @@
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#define max_ge_check_delay 86400 // 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, // not yet started
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GAMEEVENT_WORLD_CONDITIONS, // condition matching phase
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GAMEEVENT_WORLD_NEXTPHASE, // conditions are met, now 'lenght' timer to start next event
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GAMEEVENT_WORLD_FINISHED // next events are started, unapply this one
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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 max_world_state; // max resource count world state update id
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uint32 done_world_state; // 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 event_id;
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uint32 condition;
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float num;
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};
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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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GameEventData() : start(1),end(0),nextstart(0),occurence(0),length(0),state(GAMEEVENT_NORMAL) {}
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time_t start; // occurs after this time
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time_t end; // occurs before this time
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time_t nextstart; // after this time the follow-up events count this phase completed
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uint32 occurence; // time between end and start
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uint32 length; // length of the event (minutes) after finishing all conditions
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GameEventState state; // state of the game event, these are saved into the game_event table on change!
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std::map<uint32 /*condition id*/, GameEventFinishCondition> conditions; // conditions to finish
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std::set<uint16 /*gameevent id*/> prerequisite_events; // events that must be completed before starting this event
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std::string description;
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bool isValid() const { return length > 0; }
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bool isValid() const { return ((length > 0) || (state > GAMEEVENT_NORMAL)); }
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};
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struct ModelEquip
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@@ -45,6 +75,16 @@ struct ModelEquip
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uint32 equipement_id_prev;
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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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uint32 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 GameEvent
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{
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public:
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@@ -60,9 +100,14 @@ class GameEvent
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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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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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void HandleWorldEventGossip(Player * plr, Creature * c);
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uint32 GetNPCFlag(Creature * cr);
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uint32 GetNpcTextId(uint32 guid);
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private:
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void SendWorldStateUpdate(Player * plr, uint16 event_id);
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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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@@ -71,6 +116,14 @@ class GameEvent
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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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void UpdateEventNPCFlags(uint16 event_id);
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void UpdateEventNPCVendor(uint16 event_id, bool activate);
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bool CheckOneGameEventConditions(uint16 event_id);
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void SaveWorldEventStateToDB(uint16 event_id);
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bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
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bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
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bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
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protected:
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typedef std::list<uint32> GuidList;
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typedef std::vector<GuidList> GameEventGuidMap;
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@@ -80,14 +133,27 @@ class GameEvent
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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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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<uint32 /*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::pair<uint16 /*event id*/, uint32 /*gossip id*/> EventNPCGossipIdPair;
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typedef std::map<uint32 /*guid*/, EventNPCGossipIdPair> GuidEventNpcGossipIdMap;
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GameEventQuestMap mGameEventCreatureQuests;
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GameEventQuestMap mGameEventGameObjectQuests;
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GameEventNPCVendorMap mGameEventVendors;
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GameEventModelEquipMap mGameEventModelEquip;
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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GameEventDataMap mGameEvent;
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QuestIdToEventConditionMap mQuestToEventConditions;
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GameEventNPCFlagMap mGameEventNPCFlags;
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GuidEventNpcGossipIdMap mNPCGossipIds;
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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<GameEvent>::Instance()
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#define gameeventmgr Trinity::Singleton<GameEvent>::Instance()
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#endif
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