[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:
Seline
2008-10-14 11:57:03 -05:00
parent 222cbfd464
commit 2265aef916
463 changed files with 10750 additions and 7723 deletions
+80 -14
View File
@@ -1,5 +1,7 @@
/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
*
* 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
@@ -8,16 +10,16 @@
*
* 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
* 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
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MANGOS_GAMEEVENT_H
#define MANGOS_GAMEEVENT_H
#ifndef TRINITY_GAMEEVENT_H
#define TRINITY_GAMEEVENT_H
#include "Platform/Define.h"
#include "Creature.h"
@@ -25,16 +27,44 @@
#define max_ge_check_delay 86400 // 1 day in seconds
enum GameEventState
{
GAMEEVENT_NORMAL = 0, // standard game events
GAMEEVENT_WORLD_INACTIVE, // not yet started
GAMEEVENT_WORLD_CONDITIONS, // condition matching phase
GAMEEVENT_WORLD_NEXTPHASE, // conditions are met, now 'lenght' timer to start next event
GAMEEVENT_WORLD_FINISHED // next events are started, unapply this one
};
struct GameEventFinishCondition
{
float reqNum; // required number // use float, since some events use percent
float done; // done number
uint32 max_world_state; // max resource count world state update id
uint32 done_world_state; // done resource count world state update id
};
struct GameEventQuestToEventConditionNum
{
uint16 event_id;
uint32 condition;
float num;
};
struct GameEventData
{
GameEventData() : start(1),end(0),occurence(0),length(0) {}
time_t start;
time_t end;
uint32 occurence;
uint32 length;
GameEventData() : start(1),end(0),nextstart(0),occurence(0),length(0),state(GAMEEVENT_NORMAL) {}
time_t start; // occurs after this time
time_t end; // occurs before this time
time_t nextstart; // after this time the follow-up events count this phase completed
uint32 occurence; // time between end and start
uint32 length; // length of the event (minutes) after finishing all conditions
GameEventState state; // state of the game event, these are saved into the game_event table on change!
std::map<uint32 /*condition id*/, GameEventFinishCondition> conditions; // conditions to finish
std::set<uint16 /*gameevent id*/> prerequisite_events; // events that must be completed before starting this event
std::string description;
bool isValid() const { return length > 0; }
bool isValid() const { return ((length > 0) || (state > GAMEEVENT_NORMAL)); }
};
struct ModelEquip
@@ -45,6 +75,16 @@ struct ModelEquip
uint32 equipement_id_prev;
};
struct NPCVendorEntry
{
uint32 entry; // creature entry
uint32 item; // item id
uint32 maxcount; // 0 for infinite
uint32 incrtime; // time for restore items amount if maxcount != 0
uint32 ExtendedCost;
};
class Player;
class GameEvent
{
public:
@@ -60,9 +100,14 @@ class GameEvent
uint32 Update();
bool IsActiveEvent(uint16 event_id) { return ( m_ActiveEvents.find(event_id)!=m_ActiveEvents.end()); }
uint32 Initialize();
void StartEvent(uint16 event_id, bool overwrite = false);
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
void HandleWorldEventGossip(Player * plr, Creature * c);
uint32 GetNPCFlag(Creature * cr);
uint32 GetNpcTextId(uint32 guid);
private:
void SendWorldStateUpdate(Player * plr, uint16 event_id);
void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
void ApplyNewEvent(uint16 event_id);
@@ -71,6 +116,14 @@ class GameEvent
void GameEventUnspawn(int16 event_id);
void ChangeEquipOrModel(int16 event_id, bool activate);
void UpdateEventQuests(uint16 event_id, bool Activate);
void UpdateEventNPCFlags(uint16 event_id);
void UpdateEventNPCVendor(uint16 event_id, bool activate);
bool CheckOneGameEventConditions(uint16 event_id);
void SaveWorldEventStateToDB(uint16 event_id);
bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id);
bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id);
bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id);
protected:
typedef std::list<uint32> GuidList;
typedef std::vector<GuidList> GameEventGuidMap;
@@ -80,14 +133,27 @@ class GameEvent
typedef std::pair<uint32, uint32> QuestRelation;
typedef std::list<QuestRelation> QuestRelList;
typedef std::vector<QuestRelList> GameEventQuestMap;
GameEventQuestMap mGameEventQuests;
typedef std::list<NPCVendorEntry> NPCVendorList;
typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
typedef std::list<GuidNPCFlagPair> NPCFlagList;
typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
typedef std::pair<uint16 /*event id*/, uint32 /*gossip id*/> EventNPCGossipIdPair;
typedef std::map<uint32 /*guid*/, EventNPCGossipIdPair> GuidEventNpcGossipIdMap;
GameEventQuestMap mGameEventCreatureQuests;
GameEventQuestMap mGameEventGameObjectQuests;
GameEventNPCVendorMap mGameEventVendors;
GameEventModelEquipMap mGameEventModelEquip;
GameEventGuidMap mGameEventCreatureGuids;
GameEventGuidMap mGameEventGameobjectGuids;
GameEventDataMap mGameEvent;
QuestIdToEventConditionMap mQuestToEventConditions;
GameEventNPCFlagMap mGameEventNPCFlags;
GuidEventNpcGossipIdMap mNPCGossipIds;
ActiveEvents m_ActiveEvents;
bool isSystemInit;
};
#define gameeventmgr MaNGOS::Singleton<GameEvent>::Instance()
#define gameeventmgr Trinity::Singleton<GameEvent>::Instance()
#endif