*Add game event type GAMEEVENT_INTERNAL which can only be started by scripts.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-30 14:50:18 -05:00
parent 2a6d93ef5c
commit 790181add0
2 changed files with 60 additions and 32 deletions
+49 -26
View File
@@ -35,32 +35,40 @@ INSTANTIATE_SINGLETON_1(GameEventMgr);
bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
{
time_t currenttime = time(NULL);
// if the state is conditions or nextphase, then the event should be active
if (mGameEvent[entry].state == GAMEEVENT_WORLD_CONDITIONS || mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE)
return true;
// finished world events are inactive
else if (mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED)
return false;
// if inactive world event, check the prerequisite events
else if (mGameEvent[entry].state == GAMEEVENT_WORLD_INACTIVE)
switch(mGameEvent[entry].state)
{
for(std::set<uint16>::const_iterator itr = mGameEvent[entry].prerequisite_events.begin(); itr != mGameEvent[entry].prerequisite_events.end(); ++itr)
default:
case GAMEEVENT_NORMAL:
{
if( (mGameEvent[*itr].state != GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[*itr].state != GAMEEVENT_WORLD_FINISHED) || // if prereq not in nextphase or finished state, then can't start this one
mGameEvent[*itr].nextstart > currenttime) // if not in nextphase state for long enough, can't start this one
return false;
time_t currenttime = time(NULL);
// Get the event information
return mGameEvent[entry].start < currenttime
&& currenttime < mGameEvent[entry].end
&& (currenttime - mGameEvent[entry].start) % (mGameEvent[entry].occurence * MINUTE) < mGameEvent[entry].length * MINUTE;
}
// if the state is conditions or nextphase, then the event should be active
case GAMEEVENT_WORLD_CONDITIONS:
case GAMEEVENT_WORLD_NEXTPHASE:
return true;
// finished world events are inactive
case GAMEEVENT_WORLD_FINISHED:
case GAMEEVENT_INTERNAL:
return false;
// if inactive world event, check the prerequisite events
case GAMEEVENT_WORLD_INACTIVE:
{
time_t currenttime = time(NULL);
for(std::set<uint16>::const_iterator itr = mGameEvent[entry].prerequisite_events.begin(); itr != mGameEvent[entry].prerequisite_events.end(); ++itr)
{
if( (mGameEvent[*itr].state != GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[*itr].state != GAMEEVENT_WORLD_FINISHED) || // if prereq not in nextphase or finished state, then can't start this one
mGameEvent[*itr].nextstart > currenttime) // if not in nextphase state for long enough, can't start this one
return false;
}
// all prerequisite events are met
// but if there are no prerequisites, this can be only activated through gm command
return !(mGameEvent[entry].prerequisite_events.empty());
}
// all prerequisite events are met
// but if there are no prerequisites, this can be only activated through gm command
return !(mGameEvent[entry].prerequisite_events.empty());
}
// Get the event information
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
@@ -97,9 +105,24 @@ uint32 GameEventMgr::NextCheck(uint16 entry) const
return delay;
}
void GameEventMgr::StartInternalEvent(uint16 event_id)
{
if(event_id < 1 || event_id >= mGameEvent.size())
return;
if(!mGameEvent[event_id].isValid())
return;
if(m_ActiveEvents.find(event_id) != m_ActiveEvents.end())
return;
StartEvent(event_id);
}
bool GameEventMgr::StartEvent( uint16 event_id, bool overwrite )
{
if(mGameEvent[event_id].state == GAMEEVENT_NORMAL)
if(mGameEvent[event_id].state == GAMEEVENT_NORMAL
|| mGameEvent[event_id].state == GAMEEVENT_INTERNAL)
{
AddActiveEvent(event_id);
ApplyNewEvent(event_id);
@@ -138,7 +161,7 @@ bool GameEventMgr::StartEvent( uint16 event_id, bool overwrite )
void GameEventMgr::StopEvent( uint16 event_id, bool overwrite )
{
bool serverwide_evt = mGameEvent[event_id].state != GAMEEVENT_NORMAL;
bool serverwide_evt = mGameEvent[event_id].state != GAMEEVENT_NORMAL && mGameEvent[event_id].state != GAMEEVENT_INTERNAL;
RemoveActiveEvent(event_id);
UnApplyEvent(event_id);
@@ -281,7 +304,7 @@ void GameEventMgr::LoadFromDB()
continue;
}
if(mGameEvent[event_id].state != GAMEEVENT_NORMAL)
if(mGameEvent[event_id].state != GAMEEVENT_NORMAL && mGameEvent[event_id].state != GAMEEVENT_INTERNAL)
{
mGameEvent[event_id].state = (GameEventState)(fields[1].GetUInt8());
mGameEvent[event_id].nextstart = time_t(fields[2].GetUInt64());
@@ -329,7 +352,7 @@ void GameEventMgr::LoadFromDB()
}
if(mGameEvent[event_id].state != GAMEEVENT_NORMAL)
if(mGameEvent[event_id].state != GAMEEVENT_NORMAL && mGameEvent[event_id].state != GAMEEVENT_INTERNAL)
{
uint16 prerequisite_event = fields[1].GetUInt16();
if(prerequisite_event >= mGameEvent.size())