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,linkedTo,description FROM game_event"); if (!result) { mGameEvent.clear(); sLog.outString(">> Table game_event is empty!"); sLog.outString(); return; } uint32 count = 0; { BarGoLink bar(result->GetRowCount()); do { 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()); pGameEvent.linkedTo = fields[6].GetUInt32(); pGameEvent.description = fields[7].GetCppString(); if (pGameEvent.occurence == 0) { sLog.outBasic("Event %u (%s) disabled", event_id, pGameEvent.description.c_str()); pGameEvent.start = time_t(FAR_FUTURE); pGameEvent.occurence = pGameEvent.length; } 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); pGameEvent.start = time_t(FAR_FUTURE); } if (pGameEvent.occurence < pGameEvent.length) // occurence < length is useless. This also asserts that occurence > 0! { sLog.outErrorDb("`game_event` game event id (%i) has occurence %u < length %u and can't be used.", event_id, pGameEvent.occurence, pGameEvent.length); pGameEvent.start = time_t(FAR_FUTURE); } ++count; } while (result->NextRow()); delete result; for (uint16 itr = 1; itr < mGameEvent.size(); ++itr) { if (mGameEvent[itr].isValid() && mGameEvent[itr].linkedTo != 0 && (mGameEvent[itr].linkedTo >= mGameEvent.size() || mGameEvent[itr].linkedTo < 0 || !mGameEvent[mGameEvent[itr].linkedTo].isValid())) { sLog.outErrorDb("`game_event` game event id (%i) is Linked to invalid event %u", itr, mGameEvent[itr].linkedTo); mGameEvent[itr].linkedTo = 0; } } 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(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; } if (!IsValidEvent(std::abs(event_id))) { sLog.outErrorDb("`game_event_creature` game event id (%i) not exist in `game_event`", event_id); continue; } int32 internal_event_id = mGameEvent.size() + event_id - 1; ++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(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; } if (!IsValidEvent(std::abs(event_id))) { sLog.outErrorDb("`game_event_gameobject` game event id (%i) not exist in `game_event`", event_id); continue; } int32 internal_event_id = mGameEvent.size() + event_id - 1; ++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); } mGameEventCreatureData.resize(mGameEvent.size()); // 0 1 2 result = WorldDatabase.Query("SELECT creature.guid, game_event_creature_data.event, game_event_creature_data.modelid," // 3 4 "game_event_creature_data.equipment_id, game_event_creature_data.entry_id, " // 5 6 "game_event_creature_data.spell_start, game_event_creature_data.spell_end " "FROM creature JOIN game_event_creature_data ON creature.guid=game_event_creature_data.guid"); count = 0; if (!result) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded %u creature reactions at game events", count); } else { BarGoLink bar(result->GetRowCount()); do { Field* fields = result->Fetch(); bar.step(); uint32 guid = fields[0].GetUInt32(); uint16 event_id = fields[1].GetUInt16(); if (event_id == 0) { sLog.outErrorDb("`game_event_creature_data` game event id (%i) is reserved and can't be used." , event_id); continue; } if (!IsValidEvent(event_id)) { sLog.outErrorDb("`game_event_creature_data` game event id (%u) not exist in `game_event`", event_id); continue; } ++count; GameEventCreatureDataList& equiplist = mGameEventCreatureData[event_id]; GameEventCreatureData newData; newData.modelid = fields[2].GetUInt32(); newData.equipment_id = fields[3].GetUInt32(); newData.entry_id = fields[4].GetUInt32(); newData.spell_id_start = fields[5].GetUInt32(); newData.spell_id_end = fields[6].GetUInt32(); if (newData.equipment_id && !sObjectMgr.GetEquipmentInfo(newData.equipment_id)) { sLog.outErrorDb("Table `game_event_creature_data` have creature (Guid: %u) with equipment_id %u not found in table `creature_equip_template`, set to no equipment.", guid, newData.equipment_id); newData.equipment_id = 0; } if (newData.entry_id && !ObjectMgr::GetCreatureTemplate(newData.entry_id)) { sLog.outErrorDb("Table `game_event_creature_data` have creature (Guid: %u) with event time entry %u not found in table `creature_template`, set to no 0.", guid, newData.entry_id); newData.entry_id = 0; } if (newData.spell_id_start && !sSpellTemplate.LookupEntry<SpellEntry>(newData.spell_id_start)) { sLog.outErrorDb("Table `game_event_creature_data` have creature (Guid: %u) with nonexistent spell_start %u, set to no start spell.", guid, newData.spell_id_start); newData.spell_id_start = 0; } if (newData.spell_id_end && !sSpellTemplate.LookupEntry<SpellEntry>(newData.spell_id_end)) { sLog.outErrorDb("Table `game_event_creature_data` have creature (Guid: %u) with nonexistent spell_end %u, set to no end spell.", guid, newData.spell_id_end); newData.spell_id_end = 0; } equiplist.push_back(GameEventCreatureDataPair(guid, newData)); mGameEventCreatureDataPerGuid.insert(GameEventCreatureDataPerGuidMap::value_type(guid, event_id)); } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded %u creature reactions at 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(result->GetRowCount()); do { Field* fields = result->Fetch(); bar.step(); uint32 quest = fields[0].GetUInt32(); uint16 event_id = fields[1].GetUInt16(); if (event_id == 0) { sLog.outErrorDb("`game_event_quest` game event id (%i) is reserved and can't be used.", event_id); continue; } if (!IsValidEvent(event_id)) { sLog.outErrorDb("`game_event_quest` game event id (%u) not exist 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); } mGameEventMails.resize(mGameEvent.size() * 2 - 1); result = WorldDatabase.Query("SELECT event, raceMask, quest, mailTemplateId, senderEntry FROM game_event_mail"); count = 0; if (!result) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded %u start/end game event mails", count); } else { BarGoLink bar(result->GetRowCount()); do { Field* fields = result->Fetch(); bar.step(); uint16 event_id = fields[0].GetUInt16(); GameEventMail mail; mail.raceMask = fields[1].GetUInt32(); mail.questId = fields[2].GetUInt32(); mail.mailTemplateId = fields[3].GetUInt32(); mail.senderEntry = fields[4].GetUInt32(); if (event_id == 0) { sLog.outErrorDb("`game_event_mail` game event id (%i) not allowed", event_id); continue; } if (!IsValidEvent(event_id)) { sLog.outErrorDb("`game_event_mail` game event id (%u) not exist in `game_event`", event_id); continue; } int32 internal_event_id = mGameEvent.size() + event_id - 1; if (!(mail.raceMask & RACEMASK_ALL_PLAYABLE)) { sLog.outErrorDb("Table `game_event_mail` have raceMask (%u) requirement for game event %i that not include any player races, ignoring.", mail.raceMask, event_id); continue; } if (mail.questId && !sObjectMgr.GetQuestTemplate(mail.questId)) { sLog.outErrorDb("Table `game_event_mail` have nonexistent quest (%u) requirement for game event %i, ignoring.", mail.questId, event_id); continue; } if (!sMailTemplateStore.LookupEntry(mail.mailTemplateId)) { sLog.outErrorDb("Table `game_event_mail` have invalid mailTemplateId (%u) for game event %i that invalid not include any player races, ignoring.", mail.mailTemplateId, event_id); continue; } if (!ObjectMgr::GetCreatureTemplate(mail.senderEntry)) { sLog.outErrorDb("Table `game_event_mail` have nonexistent sender creature entry (%u) for game event %i that invalid not include any player races, ignoring.", mail.senderEntry, event_id); continue; } ++count; MailList& maillist = mGameEventMails[internal_event_id]; maillist.push_back(mail); } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded %u start/end game event mails", count); } }
void BGASprite::Setup(float Time, Sprite& sprite) { auto T = &pivotTransform[mOrigin]; if (!mParent) return; // We need this. if (mImageIndex == -1) // We haven't initialized from the parent's data yet? Alright. { assert(mParent != nullptr); mImageIndex = mParent->GetIndexFromFilename(mFile); mTransform.ChainTransformation(&mParent->GetTransformation()); } sprite.ChainTransformation(T); T->ChainTransformation(&mTransform); // Now get the values for all the different stuff. // Set the image and reset size since we're using the pivot. // Also forces the matrix to be recalculated. sprite.SetImage(mParent->GetImageFromIndex(mImageIndex), false); sprite.SetSize(1, 1); if (sprite.GetImage()) { auto i = sprite.GetImage(); T->SetSize(i->w, i->h); } // Okay, a pretty long function follows. Fade first. auto fade_evt = GetEvent(Time, EVT_FADE); if (IsValidEvent(fade_evt, EVT_FADE)) sprite.Alpha = event_cast<FadeEvent>(fade_evt)->LerpValue(Time); else sprite.Alpha = 0; // Now position. auto movx_evt = GetEvent(Time, EVT_MOVEX); if (IsValidEvent(movx_evt, EVT_MOVEX)) mTransform.SetPositionX(event_cast<MoveXEvent>(movx_evt)->LerpValue(Time)); else mTransform.SetPositionX(mStartPos.x); auto movy_evt = GetEvent(Time, EVT_MOVEY); if (IsValidEvent(movy_evt, EVT_MOVEY)) mTransform.SetPositionY(event_cast<MoveYEvent>(movy_evt)->LerpValue(Time)); else mTransform.SetPositionY(mStartPos.y); // We already unpacked move events, so no need for this next snip. /* auto mov_evt = GetEvent(Time, EVT_MOVE); if (IsValidEvent(mov_evt, EVT_MOVE)) mTransform.SetPosition(event_cast<MoveEvent>(mov_evt)->LerpValue(Time)); */ // Now scale and rotation. auto scale_evt = GetEvent(Time, EVT_SCALE); if (IsValidEvent(scale_evt, EVT_SCALE)) mTransform.SetScale(event_cast<ScaleEvent>(scale_evt)->LerpValue(Time)); else mTransform.SetScale(1); // Since scale is just applied to size straight up, we can use this extra scale // defaulting at 1,1 to be our vector scale. That way they'll pile up. auto vscale_evt = GetEvent(Time, EVT_SCALEVEC); if (IsValidEvent(scale_evt, EVT_SCALEVEC)) mTransform.SetSize(event_cast<VectorScaleEvent>(vscale_evt)->LerpValue(Time)); else mTransform.SetSize(1, 1); auto rot_evt = GetEvent(Time, EVT_ROTATE); if (IsValidEvent(rot_evt, EVT_ROTATE)) mTransform.SetRotation(glm::degrees(event_cast<RotateEvent>(rot_evt)->LerpValue(Time))); else mTransform.SetRotation(0); auto additive_evt = GetEvent(Time, EVT_ADDITIVE); if (IsValidEvent(additive_evt, EVT_ADDITIVE)) sprite.SetBlendMode(BLEND_ADD); else sprite.SetBlendMode(BLEND_ALPHA); // Flip events are skipped for now. }