void GameEventMgr::UnApplyEvent(uint16 event_id)
{
    m_ActiveEvents.erase(event_id);
    CharacterDatabase.PExecute("DELETE FROM game_event_status WHERE event = %u", event_id);

    sLog.outString("GameEvent %u \"%s\" removed.", event_id, mGameEvent[event_id].description.c_str());
    // un-spawn positive event tagged objects
    GameEventUnspawn(event_id);
    // spawn negative event tagget objects
    int16 event_nid = (-1) * event_id;
    GameEventSpawn(event_nid);
    // restore equipment or model
    UpdateCreatureData(event_id, false);
    // Remove quests that are events only to non event npc
    UpdateEventQuests(event_id, false);
    UpdateWorldStates(event_id, false);
    SendEventMails(event_nid);
}
Exemple #2
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void GameEvent::ApplyNewEvent(uint16 event_id)
{
    switch(sWorld.getConfig(CONFIG_EVENT_ANNOUNCE))
    {
        case 0:                                             // disable
            break;
        case 1:                                             // announce events
            sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());
            break;
    }

    sLog.outString("GameEvent %u \"%s\" started.", event_id, mGameEvent[event_id].description.c_str());
    // spawn positive event tagget objects
    GameEventSpawn(event_id);
    // un-spawn negative event tagged objects
    int16 event_nid = (-1) * event_id;
    GameEventUnspawn(event_nid);
    // Change equipement or model
    ChangeEquipOrModel(event_id, true);
    // Add quests that are events only to non event npc
    UpdateEventQuests(event_id, true);
}
Exemple #3
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uint32 GameEventMgr::Update()                               // return the next event delay in ms
{
    uint32 nextEventDelay = max_ge_check_delay;             // 1 day
    uint32 calcDelay;
    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)
    {
        //sLog.outErrorDb("Checking event %u",itr);
        if (CheckOneGameEvent(itr))
        {
            //DEBUG_LOG("GameEvent %u is active",itr->first);
            if (!IsActiveEvent(itr))
                StartEvent(itr);
        }
        else
        {
            //DEBUG_LOG("GameEvent %u is not active",itr->first);
            if (IsActiveEvent(itr))
                StopEvent(itr);
            else
            {
                if (!m_IsGameEventsInit)
                {
                    int16 event_nid = (-1) * (itr);
                    // spawn all negative ones for this event
                    GameEventSpawn(event_nid);

                    // disable any event specific quest (for cases where creature is spawned, but event not active).
                    UpdateEventQuests(itr, false);
                    UpdateWorldStates(itr, false);
                }
            }
        }
        calcDelay = NextCheck(itr);
        if (calcDelay < nextEventDelay)
            nextEventDelay = calcDelay;
    }
    BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1);
    return (nextEventDelay + 1) * IN_MILLISECONDS;           // Add 1 second to be sure event has started/stopped at next call
}
Exemple #4
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void GameEventMgr::ApplyNewEvent(uint16 event_id, bool resume)
{
    m_ActiveEvents.insert(event_id);
    CharacterDatabase.PExecute("INSERT INTO game_event_status (event) VALUES (%u)", event_id);

    if (sWorld.getConfig(CONFIG_BOOL_EVENT_ANNOUNCE))
        sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());

    sLog.outString("GameEvent %u \"%s\" started.", event_id, mGameEvent[event_id].description.c_str());
    // spawn positive event tagget objects
    GameEventSpawn(event_id);
    // un-spawn negative event tagged objects
    int16 event_nid = (-1) * event_id;
    GameEventUnspawn(event_nid);
    // Change equipement or model
    UpdateCreatureData(event_id, true);
    // Add quests that are events only to non event npc
    UpdateEventQuests(event_id, true);

    // Not send mails at game event startup, if game event just resume after server shutdown (has been active at server before shutdown)
    if (!resume)
        SendEventMails(event_id);
}