示例#1
0
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);
}
示例#2
0
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);
}
示例#3
0
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);
}