OregonCore  revision 3611e8a-git
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GameEventMgr.h File Reference
#include "Platform/Define.h"
#include "Creature.h"
#include "GameObject.h"

Go to the source code of this file.

Classes

struct  GameEventFinishCondition
 
struct  GameEventQuestToEventConditionNum
 
struct  GameEventData
 
struct  ModelEquip
 
struct  NPCVendorEntry
 
class  GameEventMgr
 

Macros

#define max_ge_check_delay   86400
 
#define sGameEventMgr   Oregon::Singleton<GameEventMgr>::Instance()
 

Enumerations

enum  GameEventState {
  GAMEEVENT_NORMAL = 0, GAMEEVENT_WORLD_INACTIVE, GAMEEVENT_WORLD_CONDITIONS, GAMEEVENT_WORLD_NEXTPHASE,
  GAMEEVENT_WORLD_FINISHED
}
 

Functions

bool isGameEventActive (uint16 event_id)
 

Macro Definition Documentation

#define max_ge_check_delay   86400

Definition at line 25 of file GameEventMgr.h.

Referenced by GameEventMgr::NextCheck(), and GameEventMgr::Update().

Enumeration Type Documentation

Enumerator
GAMEEVENT_NORMAL 
GAMEEVENT_WORLD_INACTIVE 
GAMEEVENT_WORLD_CONDITIONS 
GAMEEVENT_WORLD_NEXTPHASE 
GAMEEVENT_WORLD_FINISHED 

Definition at line 27 of file GameEventMgr.h.

28 {
29  GAMEEVENT_NORMAL = 0, // standard game events
30  GAMEEVENT_WORLD_INACTIVE, // not yet started
31  GAMEEVENT_WORLD_CONDITIONS, // condition matching phase
32  GAMEEVENT_WORLD_NEXTPHASE, // conditions are met, now 'lenght' timer to start next event
33  GAMEEVENT_WORLD_FINISHED // next events are started, unapply this one
34 };

Function Documentation

bool isGameEventActive ( uint16  event_id)

Definition at line 1455 of file GameEventMgr.cpp.

References sGameEventMgr.

1456 {
1457  GameEventMgr::ActiveEvents const& ae = sGameEventMgr.GetActiveEventList();
1458 
1459  for (GameEventMgr::ActiveEvents::const_iterator itr = ae.begin(); itr != ae.end(); ++itr)
1460  if (*itr == event_id)
1461  return true;
1462 
1463  return false;
1464 }
#define sGameEventMgr
Definition: GameEventMgr.h:179
std::set< uint16 > ActiveEvents
Definition: GameEventMgr.h:92