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ElunaEventMgr.h
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ElunaEventMgr.h
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/*
* Copyright (C) 2010 - 2024 Eluna Lua Engine <https://elunaluaengine.github.io/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _ELUNA_EVENT_MGR_H
#define _ELUNA_EVENT_MGR_H
#include "ElunaUtility.h"
#include "Common.h"
#if defined ELUNA_TRINITY
#include "Random.h"
#elif defined ELUNA_CMANGOS
#include "Util/Util.h"
#else
#include "Util.h"
#endif
#include <map>
#if defined ELUNA_TRINITY
#include "Define.h"
#else
#include "Platform/Define.h"
#endif
class Eluna;
class EventMgr;
class ElunaEventProcessor;
class WorldObject;
enum LuaEventState
{
LUAEVENT_STATE_RUN, // On next call run the function normally
LUAEVENT_STATE_ABORT, // On next call unregisters reffed function and erases the data
LUAEVENT_STATE_ERASE, // On next call just erases the data
};
struct LuaEvent
{
LuaEvent(int _funcRef, uint32 _min, uint32 _max, uint32 _repeats) :
min(_min), max(_max), delay(0), repeats(_repeats), funcRef(_funcRef), state(LUAEVENT_STATE_RUN)
{
}
void SetState(LuaEventState _state)
{
if (state != LUAEVENT_STATE_ERASE)
state = _state;
}
void GenerateDelay()
{
delay = urand(min, max);
}
uint32 min; // Minimum delay between event calls
uint32 max; // Maximum delay between event calls
uint32 delay; // The currently used waiting time
uint32 repeats; // Amount of repeats to make, 0 for infinite
int funcRef; // Lua function reference ID, also used as event ID
LuaEventState state; // State for next call
};
class ElunaEventProcessor
{
friend class EventMgr;
public:
typedef std::multimap<uint64, LuaEvent*> EventList;
typedef std::unordered_map<int, LuaEvent*> EventMap;
ElunaEventProcessor(Eluna* _E, WorldObject* _obj);
~ElunaEventProcessor();
void Update(uint32 diff);
// removes all timed events on next tick or at tick end
void SetStates(LuaEventState state);
// set the event to be removed when executing
void SetState(int eventId, LuaEventState state);
void AddEvent(int funcRef, uint32 min, uint32 max, uint32 repeats);
EventMap eventMap;
private:
void RemoveEvents_internal();
void AddEvent(LuaEvent* luaEvent);
void RemoveEvent(LuaEvent* luaEvent);
EventList eventList;
uint64 m_time;
WorldObject* obj;
Eluna* E;
};
class EventMgr
{
public:
typedef std::unordered_set<ElunaEventProcessor*> ProcessorSet;
ProcessorSet processors;
ElunaEventProcessor* globalProcessor;
Eluna* E;
EventMgr(Eluna* _E);
~EventMgr();
// Set the state of all timed events
// Execute only in safe env
void SetStates(LuaEventState state);
// Sets the eventId's state in all processors
// Execute only in safe env
void SetState(int eventId, LuaEventState state);
};
#endif