6#ifndef SKYFIRE_GAMEEVENT_MGR_H
7#define SKYFIRE_GAMEEVENT_MGR_H
14#define max_ge_check_delay DAY
170#define sGameEventMgr Skyfire::Singleton<GameEventMgr, Skyfire::NullMutex>::instance()
bool IsHolidayActive(HolidayIds id)
bool IsEventActive(uint16 event_id)
std::map< uint32, GameEventFinishCondition > GameEventConditionMap
@ GAMEEVENT_WORLD_FINISHED
@ GAMEEVENT_WORLD_CONDITIONS
@ GAMEEVENT_WORLD_NEXTPHASE
@ GAMEEVENT_WORLD_INACTIVE
uint32 NextCheck(uint16 entry) const
void HandleQuestComplete(uint32 quest_id)
GameEventDataMap const & GetEventMap() const
ActiveEvents m_ActiveEvents
bool StartEvent(uint16 event_id, bool overwrite=false)
GameEventDataMap mGameEvent
uint16 GetEventIdForQuest(Quest const *quest) const
GameEventNPCFlagMap mGameEventNPCFlags
std::list< uint32 > GuidList
bool IsActiveEvent(uint16 event_id)
GameEventIdMap mGameEventPoolIds
std::vector< GameEventData > GameEventDataMap
void GameEventSpawn(int16 event_id)
void GameEventUnspawn(int16 event_id)
GameEventGuidMap mGameEventCreatureGuids
void RemoveActiveEvent(uint16 event_id)
void UnApplyEvent(uint16 event_id)
void UpdateEventQuests(uint16 event_id, bool activate)
void UpdateEventNPCVendor(uint16 event_id, bool activate)
void UpdateWorldStates(uint16 event_id, bool Activate)
void AddActiveEvent(uint16 event_id)
std::vector< GuidList > GameEventGuidMap
void HandleWorldEventGossip(Player *player, Creature *c)
void StartInternalEvent(uint16 event_id)
void ApplyNewEvent(uint16 event_id)
std::vector< NPCVendorList > GameEventNPCVendorMap
GameEventModelEquipMap mGameEventModelEquip
ActiveEvents const & GetActiveEventList() const
std::list< ModelEquipPair > ModelEquipList
void UpdateBattlegroundSettings()
GameEventBitmask mGameEventBattlegroundHolidays
GameEventNPCVendorMap mGameEventVendors
GameEventQuestMap mGameEventCreatureQuests
std::pair< uint32, uint32 > GuidNPCFlagPair
GameEventGuidMap mGameEventGameobjectGuids
void SaveWorldEventStateToDB(uint16 event_id)
UNORDERED_MAP< uint32, uint16 > _questToEventLinks
void UpdateEventNPCFlags(uint16 event_id)
bool CheckOneGameEventConditions(uint16 event_id)
Runs SMART_EVENT_GAME_EVENT_START/_END SAI.
void ChangeEquipOrModel(int16 event_id, bool activate)
void RunSmartAIScripts(uint16 event_id, bool activate)
std::set< uint16 > ActiveEvents
QuestIdToEventConditionMap mQuestToEventConditions
std::map< uint32, GameEventQuestToEventConditionNum > QuestIdToEventConditionMap
std::vector< uint32 > GameEventBitmask
bool hasCreatureQuestActiveEventExcept(uint32 quest_id, uint16 event_id)
std::list< GuidNPCFlagPair > NPCFlagList
std::list< uint32 > IdList
GameEventQuestMap mGameEventGameObjectQuests
std::vector< QuestRelList > GameEventQuestMap
std::vector< ModelEquipList > GameEventModelEquipMap
std::list< QuestRelation > QuestRelList
void SendWorldStateUpdate(Player *player, uint16 event_id)
uint32 GetNPCFlag(Creature *cr)
std::vector< IdList > GameEventIdMap
uint32 GetNpcTextId(uint32 guid)
bool CheckOneGameEvent(uint16 entry) const
void StopEvent(uint16 event_id, bool overwrite=false)
std::list< NPCVendorEntry > NPCVendorList
bool hasGameObjectQuestActiveEventExcept(uint32 quest_id, uint16 event_id)
std::pair< uint32, uint32 > QuestRelation
bool hasGameObjectActiveEventExcept(uint32 go_guid, uint16 event_id)
std::pair< uint32, ModelEquip > ModelEquipPair
std::vector< NPCFlagList > GameEventNPCFlagMap
bool hasCreatureActiveEventExcept(uint32 creature_guid, uint16 event_id)
std::set< uint16 > prerequisite_events
GameEventConditionMap conditions