#include <GameEventMgr.h>
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| | GameEventMgr () |
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| | ~GameEventMgr () |
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| void | SendWorldStateUpdate (Player *player, uint16 event_id) |
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| void | AddActiveEvent (uint16 event_id) |
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| void | RemoveActiveEvent (uint16 event_id) |
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| void | ApplyNewEvent (uint16 event_id) |
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| void | UnApplyEvent (uint16 event_id) |
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| void | GameEventSpawn (int16 event_id) |
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| void | GameEventUnspawn (int16 event_id) |
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| void | ChangeEquipOrModel (int16 event_id, bool activate) |
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| void | UpdateEventQuests (uint16 event_id, bool activate) |
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| void | UpdateWorldStates (uint16 event_id, bool Activate) |
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| void | UpdateEventNPCFlags (uint16 event_id) |
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| void | UpdateEventNPCVendor (uint16 event_id, bool activate) |
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| void | RunSmartAIScripts (uint16 event_id, bool activate) |
| | Runs SMART_EVENT_GAME_EVENT_START/_END SAI.
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| bool | CheckOneGameEventConditions (uint16 event_id) |
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| void | SaveWorldEventStateToDB (uint16 event_id) |
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| bool | hasCreatureQuestActiveEventExcept (uint32 quest_id, uint16 event_id) |
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| bool | hasGameObjectQuestActiveEventExcept (uint32 quest_id, uint16 event_id) |
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| bool | hasCreatureActiveEventExcept (ObjectGuid::LowType creature_guid, uint16 event_id) |
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| bool | hasGameObjectActiveEventExcept (ObjectGuid::LowType go_guid, uint16 event_id) |
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| void | SetHolidayEventTime (GameEventData &event) |
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| time_t | GetLastStartTime (uint16 event_id) const |
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Definition at line 95 of file GameEventMgr.h.
◆ ActiveEvents
◆ GameEventDataMap
◆ GameEventGuidMap
◆ GameEventIdMap
◆ GameEventModelEquipMap
◆ GameEventNPCFlagMap
◆ GameEventNPCVendorMap
◆ GameEventQuestMap
◆ GuidList
◆ GuidNPCFlagPair
◆ IdList
◆ ModelEquipList
◆ ModelEquipPair
◆ NPCFlagList
◆ NPCVendorMap
◆ QuestIdToEventConditionMap
◆ QuestRelation
◆ QuestRelList
◆ GameEventMgr() [1/3]
| GameEventMgr::GameEventMgr |
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private |
◆ ~GameEventMgr()
| GameEventMgr::~GameEventMgr |
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private |
◆ GameEventMgr() [2/3]
◆ GameEventMgr() [3/3]
◆ AddActiveEvent()
| void GameEventMgr::AddActiveEvent |
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uint16 |
event_id | ) |
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private |
◆ ApplyNewEvent()
| void GameEventMgr::ApplyNewEvent |
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uint16 |
event_id | ) |
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◆ ChangeEquipOrModel()
| void GameEventMgr::ChangeEquipOrModel |
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int16 |
event_id, |
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bool |
activate |
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◆ CheckOneGameEvent()
| bool GameEventMgr::CheckOneGameEvent |
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uint16 |
entry | ) |
const |
◆ CheckOneGameEventConditions()
| bool GameEventMgr::CheckOneGameEventConditions |
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uint16 |
event_id | ) |
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◆ GameEventSpawn()
| void GameEventMgr::GameEventSpawn |
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int16 |
event_id | ) |
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◆ GameEventUnspawn()
| void GameEventMgr::GameEventUnspawn |
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int16 |
event_id | ) |
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◆ GetActiveEventList()
| ActiveEvents const & GameEventMgr::GetActiveEventList |
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const |
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inline |
◆ GetEventMap()
◆ GetLastStartTime()
| time_t GameEventMgr::GetLastStartTime |
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uint16 |
event_id | ) |
const |
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private |
◆ GetNPCFlag()
◆ HandleQuestComplete()
| void GameEventMgr::HandleQuestComplete |
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uint32 |
quest_id | ) |
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◆ hasCreatureActiveEventExcept()
◆ hasCreatureQuestActiveEventExcept()
| bool GameEventMgr::hasCreatureQuestActiveEventExcept |
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uint32 |
quest_id, |
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uint16 |
event_id |
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private |
◆ hasGameObjectActiveEventExcept()
◆ hasGameObjectQuestActiveEventExcept()
| bool GameEventMgr::hasGameObjectQuestActiveEventExcept |
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uint32 |
quest_id, |
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uint16 |
event_id |
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) |
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private |
◆ Initialize()
| void GameEventMgr::Initialize |
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◆ instance()
◆ IsActiveEvent()
| bool GameEventMgr::IsActiveEvent |
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uint16 |
event_id | ) |
const |
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inline |
◆ LoadFromDB()
| void GameEventMgr::LoadFromDB |
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◆ NextCheck()
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ RemoveActiveEvent()
| void GameEventMgr::RemoveActiveEvent |
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uint16 |
event_id | ) |
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◆ RunSmartAIScripts()
| void GameEventMgr::RunSmartAIScripts |
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uint16 |
event_id, |
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bool |
activate |
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private |
Runs SMART_EVENT_GAME_EVENT_START/_END SAI.
Iterate over every supported source type (creature and gameobject) Not entirely sure how this will affect units in non-loaded grids.
Definition at line 1670 of file GameEventMgr.cpp.
◆ SaveWorldEventStateToDB()
| void GameEventMgr::SaveWorldEventStateToDB |
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uint16 |
event_id | ) |
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private |
◆ SendWorldStateUpdate()
| void GameEventMgr::SendWorldStateUpdate |
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Player * |
player, |
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uint16 |
event_id |
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◆ SetHolidayEventTime()
◆ StartArenaSeason()
| void GameEventMgr::StartArenaSeason |
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◆ StartEvent()
| bool GameEventMgr::StartEvent |
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uint16 |
event_id, |
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bool |
overwrite = false |
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◆ StartInternalEvent()
| void GameEventMgr::StartInternalEvent |
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uint16 |
event_id | ) |
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◆ StartSystem()
| uint32 GameEventMgr::StartSystem |
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◆ StopEvent()
| void GameEventMgr::StopEvent |
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uint16 |
event_id, |
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bool |
overwrite = false |
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) |
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◆ UnApplyEvent()
| void GameEventMgr::UnApplyEvent |
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uint16 |
event_id | ) |
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◆ Update()
| uint32 GameEventMgr::Update |
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◆ UpdateEventNPCFlags()
| void GameEventMgr::UpdateEventNPCFlags |
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uint16 |
event_id | ) |
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◆ UpdateEventNPCVendor()
| void GameEventMgr::UpdateEventNPCVendor |
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uint16 |
event_id, |
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bool |
activate |
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◆ UpdateEventQuests()
| void GameEventMgr::UpdateEventQuests |
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uint16 |
event_id, |
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bool |
activate |
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◆ UpdateWorldStates()
| void GameEventMgr::UpdateWorldStates |
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uint16 |
event_id, |
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bool |
Activate |
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private |
◆ isSystemInit
| bool GameEventMgr::isSystemInit |
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private |
◆ m_ActiveEvents
◆ mGameEvent
◆ mGameEventCreatureGuids
◆ mGameEventCreatureQuests
◆ mGameEventGameobjectGuids
◆ mGameEventGameObjectQuests
◆ mGameEventModelEquip
◆ mGameEventNPCFlags
◆ mGameEventPoolIds
◆ mGameEventVendors
◆ mQuestToEventConditions
The documentation for this class was generated from the following files: