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creatureevent.h
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creatureevent.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_CREATUREEVENT_H__
#define __OTSERV_CREATUREEVENT_H__
#include "luascript.h"
#include "baseevents.h"
#include "enums.h"
enum CreatureEventType_t
{
CREATURE_EVENT_NONE,
CREATURE_EVENT_LOGIN,
CREATURE_EVENT_LOGOUT,
CREATURE_EVENT_THINK,
CREATURE_EVENT_PREPAREDEATH,
CREATURE_EVENT_DEATH,
CREATURE_EVENT_KILL,
CREATURE_EVENT_ADVANCE
};
class CreatureEvent;
class CreatureEvents : public BaseEvents
{
public:
CreatureEvents();
virtual ~CreatureEvents();
// global events
uint32_t playerLogin(Player* player);
uint32_t playerLogout(Player* player);
uint32_t playerAdvance(Player* player, skills_t, uint32_t, uint32_t);
CreatureEvent* getEventByName(const std::string& name, bool forceLoaded = true);
protected:
virtual LuaScriptInterface& getScriptInterface();
virtual std::string getScriptBaseName();
virtual Event* getEvent(const std::string& nodeName);
virtual bool registerEvent(Event* event, xmlNodePtr p);
virtual void clear();
//creature events
typedef std::map<std::string, CreatureEvent*> CreatureEventList;
CreatureEventList m_creatureEvents;
LuaScriptInterface m_scriptInterface;
};
class CreatureEvent : public Event
{
public:
CreatureEvent(LuaScriptInterface* _interface);
virtual ~CreatureEvent() {}
virtual bool configureEvent(xmlNodePtr p);
CreatureEventType_t getEventType() const {return m_type;}
const std::string& getName() const {return m_eventName;}
bool isLoaded() const {return m_isLoaded;}
void clearEvent();
void copyEvent(CreatureEvent* creatureEvent);
//scripting
uint32_t executeOnLogin(Player* player);
uint32_t executeOnLogout(Player* player);
uint32_t executeOnThink(Creature* creature, uint32_t interval);
uint32_t executeOnPrepareDeath(Player* player, Creature* killer);
uint32_t executeOnDeath(Creature* creature, Item* corpse, Creature* killer, Creature* mostDamageKiller, bool lastHitUnjustified, bool mostDamageUnjustified);
uint32_t executeOnKill(Creature* creature, Creature* target);
uint32_t executeAdvance(Creature*, skills_t, uint32_t, uint32_t);
//
protected:
virtual std::string getScriptEventName();
std::string m_eventName;
CreatureEventType_t m_type;
bool m_isLoaded;
};
#endif