/* * eventmanager.h * * Copyright (C) 2001 Atomic Blue (info@planeshift.it, http://www.atomicblue.org) * * * 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 (version 2 of the License) * 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 __EVENTMANAGER_H__ #define __EVENTMANAGER_H__ #include #include "util/gameevent.h" #include "util/heap.h" #include "net/msghandler.h" /** * This class handles all queueing and invoking of timed events, such as * combat, spells, NPC dialog responses, range weapons, or NPC respawning. * It maintains a queue ordered by trigger time and is polled by the engine * periodically to clear any queued events with trigger times less than the * current ticks time. */ class EventManager : public MsgHandler, public Singleton { protected: csRef mutex; Heap eventqueue; csRef runmutex; int runstate; /** thread main loop */ virtual void Run (); public: EventManager(); virtual ~EventManager(); /// Add new event to scheduler queue. void Push(psGameEvent *event); /// Check Event Queue for scheduled events which are due void ProcessEventQueue(); }; #endif