2de73b6b83
Fixes #46 EQ2Map support for Check Line of Sight, BestZ Spells must be cast in line of sight of target Melee combat (NPC->NPC/Player) must be in line of sight of target navmesh support for pathfinding
88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TIMER_H
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#define TIMER_H
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#include "types.h"
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#include <chrono>
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// Disgrace: for windows compile
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#ifdef WIN32
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#include <WinSock2.h>
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#include <windows.h>
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int gettimeofday (timeval *tp, ...);
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#endif
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class Timer
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{
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public:
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Timer();
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Timer(int32 timer_time, bool iUseAcurateTiming = false);
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Timer(int32 start, int32 timer, bool iUseAcurateTiming);
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~Timer() { }
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bool Check(bool iReset = true);
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void Enable();
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void Disable();
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void Start(int32 set_timer_time=0, bool ChangeResetTimer = true);
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void SetTimer(int32 set_timer_time=0);
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int32 GetRemainingTime();
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int32 GetElapsedTime();
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inline const int32& GetTimerTime() { return timer_time; }
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inline const int32& GetSetAtTrigger() { return set_at_trigger; }
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void Trigger();
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void SetAtTrigger(int32 set_at_trigger, bool iEnableIfDisabled = false);
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inline bool Enabled() { return enabled; }
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inline int32 GetStartTime() { return(start_time); }
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inline int32 GetDuration() { return(timer_time); }
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static const int32& SetCurrentTime();
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static const int32& GetCurrentTime2();
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static int32 GetUnixTimeStamp();
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private:
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int32 start_time;
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int32 timer_time;
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bool enabled;
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int32 set_at_trigger;
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// Tells the timer to be more acurate about happening every X ms.
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// Instead of Check() setting the start_time = now,
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// it it sets it to start_time += timer_time
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bool pUseAcurateTiming;
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// static int32 current_time;
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// static int32 last_time;
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};
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struct BenchTimer
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{
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typedef std::chrono::high_resolution_clock clock;
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BenchTimer() : start_time(clock::now()) {}
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void reset() { start_time = clock::now(); }
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// this is seconds
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double elapsed() { return std::chrono::duration<double>(clock::now() - start_time).count(); }
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private:
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std::chrono::time_point<std::chrono::high_resolution_clock> start_time;
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};
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#endif
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