#ifndef OUTDOOR_PVP_MGR_H_ #define OUTDOOR_PVP_MGR_H_ #include "OutdoorPvP.h" #include "Policies/Singleton.h" class Player; class GameObject; class Creature; struct GossipOption; // class to handle player enter / leave / areatrigger / GO use events class OutdoorPvPMgr { public: // ctor OutdoorPvPMgr(); // dtor ~OutdoorPvPMgr(); // create outdoor pvp events void InitOutdoorPvP(); // called when a player enters an outdoor pvp area void HandlePlayerEnterZone(Player * plr, uint32 areaflag); // called when player leaves an outdoor pvp area void HandlePlayerLeaveZone(Player * plr, uint32 areaflag); // return assigned outdoor pvp OutdoorPvP * GetOutdoorPvPToZoneId(uint32 zoneid); // handle custom (non-exist in dbc) spell if registered bool HandleCustomSpell(Player * plr, uint32 spellId, GameObject* go); // handle custom go if registered bool HandleOpenGo(Player * plr, uint64 guid); void AddZone(uint32 zoneid, OutdoorPvP * handle); void Update(uint32 diff); bool HandleCaptureCreaturePlayerMoveInLos(Player * plr, Creature * c); void HandleGossipOption(Player * player, uint64 guid, uint32 gossipid); bool CanTalkTo(Player * player, Creature * creature, GossipOption & gso); void HandleDropFlag(Player * plr, uint32 spellId); typedef std::set OutdoorPvPSet; typedef std::map OutdoorPvPMap; private: // contains all initiated outdoor pvp events // used when initing / cleaning up OutdoorPvPSet m_OutdoorPvPSet; // maps the zone ids to an outdoor pvp event // used in player event handling OutdoorPvPMap m_OutdoorPvPMap; }; #define sOutdoorPvPMgr Trinity::Singleton::Instance() #endif /*OUTDOOR_PVP_MGR_H_*/