/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "GameEventSender.h" #include "Battleground.h" #include "GameObject.h" #include "GameObjectAI.h" #include "InstanceScript.h" #include "Map.h" #include "ObjectMgr.h" #include "Player.h" #include "Util.h" void GameEvents::Trigger(uint32 gameEventId, WorldObject* source, WorldObject* target) { ASSERT(source || target, "At least one of [source] or [target] must be provided"); WorldObject* refForMapAndZoneScript = Coalesce(source, target); ZoneScript* zoneScript = refForMapAndZoneScript->GetZoneScript(); if (!zoneScript && refForMapAndZoneScript->IsPlayer()) zoneScript = refForMapAndZoneScript->FindZoneScript(); if (zoneScript) zoneScript->ProcessEvent(target, gameEventId, source); Map* map = refForMapAndZoneScript->GetMap(); if (GameObject* goTarget = Object::ToGameObject(target)) if (GameObjectAI* goAI = goTarget->AI()) goAI->EventInform(gameEventId); if (Player* sourcePlayer = Object::ToPlayer(source)) TriggerForPlayer(gameEventId, sourcePlayer); TriggerForMap(gameEventId, map, source, target); } void GameEvents::TriggerForPlayer(uint32 gameEventId, Player* source) { Map* map = source->GetMap(); if (map->Instanceable()) source->StartCriteriaTimer(CriteriaStartEvent::SendEvent, gameEventId); } void GameEvents::TriggerForMap(uint32 gameEventId, Map* map, WorldObject* source, WorldObject* target) { if (BattlegroundMap* bgMap = map->ToBattlegroundMap()) bgMap->GetBG()->ProcessEvent(target, gameEventId, source); map->ScriptsStart(sEventScripts, gameEventId, source, target); }