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/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef BATTLEFIELD_MGR_H_
#define BATTLEFIELD_MGR_H_
#include "Battlefield.h"
#include "ace/Singleton.h"
class Player;
class GameObject;
class Creature;
class ZoneScript;
struct GossipMenuItems;
// class to handle player enter / leave / areatrigger / GO use events
class BattlefieldMgr
{
public:
// ctor
BattlefieldMgr();
// dtor
~BattlefieldMgr();
// create battlefield events
void InitBattlefield();
// called when a player enters an battlefield area
void HandlePlayerEnterZone(Player * plr, uint32 areaflag);
// called when player leaves an battlefield area
void HandlePlayerLeaveZone(Player * plr, uint32 areaflag);
// called when player resurrects
void HandlePlayerResurrects(Player * plr, uint32 areaflag);
// return assigned battlefield
Battlefield *GetBattlefieldToZoneId(uint32 zoneid);
Battlefield *GetBattlefieldByBattleId(uint32 battleid);
ZoneScript *GetZoneScript(uint32 zoneId);
void AddZone(uint32 zoneid, Battlefield * handle);
void Update(uint32 diff);
void HandleGossipOption(Player * player, uint64 guid, uint32 gossipid);
bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso);
void HandleDropFlag(Player * plr, uint32 spellId);
typedef std::vector < Battlefield * >BattlefieldSet;
typedef std::map < uint32 /* zoneid */ , Battlefield * >BattlefieldMap;
private:
// contains all initiated battlefield events
// used when initing / cleaning up
BattlefieldSet m_BattlefieldSet;
// maps the zone ids to an battlefield event
// used in player event handling
BattlefieldMap m_BattlefieldMap;
// update interval
uint32 m_UpdateTimer;
};
#define sBattlefieldMgr ACE_Singleton<BattlefieldMgr, ACE_Null_Mutex>::instance()
#endif
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