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https://github.com/TrinityCore/TrinityCore.git
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* Criteria using StartEvent cannot be updated without that event triggering first (not only for timed achievements) * Implemented most StartEvent and FailEvent types * Fixed saving criteria removed by RemoveCriteriaProgress
73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GameEventSender.h"
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#include "GameObject.h"
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#include "GameObjectAI.h"
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#include "Map.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "Util.h"
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#include "ZoneScript.h"
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void GameEvents::Trigger(uint32 gameEventId, WorldObject* source, WorldObject* target)
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{
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ASSERT(source || target, "At least one of [source] or [target] must be provided");
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WorldObject* refForMapAndZoneScript = Coalesce<WorldObject>(source, target);
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ZoneScript* zoneScript = refForMapAndZoneScript->GetZoneScript();
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if (!zoneScript && refForMapAndZoneScript->IsPlayer())
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zoneScript = refForMapAndZoneScript->FindZoneScript();
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if (zoneScript)
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zoneScript->ProcessEvent(target, gameEventId, source);
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sScriptMgr->OnEventTrigger(target, source, gameEventId);
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if (GameObject* goTarget = Object::ToGameObject(target))
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if (GameObjectAI* goAI = goTarget->AI())
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goAI->EventInform(gameEventId);
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if (Player* sourcePlayer = Object::ToPlayer(source))
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TriggerForPlayer(gameEventId, sourcePlayer);
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Map* map = refForMapAndZoneScript->GetMap();
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TriggerForMap(gameEventId, map, source, target);
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}
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void GameEvents::TriggerForPlayer(uint32 gameEventId, Player* source)
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{
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Map* map = source->GetMap();
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if (map->Instanceable())
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{
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source->FailCriteria(CriteriaFailEvent::SendEvent, gameEventId);
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source->StartCriteria(CriteriaStartEvent::SendEvent, gameEventId);
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}
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source->UpdateCriteria(CriteriaType::PlayerTriggerGameEvent, gameEventId, 0, 0, source);
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if (map->IsScenario())
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source->UpdateCriteria(CriteriaType::AnyoneTriggerGameEventScenario, gameEventId, 0, 0, source);
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}
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void GameEvents::TriggerForMap(uint32 gameEventId, Map* map, WorldObject* source, WorldObject* target)
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{
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map->ScriptsStart(sEventScripts, gameEventId, source, target);
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}
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