Refactoring part 2 [W.I.P]
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/*
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* Copyright (C)
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* Copyright (C)
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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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#ifndef BATTLEFIELD_MGR_H_
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#define BATTLEFIELD_MGR_H_
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#include "Battlefield.h"
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#include "ace/Singleton.h"
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class Player;
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class GameObject;
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class Creature;
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class ZoneScript;
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struct GossipMenuItems;
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// class to handle player enter / leave / areatrigger / GO use events
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class BattlefieldMgr
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{
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public:
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// ctor
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BattlefieldMgr();
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// dtor
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~BattlefieldMgr();
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// create battlefield events
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void InitBattlefield();
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// called when a player enters an battlefield area
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void HandlePlayerEnterZone(Player * player, uint32 areaflag);
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// called when player leaves an battlefield area
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void HandlePlayerLeaveZone(Player * player, uint32 areaflag);
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// called when player resurrects
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void HandlePlayerResurrects(Player * player, uint32 areaflag);
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// return assigned battlefield
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Battlefield* GetBattlefieldToZoneId(uint32 zoneid);
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Battlefield* GetBattlefieldByBattleId(uint32 battleid);
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ZoneScript* GetZoneScript(uint32 zoneId);
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void AddZone(uint32 zoneid, Battlefield * handle);
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void Update(uint32 diff);
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void HandleGossipOption(Player * player, uint64 guid, uint32 gossipid);
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bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso);
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void HandleDropFlag(Player * player, uint32 spellId);
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typedef std::vector < Battlefield * >BattlefieldSet;
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typedef std::map < uint32 /* zoneid */ , Battlefield * >BattlefieldMap;
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private:
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// contains all initiated battlefield events
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// used when initing / cleaning up
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BattlefieldSet m_BattlefieldSet;
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// maps the zone ids to an battlefield event
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// used in player event handling
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BattlefieldMap m_BattlefieldMap;
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// update interval
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uint32 m_UpdateTimer;
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};
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#define sBattlefieldMgr ACE_Singleton<BattlefieldMgr, ACE_Null_Mutex>::instance()
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#endif
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