void ScriptMgr::OnCreateMap(Map* map) { ASSERT(map); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent); itr->second->OnCreate(map); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnCreate((InstanceMap*)map); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnCreate((BattlegroundMap*)map); SCR_MAP_END; }
void ScriptMgr::OnMapUpdate(Map* map, uint32 diff) { ASSERT(map); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); itr->second->OnUpdate(map, diff); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnUpdate((InstanceMap*)map, diff); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnUpdate((BattlegroundMap*)map, diff); SCR_MAP_END; }
void ScriptMgr::OnPlayerLeaveMap(Map* map, Player* player) { ASSERT(map); ASSERT(player); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent); itr->second->OnPlayerLeave(map, player); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnPlayerLeave((InstanceMap*)map, player); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnPlayerLeave((BattlegroundMap*)map, player); SCR_MAP_END; }
void ScriptMgr::OnUnloadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy) { ASSERT(map); ASSERT(gmap); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent); itr->second->OnUnloadGridMap(map, gmap, gx, gy); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnUnloadGridMap((InstanceMap*)map, gmap, gx, gy); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnUnloadGridMap((BattlegroundMap*)map, gmap, gx, gy); SCR_MAP_END; }
void ScriptMgr::OnPlayerEnterMap(Map* map, Player* player) { ASSERT(map); ASSERT(player); FOREACH_SCRIPT(PlayerScript)->OnMapChanged(player); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); itr->second->OnPlayerEnter(map, player); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnPlayerEnter((InstanceMap*)map, player); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnPlayerEnter((BattlegroundMap*)map, player); SCR_MAP_END; }