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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/bindings/universal/ScriptMgr.h
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src/bindings/universal/ScriptMgr.h
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef SCRIPTMGR_H
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#define SCRIPTMGR_H
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//Only required includes
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#include "../../game/CreatureAI.h"
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#include "../../game/Creature.h"
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#include "../../game/InstanceData.h"
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class Player;
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class Creature;
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class Quest;
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class Item;
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class GameObject;
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class SpellCastTargets;
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class Map;
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#define MAX_SCRIPTS 1000
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#define MAX_INSTANCE_SCRIPTS 1000
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struct Script
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{
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Script() :
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pGossipHello(NULL), pQuestAccept(NULL), pGossipSelect(NULL), pGossipSelectWithCode(NULL),
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pQuestSelect(NULL), pQuestComplete(NULL), pNPCDialogStatus(NULL), pGODialogStatus(NULL), pChooseReward(NULL),
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pItemHello(NULL), pGOHello(NULL), pAreaTrigger(NULL), pItemQuestAccept(NULL), pGOQuestAccept(NULL),
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pGOChooseReward(NULL), pReceiveEmote(NULL), pItemUse(NULL), GetAI(NULL)
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{}
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std::string Name;
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// -- Quest/gossip Methods to be scripted --
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bool (*pGossipHello )(Player *player, Creature *_Creature);
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bool (*pQuestAccept )(Player *player, Creature *_Creature, Quest const*_Quest );
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bool (*pGossipSelect )(Player *player, Creature *_Creature, uint32 sender, uint32 action );
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bool (*pGossipSelectWithCode)(Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode );
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bool (*pQuestSelect )(Player *player, Creature *_Creature, Quest const*_Quest );
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bool (*pQuestComplete )(Player *player, Creature *_Creature, Quest const*_Quest );
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uint32 (*pNPCDialogStatus )(Player *player, Creature *_Creature );
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uint32 (*pGODialogStatus )(Player *player, GameObject * _GO );
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bool (*pChooseReward )(Player *player, Creature *_Creature, Quest const*_Quest, uint32 opt );
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bool (*pItemHello )(Player *player, Item *_Item, Quest const*_Quest );
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bool (*pGOHello )(Player *player, GameObject *_GO );
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bool (*pAreaTrigger )(Player *player, AreaTriggerEntry* at);
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bool (*pItemQuestAccept )(Player *player, Item *_Item, Quest const*_Quest );
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bool (*pGOQuestAccept )(Player *player, GameObject *_GO, Quest const*_Quest );
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bool (*pGOChooseReward )(Player *player, GameObject *_GO, Quest const*_Quest, uint32 opt );
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bool (*pReceiveEmote )(Player *player, Creature *_Creature, uint32 emote );
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bool (*pItemUse )(Player *player, Item* _Item, SpellCastTargets const& targets);
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CreatureAI* (*GetAI)(Creature *_Creature);
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// -----------------------------------------
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};
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class InstanceDataScript
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{
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public:
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InstanceDataScript() : GetInstanceData(NULL) {};
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std::string name;
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InstanceData* (*GetInstanceData)(Map *_Map);
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};
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extern int nrscripts;
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extern Script *m_scripts[MAX_SCRIPTS];
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extern InstanceDataScript *m_instance_scripts[MAX_INSTANCE_SCRIPTS];
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extern int num_inst_scripts;
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#define VISIBLE_RANGE (50.0f)
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struct MANGOS_DLL_DECL ScriptedAI : public CreatureAI
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{
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ScriptedAI(Creature* creature) : m_creature(creature) {}
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~ScriptedAI() {}
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// Called if IsVisible(Unit *who) is true at each *who move
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void MoveInLineOfSight(Unit *) {}
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// Called at each attack of m_creature by any victim
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void AttackStart(Unit *) {}
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// Called at stopping attack by any attacker
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void EnterEvadeMode();
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// Called at any heal cast/item used (call non implemented)
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void HealBy(Unit* /*healer*/, uint32 /*amount_healed*/) {}
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// Called at any Damage to any victim (before damage apply)
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void DamageDeal(Unit* /*done_to*/, uint32& /*damage*/) {}
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/) {}
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// Is unit visible for MoveInLineOfSight
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bool IsVisible(Unit* who) const
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{
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return !who->HasStealthAura() && m_creature->GetDistance(who) <= VISIBLE_RANGE;
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}
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// Called at World update tick
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void UpdateAI(const uint32);
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// Called when the creature is killed
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void JustDied(Unit *){}
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// Called when the creature kills a unit
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void KilledUnit(Unit *){}
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// Called when hit by a spell
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void SpellHit(Unit *, const SpellEntry*){}
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Creature* m_creature;
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//= Some useful helpers =========================
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// Start attack of victim and go to him
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void DoStartAttack(Unit* victim);
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// Stop attack of current victim
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void DoStopAttack();
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// Cast spell
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void DoCast(Unit* victim, uint32 spelId)
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{
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m_creature->CastSpell(victim,spelId,true);
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}
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void DoCastSpell(Unit* who,SpellEntry *spellInfo)
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{
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m_creature->CastSpell(who,spellInfo,true);
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}
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void DoSay(char const* text, uint32 language)
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{
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m_creature->Say(text,language,0);
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}
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void DoGoHome();
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};
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#endif
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