/* * Copyright (C) 2005-2011 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "ScriptMgr.h" #include "../../game/GossipDef.h" #include "../../game/GameObject.h" #include "../../game/Player.h" #include "../../game/Map.h" #include "../../game/ObjectMgr.h" #include "../../game/ScriptMgr.h" #include "../../game/SpellAuras.h" //uint8 loglevel = 0; int nrscripts; Script *m_scripts[MAX_SCRIPTS]; // -- Scripts to be added -- extern void AddSC_default(); // ------------------- MANGOS_DLL_EXPORT void ScriptsFree() { // Free resources before library unload for(int i = 0; i < nrscripts; ++i) delete m_scripts[i]; nrscripts = 0; } MANGOS_DLL_EXPORT void ScriptsInit() { nrscripts = GetScriptNames().size(); for(int i = 0; i < MAX_SCRIPTS; ++i) m_scripts[i]=NULL; // -- Inicialize the Scripts to be Added -- AddSC_default(); // ---------------------------------------- } MANGOS_DLL_EXPORT char const* ScriptsVersion() { return "Default MaNGOS scripting library"; } void Script::registerSelf() { if (int id = GetScriptId(Name.c_str())) m_scripts[id] = this; } MANGOS_DLL_EXPORT bool GossipHello ( Player * player, Creature *_Creature ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pGossipHello) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGossipHello(player,_Creature); } MANGOS_DLL_EXPORT bool GOGossipHello(Player *pPlayer, GameObject *pGo) { Script *tmpscript = m_scripts[pGo->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOGossipHello) return false; pPlayer->PlayerTalkClass->ClearMenus(); return tmpscript->pGOGossipHello(pPlayer, pGo); } MANGOS_DLL_EXPORT bool GossipSelect( Player *player, Creature *_Creature,uint32 sender, uint32 action ) { debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action); Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pGossipSelect) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGossipSelect(player,_Creature,sender,action); } MANGOS_DLL_EXPORT bool GOGossipSelect(Player *pPlayer, GameObject *pGo, uint32 sender, uint32 action) { debug_log("DEBUG: GO Gossip selection, sender: %u, action: %u", sender, action); Script *tmpscript = m_scripts[pGo->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOGossipSelect) return false; pPlayer->PlayerTalkClass->ClearMenus(); return tmpscript->pGOGossipSelect(pPlayer, pGo, sender, action); } MANGOS_DLL_EXPORT bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode ) { debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action); Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pGossipSelectWithCode) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode); } MANGOS_DLL_EXPORT bool GOGossipSelectWithCode(Player *pPlayer, GameObject *pGo, uint32 sender, uint32 action, const char* sCode) { debug_log("DEBUG: GO Gossip selection, sender: %u, action: %u", sender, action); Script *tmpscript = m_scripts[pGo->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOGossipSelectWithCode) return false; pPlayer->PlayerTalkClass->ClearMenus(); return tmpscript->pGOGossipSelectWithCode(pPlayer, pGo, sender, action, sCode); } MANGOS_DLL_EXPORT bool QuestAccept( Player *player, Creature *_Creature, Quest *_Quest ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pQuestAccept) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pQuestAccept(player,_Creature,_Quest); } MANGOS_DLL_EXPORT bool QuestSelect( Player *player, Creature *_Creature, Quest *_Quest ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pQuestSelect) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pQuestSelect(player,_Creature,_Quest); } MANGOS_DLL_EXPORT bool QuestComplete( Player *player, Creature *_Creature, Quest *_Quest ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pQuestComplete) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pQuestComplete(player,_Creature,_Quest); } MANGOS_DLL_EXPORT bool ChooseReward( Player *player, Creature *_Creature, Quest *_Quest, uint32 opt ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pChooseReward) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pChooseReward(player,_Creature,_Quest,opt); } MANGOS_DLL_EXPORT uint32 NPCDialogStatus( Player *player, Creature *_Creature ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pNPCDialogStatus) return 100; player->PlayerTalkClass->ClearMenus(); return tmpscript->pNPCDialogStatus(player,_Creature); } MANGOS_DLL_EXPORT uint32 GODialogStatus( Player *player, GameObject *_GO ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGODialogStatus) return 100; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGODialogStatus(player,_GO); } MANGOS_DLL_EXPORT bool ItemHello( Player *player, Item *_Item, Quest *_Quest ) { Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pItemHello) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pItemHello(player,_Item,_Quest); } MANGOS_DLL_EXPORT bool ItemQuestAccept( Player *player, Item *_Item, Quest *_Quest ) { Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pItemQuestAccept) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pItemQuestAccept(player,_Item,_Quest); } MANGOS_DLL_EXPORT bool GOHello( Player *player, GameObject *_GO ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOHello) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOHello(player,_GO); } MANGOS_DLL_EXPORT bool GOQuestAccept( Player *player, GameObject *_GO, Quest *_Quest ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOQuestAccept) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOQuestAccept(player,_GO,_Quest); } MANGOS_DLL_EXPORT bool GOChooseReward( Player *player, GameObject *_GO, Quest *_Quest, uint32 opt ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOChooseReward) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOChooseReward(player,_GO,_Quest,opt); } MANGOS_DLL_EXPORT bool AreaTrigger(Player *player, AreaTriggerEntry const* atEntry) { Script *tmpscript = m_scripts[GetAreaTriggerScriptId(atEntry->id)]; if (!tmpscript || !tmpscript->pAreaTrigger) return false; return tmpscript->pAreaTrigger(player, atEntry); } MANGOS_DLL_EXPORT bool ProcessEventId(uint32 eventId, Object* source, Object* target, bool isStart) { Script *tmpscript = m_scripts[GetEventIdScriptId(eventId)]; if (!tmpscript || !tmpscript->pProcessEventId) return false; // isStart are normally true. For taxi event id at arrival, it's false return tmpscript->pProcessEventId(eventId, source, target, isStart); } MANGOS_DLL_EXPORT bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets) { Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pItemUse) return false; return tmpscript->pItemUse(player,_Item,targets); } MANGOS_DLL_EXPORT CreatureAI* GetAI(Creature *_Creature ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->GetAI) return NULL; return tmpscript->GetAI(_Creature); } MANGOS_DLL_EXPORT InstanceData* CreateInstanceData(Map *map) { if (!map->IsDungeon()) return NULL; Script *tmpscript = m_scripts[((InstanceMap*)map)->GetScriptId()]; if (!tmpscript || !tmpscript->GetInstanceData) return NULL; return tmpscript->GetInstanceData(map); } MANGOS_DLL_EXPORT bool EffectDummyGameObj(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, GameObject *gameObjTarget ) { Script *tmpscript = m_scripts[gameObjTarget->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pEffectDummyGameObj) return false; return tmpscript->pEffectDummyGameObj(caster, spellId, effIndex, gameObjTarget); } MANGOS_DLL_EXPORT bool EffectDummyCreature(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, Creature *crTarget ) { Script *tmpscript = m_scripts[crTarget->GetScriptId()]; if (!tmpscript || !tmpscript->pEffectDummyCreature) return false; return tmpscript->pEffectDummyCreature(caster, spellId, effIndex, crTarget); } MANGOS_DLL_EXPORT bool EffectDummyItem(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, Item *itemTarget ) { Script *tmpscript = m_scripts[itemTarget->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pEffectDummyItem) return false; return tmpscript->pEffectDummyItem(caster, spellId, effIndex, itemTarget); } MANGOS_DLL_EXPORT bool EffectAuraDummy(const Aura* pAura, bool apply) { Script *tmpscript = m_scripts[((Creature*)pAura->GetTarget())->GetScriptId()]; if (!tmpscript || !tmpscript->pEffectAuraDummy) return false; return tmpscript->pEffectAuraDummy(pAura, apply); } void ScriptedAI::UpdateAI(const uint32) { //Check if we have a current target if (m_creature->isAlive() && m_creature->SelectHostileTarget() && m_creature->getVictim()) { //If we are within range melee the target if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { if (m_creature->isAttackReady()) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); } } } } void ScriptedAI::EnterEvadeMode() { m_creature->CombatStop(true); if (m_creature->isAlive()) DoGoHome(); } void ScriptedAI::DoStartAttack(Unit* victim) { if (m_creature->Attack(victim, true)) m_creature->GetMotionMaster()->MoveChase(victim); } void ScriptedAI::DoStopAttack() { if (m_creature->getVictim() != NULL) m_creature->AttackStop(); } void ScriptedAI::DoGoHome() { if (!m_creature->getVictim() && m_creature->isAlive()) m_creature->GetMotionMaster()->MoveTargetedHome(); }