/* * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2014 MaNGOS project * * 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #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(); }