server/src/bindings/universal/ScriptMgr.h
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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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
*/
#ifndef SCRIPTMGR_H
#define SCRIPTMGR_H
//Only required includes
#include "../../game/CreatureAI.h"
#include "../../game/Creature.h"
#include "../../game/InstanceData.h"
class Player;
class Creature;
class Quest;
class Item;
class GameObject;
class SpellCastTargets;
class Map;
#define MAX_SCRIPTS 1000
#define MAX_INSTANCE_SCRIPTS 1000
struct Script
{
Script() :
pGossipHello(NULL), pQuestAccept(NULL), pGossipSelect(NULL), pGossipSelectWithCode(NULL),
pQuestSelect(NULL), pQuestComplete(NULL), pNPCDialogStatus(NULL), pGODialogStatus(NULL), pChooseReward(NULL),
pItemHello(NULL), pGOHello(NULL), pAreaTrigger(NULL), pItemQuestAccept(NULL), pGOQuestAccept(NULL),
pGOChooseReward(NULL), pItemUse(NULL), pEffectDummyGameObj(NULL), pEffectDummyCreature(NULL),
pEffectDummyItem(NULL), GetAI(NULL)
{}
std::string Name;
// -- Quest/gossip Methods to be scripted --
bool (*pGossipHello )(Player *player, Creature *_Creature);
bool (*pQuestAccept )(Player *player, Creature *_Creature, Quest const*_Quest );
bool (*pGossipSelect )(Player *player, Creature *_Creature, uint32 sender, uint32 action );
bool (*pGossipSelectWithCode)(Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode );
bool (*pQuestSelect )(Player *player, Creature *_Creature, Quest const*_Quest );
bool (*pQuestComplete )(Player *player, Creature *_Creature, Quest const*_Quest );
uint32 (*pNPCDialogStatus )(Player *player, Creature *_Creature );
uint32 (*pGODialogStatus )(Player *player, GameObject * _GO );
bool (*pChooseReward )(Player *player, Creature *_Creature, Quest const*_Quest, uint32 opt );
bool (*pItemHello )(Player *player, Item *_Item, Quest const*_Quest );
bool (*pGOHello )(Player *player, GameObject *_GO );
bool (*pAreaTrigger )(Player *player, AreaTriggerEntry* at);
bool (*pItemQuestAccept )(Player *player, Item *_Item, Quest const*_Quest );
bool (*pGOQuestAccept )(Player *player, GameObject *_GO, Quest const*_Quest );
bool (*pGOChooseReward )(Player *player, GameObject *_GO, Quest const*_Quest, uint32 opt );
bool (*pItemUse )(Player *player, Item* _Item, SpellCastTargets const& targets);
bool (*pEffectDummyGameObj )(Unit*, uint32, uint32, GameObject* );
bool (*pEffectDummyCreature )(Unit*, uint32, uint32, Creature* );
bool (*pEffectDummyItem )(Unit*, uint32, uint32, Item* );
CreatureAI* (*GetAI)(Creature *_Creature);
InstanceData* (*GetInstanceData)(Map*);
// -----------------------------------------
void registerSelf();
};
#define VISIBLE_RANGE (50.0f)
// Read function descriptions in CreatureAI
struct MANGOS_DLL_DECL ScriptedAI : public CreatureAI
{
explicit ScriptedAI(Creature* creature) : CreatureAI(creature) {}
~ScriptedAI() {}
// Called at stopping attack by any attacker
void EnterEvadeMode();
// Is unit visible for MoveInLineOfSight
bool IsVisible(Unit* who) const
{
return !who->HasStealthAura() && m_creature->GetDistance(who) <= VISIBLE_RANGE;
}
// Called at World update tick
void UpdateAI(const uint32);
//= Some useful helpers =========================
// Start attack of victim and go to him
void DoStartAttack(Unit* victim);
// Stop attack of current victim
void DoStopAttack();
// Cast spell
void DoCast(Unit* victim, uint32 spelId)
{
m_creature->CastSpell(victim,spelId,true);
}
void DoCastSpell(Unit* who,SpellEntry *spellInfo)
{
m_creature->CastSpell(who,spellInfo,true);
}
void DoSay(int32 text_id, uint32 language)
{
m_creature->Say(text_id,language,0);
}
void DoGoHome();
};
#endif