server/src/bindings/universal/ScriptMgr.cpp
2011-01-01 20:33:43 +03:00

416 lines
12 KiB
C++

/*
* Copyright (C) 2005-2011 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
*/
#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();
}