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