Core/Scripts: Implement generic script loaders (and script registry macros) to greatly reduce code duplication (#19526)

This commit is contained in:
Seyden
2017-07-20 00:15:02 +02:00
committed by Treeston
parent a6e46c1c2e
commit a9174d5eb7
4 changed files with 369 additions and 327 deletions

View File

@@ -205,10 +205,10 @@ class TC_GAME_API SpellScriptLoader : public ScriptObject
public:
// Should return a fully valid SpellScript pointer.
virtual SpellScript* GetSpellScript() const { return NULL; }
virtual SpellScript* GetSpellScript() const { return nullptr; }
// Should return a fully valid AuraScript pointer.
virtual AuraScript* GetAuraScript() const { return NULL; }
virtual AuraScript* GetAuraScript() const { return nullptr; }
};
class TC_GAME_API ServerScript : public ScriptObject
@@ -1175,6 +1175,70 @@ class TC_GAME_API ScriptMgr
std::string _currentContext;
};
template <class S>
class GenericSpellScriptLoader : public SpellScriptLoader
{
public:
GenericSpellScriptLoader(char const* name) : SpellScriptLoader(name) { }
SpellScript* GetSpellScript() const override { return new S(); }
};
#define RegisterSpellScript(spell_script) new GenericSpellScriptLoader<spell_script>(#spell_script)
template <class A>
class GenericAuraScriptLoader : public SpellScriptLoader
{
public:
GenericAuraScriptLoader(char const* name) : SpellScriptLoader(name) { }
AuraScript* GetAuraScript() const override { return new A(); }
};
#define RegisterAuraScript(aura_script) new GenericAuraScriptLoader<aura_script>(#aura_script)
template <class S, class A>
class GenericSpellAndAuraScriptLoader : public SpellScriptLoader
{
public:
GenericSpellAndAuraScriptLoader(char const* name) : SpellScriptLoader(name) { }
SpellScript* GetSpellScript() const override { return new S(); }
AuraScript* GetAuraScript() const override { return new A(); }
};
#define RegisterSpellAndAuraScriptPair(spell_script, aura_script) new GenericSpellAndAuraScriptLoader<spell_script, aura_script>(#spell_script)
template <class AI>
class GenericCreatureScript : public CreatureScript
{
public:
GenericCreatureScript(char const* name) : CreatureScript(name) { }
CreatureAI* GetAI(Creature* me) const override { return new AI(me); }
};
#define RegisterCreatureAI(ai_name) new GenericCreatureScript<ai_name>(#ai_name)
template <class AI, AI*(*AIFactory)(Creature*)>
class FactoryCreatureScript : public CreatureScript
{
public:
FactoryCreatureScript(char const* name) : CreatureScript(name) { }
CreatureAI* GetAI(Creature* me) const override { return AIFactory(me); }
};
#define RegisterCreatureAIWithFactory(ai_name, factory_fn) new FactoryCreatureScript<ai_name, &factory_fn>(#ai_name)
template <class AI>
class GenericGameObjectScript : public GameObjectScript
{
public:
GenericGameObjectScript(char const* name) : GameObjectScript(name) { }
GameObjectAI* GetAI(GameObject* go) const override { return new AI(go); }
};
#define RegisterGameObjectAI(ai_name) new GenericGameObjectScript<ai_name>(#ai_name)
template <class AI>
class GenericAreaTriggerEntityScript : public AreaTriggerEntityScript
{
public:
GenericAreaTriggerEntityScript(char const* name) : AreaTriggerEntityScript(name) { }
AreaTriggerAI* GetAI(AreaTrigger* at) const override { return new AI(at); }
};
#define RegisterAreaTriggerAI(ai_name) new GenericAreaTriggerEntityScript<ai_name>(#ai_name)
#define sScriptMgr ScriptMgr::instance()
#endif