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-rw-r--r--src/server/game/Scripting/ScriptMgr.cpp1282
-rw-r--r--src/server/game/Scripting/ScriptMgr.h1006
-rw-r--r--src/server/game/Scripting/ScriptSystem.h2
3 files changed, 1853 insertions, 437 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp
index 5f6cce4917d..8e660f7116e 100644
--- a/src/server/game/Scripting/ScriptMgr.cpp
+++ b/src/server/game/Scripting/ScriptMgr.cpp
@@ -11,69 +11,34 @@
#include "ScriptLoader.h"
#include "ScriptSystem.h"
-int num_sc_scripts;
-Script *m_scripts[MAX_SCRIPTS];
-
-void FillSpellSummary();
-void LoadOverridenSQLData();
-
-void ScriptMgr::LoadDatabase()
-{
- pSystemMgr.LoadVersion();
- pSystemMgr.LoadScriptTexts();
- pSystemMgr.LoadScriptTextsCustom();
- pSystemMgr.LoadScriptWaypoints();
-}
-
-struct TSpellSummary {
- uint8 Targets; // set of enum SelectTarget
- uint8 Effects; // set of enum SelectEffect
-}extern *SpellSummary;
-
-ScriptMgr::ScriptMgr()
-{
-
-}
-ScriptMgr::~ScriptMgr()
-{
-
-}
-
-void ScriptMgr::ScriptsInit()
-{
- //Trinity Script startup
- /*sLog.outString(" _____ _ _ _ ____ _ _");
- sLog.outString("|_ _| __(_)_ __ (_) |_ _ _/ ___| ___ _ __(_)_ __ | |_ ");
- sLog.outString(" | || '__| | '_ \\| | __| | | \\___ \\ / __| \'__| | \'_ \\| __|");
- sLog.outString(" | || | | | | | | | |_| |_| |___) | (__| | | | |_) | |_ ");
- sLog.outString(" |_||_| |_|_| |_|_|\\__|\\__, |____/ \\___|_| |_| .__/ \\__|");
- sLog.outString(" |___/ |_| ");
- sLog.outString("");
- sLog.outString("");*/
-
- //Load database (must be called after SD2Config.SetSource).
- LoadDatabase();
-
- sLog.outString("Loading C++ scripts");
- barGoLink bar(1);
- bar.step();
- sLog.outString("");
-
- for (uint16 i =0; i<MAX_SCRIPTS; ++i)
- m_scripts[i]=NULL;
-
- FillSpellSummary();
-
- AddScripts();
-
- sLog.outString(">> Loaded %i C++ Scripts.", num_sc_scripts);
-
- sLog.outString(">> Load Overriden SQL Data.");
- LoadOverridenSQLData();
-}
-
-//*********************************
-//*** Functions used globally ***
+// Utility macros to refer to the script registry.
+#define SCR_REG_MAP(T) ScriptRegistry<T>::ScriptMap
+#define SCR_REG_LST(T) ScriptRegistry<T>::ScriptPointerList
+
+// Utility macros for looping over scripts.
+#define FOR_SCRIPTS(T,C,E) \
+ if (SCR_REG_LST(T).empty()) \
+ return; \
+ for (SCR_REG_MAP(T)::iterator C = SCR_REG_LST(T).begin(); \
+ C != SCR_REG_LST(T).end(); ++C)
+#define FOR_SCRIPTS_RET(T,C,E,R) \
+ if (SCR_REG_LST(T).empty()) \
+ return R; \
+ for (SCR_REG_MAP(T)::iterator C = SCR_REG_LST(T).begin(); \
+ C != SCR_REG_LST(T).end(); ++C)
+#define FOREACH_SCRIPT(T) \
+ FOR_SCRIPTS(T, itr, end) \
+ itr->second
+
+// Utility macros for finding specific scripts.
+#define GET_SCRIPT(T,I,V) \
+ T* V = ScriptRegistry<T>::GetScriptById(I); \
+ if (!V) \
+ return;
+#define GET_SCRIPT_RET(T,I,V,R) \
+ T* V = ScriptRegistry<T>::GetScriptById(I); \
+ if (!V) \
+ return R;
void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
{
@@ -89,7 +54,7 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
return;
}
- const StringTextData* pData = pSystemMgr.GetTextData(iTextEntry);
+ const StringTextData* pData = sScriptSystemMgr.GetTextData(iTextEntry);
if (!pData)
{
@@ -102,9 +67,7 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
if (pData->uiSoundId)
{
if (GetSoundEntriesStore()->LookupEntry(pData->uiSoundId))
- {
pSource->SendPlaySound(pData->uiSoundId, false);
- }
else
sLog.outError("TSCR: DoScriptText entry %i tried to process invalid sound id %u.", iTextEntry, pData->uiSoundId);
}
@@ -117,7 +80,7 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
sLog.outError("TSCR: DoScriptText entry %i tried to process emote for invalid TypeId (%u).", iTextEntry, pSource->GetTypeId());
}
- switch(pData->uiType)
+ switch (pData->uiType)
{
case CHAT_TYPE_SAY:
pSource->MonsterSay(iTextEntry, pData->uiLanguage, pTarget ? pTarget->GetGUID() : 0);
@@ -132,437 +95,1122 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
pSource->MonsterTextEmote(iTextEntry, pTarget ? pTarget->GetGUID() : 0, true);
break;
case CHAT_TYPE_WHISPER:
- {
- if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
- pSource->MonsterWhisper(iTextEntry, pTarget->GetGUID());
- else
- sLog.outError("TSCR: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry);
- }
+ {
+ if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
+ pSource->MonsterWhisper(iTextEntry, pTarget->GetGUID());
+ else
+ sLog.outError("TSCR: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry);
+
break;
+ }
case CHAT_TYPE_BOSS_WHISPER:
- {
- if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
- pSource->MonsterWhisper(iTextEntry, pTarget->GetGUID(), true);
- else
- sLog.outError("TSCR: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry);
- }
+ {
+ if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
+ pSource->MonsterWhisper(iTextEntry, pTarget->GetGUID(), true);
+ else
+ sLog.outError("TSCR: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry);
+
break;
+ }
case CHAT_TYPE_ZONE_YELL:
pSource->MonsterYellToZone(iTextEntry, pData->uiLanguage, pTarget ? pTarget->GetGUID() : 0);
break;
}
}
-void Script::RegisterSelf()
+ScriptMgr::ScriptMgr()
+{
+}
+
+ScriptMgr::~ScriptMgr()
+{
+ #define SCR_CLEAR(T) \
+ FOR_SCRIPTS(T, itr, end) \
+ delete itr->second; \
+ SCR_REG_LST(T).clear();
+
+ // Clear scripts for every script type.
+ SCR_CLEAR(SpellHandlerScript);
+ SCR_CLEAR(AuraHandlerScript);
+ SCR_CLEAR(ServerScript);
+ SCR_CLEAR(WorldScript);
+ SCR_CLEAR(FormulaScript);
+ SCR_CLEAR(WorldMapScript);
+ SCR_CLEAR(InstanceMapScript);
+ SCR_CLEAR(BattlegroundMapScript);
+ SCR_CLEAR(ItemScript);
+ SCR_CLEAR(CreatureScript);
+ SCR_CLEAR(GameObjectScript);
+ SCR_CLEAR(AreaTriggerScript);
+ SCR_CLEAR(BattlegroundScript);
+ SCR_CLEAR(OutdoorPvPScript);
+ SCR_CLEAR(CommandScript);
+ SCR_CLEAR(WeatherScript);
+ SCR_CLEAR(AuctionHouseScript);
+ SCR_CLEAR(ConditionScript);
+ SCR_CLEAR(VehicleScript);
+ SCR_CLEAR(DynamicObjectScript);
+ SCR_CLEAR(TransportScript);
+
+ #undef SCR_CLEAR
+}
+
+void ScriptMgr::Initialize()
{
- // try to find scripts which try to use another script's allocated memory
- // that means didn't allocate memory for script
- for (uint16 i = 0; i < MAX_SCRIPTS; ++i)
+ LoadDatabase();
+
+ sLog.outString("Loading C++ scripts");
+ barGoLink bar(1);
+ bar.step();
+ sLog.outString("");
+
+ FillSpellSummary();
+ AddScripts();
+
+ sLog.outString(">> Loaded %u C++ scripts", GetScriptCount());
+}
+
+void ScriptMgr::LoadDatabase()
+{
+ sScriptSystemMgr.LoadVersion();
+ sScriptSystemMgr.LoadScriptTexts();
+ sScriptSystemMgr.LoadScriptTextsCustom();
+ sScriptSystemMgr.LoadScriptWaypoints();
+}
+
+struct TSpellSummary
+{
+ uint8 Targets; // set of enum SelectTarget
+ uint8 Effects; // set of enum SelectEffect
+} *SpellSummary;
+
+void ScriptMgr::FillSpellSummary()
+{
+ SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
+
+ SpellEntry const* pTempSpell;
+
+ for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
{
- // somebody forgot to allocate memory for a script by a method like this: newscript = new Script
- if (m_scripts[i] == this)
+ SpellSummary[i].Effects = 0;
+ SpellSummary[i].Targets = 0;
+
+ pTempSpell = GetSpellStore()->LookupEntry(i);
+ //This spell doesn't exist
+ if (!pTempSpell)
+ continue;
+
+ for (uint32 j = 0; j < 3; ++j)
{
- sLog.outError("ScriptName: '%s' - Forgot to allocate memory, so this script and/or the script before that can't work.", Name.c_str());
- // don't register it
- // and don't delete it because its memory is used for another script
- return;
+ //Spell targets self
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
+
+ //Spell targets a single enemy
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
+
+ //Spell targets AoE at enemy
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
+
+ //Spell targets an enemy
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
+
+ //Spell targets a single friend(or self)
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
+
+ //Spell targets aoe friends
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
+
+ //Spell targets any friend(or self)
+ if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
+ pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
+ SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
+
+ //Make sure that this spell includes a damage effect
+ if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
+ SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
+
+ //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
+ if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
+ pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
+ (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j] == 8))
+ SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
+
+ //Make sure that this spell applies an aura
+ if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
+ SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
}
}
+}
- int id = GetScriptId(Name.c_str());
- if (id)
+void ScriptMgr::CreateSpellScripts(uint32 spell_id, std::list<SpellScript *> & script_vector)
+{
+ SpellScriptsBounds bounds = objmgr.GetSpellScriptsBounds(spell_id);
+
+ for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
{
- // try to find the script in assigned scripts
- bool IsExist = false;
- for (uint16 i = 0; i < MAX_SCRIPTS; ++i)
- {
- if (m_scripts[i])
- {
- // if the assigned script's name and the new script's name is the same
- if (m_scripts[i]->Name == Name)
- {
- IsExist = true;
- break;
- }
- }
- }
+ SpellHandlerScript* tmpscript = ScriptRegistry<SpellHandlerScript>::GetScriptById(itr->second);
+ if (!tmpscript)
+ continue;
- // if the script doesn't assigned -> assign it!
- if (!IsExist)
+ SpellScript* script = tmpscript->GetSpellScript();
+
+ if (!script)
{
- m_scripts[id] = this;
- ++num_sc_scripts;
+ sLog.outError("Spell script %s for spell %u returned a NULL SpellScript pointer!", tmpscript->ToString(), spell_id);
+ continue;
}
- // if the script is already assigned -> delete it!
- else
+
+ script_vector.push_back(script);
+ }
+}
+
+void ScriptMgr::CreateSpellScripts(uint32 spell_id, std::vector<std::pair<SpellScript *, SpellScriptsMap::iterator> > & script_vector)
+{
+ SpellScriptsBounds bounds = objmgr.GetSpellScriptsBounds(spell_id);
+ script_vector.reserve(std::distance(bounds.first, bounds.second));
+
+ for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
+ {
+ SpellHandlerScript* tmpscript = ScriptRegistry<SpellHandlerScript>::GetScriptById(itr->second);
+ if (!tmpscript)
+ continue;
+
+ SpellScript* script = tmpscript->GetSpellScript();
+
+ if (!script)
{
- // TODO: write a better error message than this one :)
- sLog.outError("ScriptName: '%s' already assigned with the same ScriptName, so the script can't work.", Name.c_str());
- delete this;
+ sLog.outError("Spell script %s for spell %u returned a NULL SpellScript pointer!", tmpscript->ToString(), spell_id);
+ continue;
}
+
+ script_vector.push_back(std::make_pair(script, itr));
}
- else
- {
- if (Name.find("example") == std::string::npos)
- sLog.outErrorDb("TrinityScript: RegisterSelf, but script named %s does not have ScriptName assigned in database.",(this)->Name.c_str());
- delete this;
+}
+
+void ScriptMgr::OnNetworkStart()
+{
+ FOREACH_SCRIPT(ServerScript)->OnNetworkStart();
+}
+
+void ScriptMgr::OnNetworkStop()
+{
+ FOREACH_SCRIPT(ServerScript)->OnNetworkStop();
+}
+
+void ScriptMgr::OnSocketOpen(WorldSocket* socket)
+{
+ ASSERT(socket);
+
+ FOREACH_SCRIPT(ServerScript)->OnSocketOpen(socket);
+}
+
+void ScriptMgr::OnSocketClose(WorldSocket* socket, bool wasNew)
+{
+ ASSERT(socket);
+
+ FOREACH_SCRIPT(ServerScript)->OnSocketClose(socket, wasNew);
+}
+
+void ScriptMgr::OnPacketReceive(WorldSocket* socket, WorldPacket& packet)
+{
+ ASSERT(socket);
+
+ FOREACH_SCRIPT(ServerScript)->OnPacketReceive(socket, packet);
+}
+
+void ScriptMgr::OnPacketSend(WorldSocket* socket, WorldPacket& packet)
+{
+ ASSERT(socket);
+
+ FOREACH_SCRIPT(ServerScript)->OnPacketSend(socket, packet);
+}
+
+void ScriptMgr::OnUnknownPacketReceive(WorldSocket* socket, WorldPacket& packet)
+{
+ ASSERT(socket);
+
+ FOREACH_SCRIPT(ServerScript)->OnUnknownPacketReceive(socket, packet);
+}
+
+void ScriptMgr::OnOpenStateChange(bool open)
+{
+ FOREACH_SCRIPT(WorldScript)->OnOpenStateChange(open);
+}
+
+void ScriptMgr::OnConfigLoad(bool reload)
+{
+ FOREACH_SCRIPT(WorldScript)->OnConfigLoad(reload);
+}
+
+void ScriptMgr::OnMotdChange(std::string& newMotd)
+{
+ FOREACH_SCRIPT(WorldScript)->OnMotdChange(newMotd);
+}
+
+void ScriptMgr::OnShutdown(ShutdownExitCode code, ShutdownMask mask)
+{
+ FOREACH_SCRIPT(WorldScript)->OnShutdown(code, mask);
+}
+
+void ScriptMgr::OnShutdownCancel()
+{
+ FOREACH_SCRIPT(WorldScript)->OnShutdownCancel();
+}
+
+void ScriptMgr::OnWorldUpdate(uint32 diff)
+{
+ FOREACH_SCRIPT(WorldScript)->OnUpdate(NULL, diff);
+}
+
+void ScriptMgr::OnHonorCalculation(float& honor, uint8 level, uint32 count)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnHonorCalculation(honor, level, count);
+}
+
+void ScriptMgr::OnHonorCalculation(uint32& honor, uint8 level, uint32 count)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnHonorCalculation(honor, level, count);
+}
+
+void ScriptMgr::OnGetGrayLevel(uint8& grayLevel, uint8 playerLevel)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnGetGrayLevel(grayLevel, playerLevel);
+}
+
+void ScriptMgr::OnGetColorCode(XPColorChar& color, uint8 playerLevel, uint8 mobLevel)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnGetColorCode(color, playerLevel, mobLevel);
+}
+
+void ScriptMgr::OnGetZeroDifference(uint8& diff, uint8 playerLevel)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnGetZeroDifference(diff, playerLevel);
+}
+
+void ScriptMgr::OnGetBaseGain(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnGetBaseGain(gain, playerLevel, mobLevel, content);
+}
+
+void ScriptMgr::OnGetGain(uint32& gain, Player* player, Unit* unit)
+{
+ ASSERT(player);
+ ASSERT(unit);
+
+ FOREACH_SCRIPT(FormulaScript)->OnGetGain(gain, player, unit);
+}
+
+void ScriptMgr::OnGetGroupRate(float& rate, uint32 count, bool isRaid)
+{
+ FOREACH_SCRIPT(FormulaScript)->OnGetGroupRate(rate, count, isRaid);
+}
+
+#define SCR_MAP_BGN(M,V,I,E,C,T) \
+ if (V->GetEntry()->T()) \
+ { \
+ FOR_SCRIPTS(M, I, E) \
+ { \
+ MapEntry const* C = I->second->GetEntry(); \
+ if (!C) \
+ continue; \
+ if (entry->MapID == V->GetId()) \
+ {
+
+#define SCR_MAP_END \
+ break; \
+ } \
+ } \
}
+
+void ScriptMgr::OnCreateMap(Map* map)
+{
+ ASSERT(map);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnCreate(map);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnCreate((InstanceMap*)map);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnCreate((BattleGroundMap*)map);
+ SCR_MAP_END;
}
-void ScriptMgr::OnLogin(Player *pPlayer)
+void ScriptMgr::OnDestroyMap(Map* map)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnLogin) return;
- tmpscript->pOnLogin(pPlayer);
+ ASSERT(map);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnDestroy(map);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnDestroy((InstanceMap*)map);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnDestroy((BattleGroundMap*)map);
+ SCR_MAP_END;
}
-void ScriptMgr::OnLogout(Player *pPlayer)
+void ScriptMgr::OnLoadGridMap(Map* map, uint32 gx, uint32 gy)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnLogout) return;
- tmpscript->pOnLogout(pPlayer);
+ ASSERT(map);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnLoadGridMap(map, gx, gy);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnLoadGridMap((InstanceMap*)map, gx, gy);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnLoadGridMap((BattleGroundMap*)map, gx, gy);
+ SCR_MAP_END;
}
-void ScriptMgr::OnPVPKill(Player *killer, Player *killed)
+void ScriptMgr::OnUnloadGridMap(Map* map, uint32 gx, uint32 gy)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnPVPKill) return;
- tmpscript->pOnPVPKill(killer, killed);
+ ASSERT(map);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnUnloadGridMap(map, gx, gy);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnUnloadGridMap((InstanceMap*)map, gx, gy);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnUnloadGridMap((BattleGroundMap*)map, gx, gy);
+ SCR_MAP_END;
}
-bool ScriptMgr::OnSpellCast (Unit *pUnitTarget, Item *pItemTarget, GameObject *pGoTarget, uint32 i, SpellEntry const *spell)
+void ScriptMgr::OnPlayerEnter(Map* map, Player* player)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnSpellCast) return true;
- return tmpscript->pOnSpellCast(pUnitTarget,pItemTarget,pGoTarget,i,spell);
+ ASSERT(map);
+ ASSERT(player);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnPlayerEnter(map, player);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnPlayerEnter((InstanceMap*)map, player);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnPlayerEnter((BattleGroundMap*)map, player);
+ SCR_MAP_END;
}
-uint32 ScriptMgr::OnGetXP(Player *pPlayer, uint32 amount)
+void ScriptMgr::OnPlayerLeave(Map* map, Player* player)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnGetXP) return amount;
- return tmpscript->pOnGetXP(pPlayer,amount);
+ ASSERT(map);
+ ASSERT(player);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnPlayerLeave(map, player);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnPlayerLeave((InstanceMap*)map, player);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnPlayerLeave((BattleGroundMap*)map, player);
+ SCR_MAP_END;
}
-uint32 ScriptMgr::OnGetMoney(Player *pPlayer, int32 amount)
+void ScriptMgr::OnMapUpdate(Map* map, uint32 diff)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnGetMoney) return amount;
- return tmpscript->pOnGetMoney(pPlayer,amount);
+ ASSERT(map);
+
+ SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
+ itr->second->OnUpdate(map, diff);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
+ itr->second->OnUpdate((InstanceMap*)map, diff);
+ SCR_MAP_END;
+
+ SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleGround);
+ itr->second->OnUpdate((BattleGroundMap*)map, diff);
+ SCR_MAP_END;
}
-bool ScriptMgr::OnPlayerChat(Player *pPlayer, const char *text)
+#undef SCR_MAP_BGN
+#undef SCR_MAP_END
+
+InstanceData* ScriptMgr::CreateInstanceData(InstanceMap* map)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnPlayerChat) return true;
- return tmpscript->pOnPlayerChat(pPlayer,text);
+ ASSERT(map);
+
+ GET_SCRIPT_RET(InstanceMapScript, map->GetScriptId(), tmpscript, NULL);
+ return tmpscript->OnGetInstanceData(map);
}
-void ScriptMgr::OnServerStartup()
+bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Item* target)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnServerStartup) return;
- tmpscript->pOnServerStartup();
+ ASSERT(caster);
+ ASSERT(target);
+
+ GET_SCRIPT_RET(ItemScript, target->GetProto()->ScriptId, tmpscript, false);
+ return tmpscript->OnDummyEffect(caster, spellId, effIndex, target);
}
-void ScriptMgr::OnServerShutdown()
+bool ScriptMgr::OnQuestAccept(Player* player, Item* item, Quest const* quest)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnServerShutdown) return;
- tmpscript->pOnServerShutdown();
+ ASSERT(player);
+ ASSERT(item);
+ ASSERT(quest);
+
+ GET_SCRIPT_RET(ItemScript, item->GetProto()->ScriptId, tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestAccept(player, item, quest);
}
-void ScriptMgr::OnAreaChange(Player *pPlayer, AreaTableEntry const *pArea)
+bool ScriptMgr::OnItemUse(Player* player, Item* item, SpellCastTargets const& targets)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnAreaChange) return;
- tmpscript->pOnAreaChange(pPlayer, pArea);
+ ASSERT(player);
+ ASSERT(item);
+
+ GET_SCRIPT_RET(ItemScript, item->GetProto()->ScriptId, tmpscript, false);
+ return tmpscript->OnUse(player, item, targets);
}
-bool ScriptMgr::OnItemClick (Player *pPlayer, Item *pItem)
+bool ScriptMgr::OnItemExpire(Player* player, ItemPrototype const* proto)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnItemClick) return true;
- return tmpscript->pOnItemClick(pPlayer,pItem);
+ ASSERT(player);
+ ASSERT(proto);
+
+ GET_SCRIPT_RET(ItemScript, proto->ScriptId, tmpscript, false);
+ return tmpscript->OnExpire(player, proto);
}
-bool ScriptMgr::OnItemOpen (Player *pPlayer, Item *pItem)
+bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Creature* target)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnItemOpen) return true;
- return tmpscript->pOnItemOpen(pPlayer,pItem);
+ ASSERT(caster);
+ ASSERT(target);
+
+ GET_SCRIPT_RET(CreatureScript, target->GetScriptId(), tmpscript, false);
+ return tmpscript->OnDummyEffect(caster, spellId, effIndex, target);
}
-bool ScriptMgr::OnGoClick (Player *pPlayer, GameObject *pGameObject)
+bool ScriptMgr::OnGossipHello(Player* player, Creature* creature)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnGoClick) return true;
- return tmpscript->pOnGoClick(pPlayer,pGameObject);
+ ASSERT(player);
+ ASSERT(creature);
+
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnGossipHello(player, creature);
}
-void ScriptMgr::OnCreatureKill (Player *pPlayer, Creature *pCreature)
+bool ScriptMgr::OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
{
- Script *tmpscript = m_scripts[GetScriptId("scripted_on_events")];
- if (!tmpscript || !tmpscript->pOnCreatureKill) return;
- tmpscript->pOnCreatureKill(pPlayer,pCreature);
+ ASSERT(player);
+ ASSERT(creature);
+
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnGossipSelect(player, creature, sender, action);
}
-char const* ScriptMgr::ScriptsVersion()
+bool ScriptMgr::OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code)
{
- return "Integrated Trinity Scripts";
+ ASSERT(player);
+ ASSERT(creature);
+ ASSERT(code);
+
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnGossipSelectCode(player, creature, sender, action, code);
}
-bool ScriptMgr::GossipHello (Player * pPlayer, Creature* pCreature)
+bool ScriptMgr::OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pGossipHello) return false;
+ ASSERT(player);
+ ASSERT(creature);
+ ASSERT(quest);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGossipHello(pPlayer, pCreature);
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestAccept(player, creature, quest);
}
-bool ScriptMgr::GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
+bool ScriptMgr::OnQuestSelect(Player* player, Creature* creature, Quest const* quest)
{
- sLog.outDebug("TSCR: Gossip selection, sender: %d, action: %d", uiSender, uiAction);
+ ASSERT(player);
+ ASSERT(creature);
+ ASSERT(quest);
+
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestSelect(player, creature, quest);
+}
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pGossipSelect) return false;
+bool ScriptMgr::OnQuestComplete(Player* player, Creature* creature, Quest const* quest)
+{
+ ASSERT(player);
+ ASSERT(creature);
+ ASSERT(quest);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGossipSelect(pPlayer, pCreature, uiSender, uiAction);
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestComplete(player, creature, quest);
}
-bool ScriptMgr::GossipSelectWithCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
+bool ScriptMgr::OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt)
{
- sLog.outDebug("TSCR: Gossip selection with code, sender: %d, action: %d", uiSender, uiAction);
+ ASSERT(player);
+ ASSERT(creature);
+ ASSERT(quest);
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestReward(player, creature, quest, opt);
+}
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGossipSelectWithCode(pPlayer, pCreature, uiSender, uiAction, sCode);
+uint32 ScriptMgr::GetDialogStatus(Player* player, Creature* creature)
+{
+ ASSERT(player);
+ ASSERT(creature);
+
+ // TODO: 100 is a funny magic number to have hanging around here...
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, 100);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnDialogStatus(player, creature);
}
-bool ScriptMgr::GOSelect(Player* pPlayer, GameObject* pGO, uint32 uiSender, uint32 uiAction)
+CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature)
{
- if (!pGO)
- return false;
- sLog.outDebug("TSCR: Gossip selection, sender: %d, action: %d", uiSender, uiAction);
+ ASSERT(creature);
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript || !tmpscript->pGOSelect) return false;
+ GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, NULL);
+ return tmpscript->OnGetAI();
+}
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGOSelect(pPlayer, pGO, uiSender, uiAction);
+void ScriptMgr::OnCreatureUpdate(Creature* creature, uint32 diff)
+{
+ ASSERT(creature);
+
+ GET_SCRIPT(CreatureScript, creature->GetScriptId(), tmpscript);
+ tmpscript->OnUpdate(creature, diff);
}
-bool ScriptMgr::GOSelectWithCode(Player* pPlayer, GameObject* pGO, uint32 uiSender, uint32 uiAction, const char* sCode)
+bool ScriptMgr::OnGossipHello(Player* player, GameObject* go)
{
- if (!pGO)
- return false;
- sLog.outDebug("TSCR: Gossip selection, sender: %d, action: %d",uiSender, uiAction);
+ ASSERT(player);
+ ASSERT(go);
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript || !tmpscript->pGOSelectWithCode) return false;
+ GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnGossipHello(player, go);
+}
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGOSelectWithCode(pPlayer, pGO, uiSender ,uiAction, sCode);
+bool ScriptMgr::OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action)
+{
+ ASSERT(player);
+ ASSERT(go);
+
+ GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnGossipSelect(player, go, sender, action);
}
-bool ScriptMgr::QuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
+bool ScriptMgr::OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pQuestAccept) return false;
+ ASSERT(player);
+ ASSERT(go);
+ ASSERT(code);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pQuestAccept(pPlayer, pCreature, pQuest);
+ GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnGossipSelectCode(player, go, sender, action, code);
}
-bool ScriptMgr::QuestSelect(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
+bool ScriptMgr::OnQuestAccept(Player* player, GameObject* go, Quest const* quest)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pQuestSelect) return false;
+ ASSERT(player);
+ ASSERT(go);
+ ASSERT(quest);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pQuestSelect(pPlayer, pCreature, pQuest);
+ GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestAccept(player, go, quest);
}
-bool ScriptMgr::QuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
+bool ScriptMgr::OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pQuestComplete) return false;
+ ASSERT(player);
+ ASSERT(go);
+ ASSERT(quest);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pQuestComplete(pPlayer, pCreature, pQuest);
+ GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnQuestReward(player, go, quest, opt);
}
-bool ScriptMgr::ChooseReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt)
+uint32 ScriptMgr::GetDialogStatus(Player* player, GameObject* go)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pChooseReward) return false;
+ ASSERT(player);
+ ASSERT(go);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pChooseReward(pPlayer, pCreature, pQuest, opt);
+ // TODO: 100 is a funny magic number to have hanging around here...
+ GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, 100);
+ player->PlayerTalkClass->ClearMenus();
+ return tmpscript->OnDialogStatus(player, go);
}
-uint32 ScriptMgr::NPCDialogStatus(Player* pPlayer, Creature* pCreature)
+void ScriptMgr::OnGameObjectDestroyed(Player* player, GameObject* go, uint32 eventId)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
+ ASSERT(player);
+ ASSERT(go);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pNPCDialogStatus(pPlayer, pCreature);
+ GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript);
+ tmpscript->OnDestroyed(player, go, eventId);
}
-uint32 ScriptMgr::GODialogStatus(Player* pPlayer, GameObject* pGO)
+void ScriptMgr::OnGameObjectUpdate(GameObject* go, uint32 diff)
{
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript || !tmpscript->pGODialogStatus) return 100;
+ ASSERT(go);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGODialogStatus(pPlayer, pGO);
+ GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript);
+ tmpscript->OnUpdate(go, diff);
}
-bool ScriptMgr::ItemHello(Player* pPlayer, Item* pItem, Quest const* pQuest)
+bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, GameObject* target)
{
- Script *tmpscript = m_scripts[pItem->GetProto()->ScriptId];
- if (!tmpscript || !tmpscript->pItemHello) return false;
+ ASSERT(caster);
+ ASSERT(target);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pItemHello(pPlayer, pItem, pQuest);
+ GET_SCRIPT_RET(GameObjectScript, target->GetScriptId(), tmpscript, false);
+ return tmpscript->OnDummyEffect(caster, spellId, effIndex, target);
}
-bool ScriptMgr::ItemQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest)
+bool ScriptMgr::OnTrigger(Player* player, AreaTriggerEntry const* trigger)
{
- Script *tmpscript = m_scripts[pItem->GetProto()->ScriptId];
- if (!tmpscript || !tmpscript->pItemQuestAccept) return false;
+ ASSERT(player);
+ ASSERT(trigger);
+
+ GET_SCRIPT_RET(AreaTriggerScript, trigger->id, tmpscript, false);
+ return tmpscript->OnTrigger(player, trigger);
+}
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pItemQuestAccept(pPlayer, pItem, pQuest);
+BattleGround* ScriptMgr::CreateBattleground(BattleGroundTypeId typeId)
+{
+ // TODO: Implement script-side battlegrounds.
+ ASSERT(false);
+ return NULL;
}
-bool ScriptMgr::GOHello(Player* pPlayer, GameObject* pGO)
+OutdoorPvP* ScriptMgr::CreateOutdoorPvP(OutdoorPvPData const* data)
{
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript || !tmpscript->pGOHello) return false;
+ ASSERT(data);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGOHello(pPlayer, pGO);
+ GET_SCRIPT_RET(OutdoorPvPScript, data->ScriptId, tmpscript, NULL);
+ return tmpscript->OnGetOutdoorPvP();
}
-bool ScriptMgr::GOQuestAccept(Player* pPlayer, GameObject* pGO, Quest const* pQuest)
+std::vector<ChatCommand*> ScriptMgr::GetChatCommands()
{
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript || !tmpscript->pGOQuestAccept) return false;
+ std::vector<ChatCommand*> table;
+
+ FOR_SCRIPTS_RET(CommandScript, itr, end, table)
+ table.push_back(itr->second->OnGetCommands());
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGOQuestAccept(pPlayer, pGO, pQuest);
+ return table;
}
-bool ScriptMgr::GOChooseReward(Player* pPlayer, GameObject* pGO, Quest const* pQuest, uint32 opt)
+void ScriptMgr::OnWeatherChange(Weather* weather, WeatherState state, float grade)
{
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript || !tmpscript->pGOChooseReward) return false;
+ ASSERT(weather);
- pPlayer->PlayerTalkClass->ClearMenus();
- return tmpscript->pGOChooseReward(pPlayer, pGO, pQuest, opt);
+ GET_SCRIPT(WeatherScript, weather->GetScriptId(), tmpscript);
+ tmpscript->OnChange(weather, state, grade);
}
-void ScriptMgr::GODestroyed(Player* pPlayer, GameObject* pGO, uint32 destroyedEvent)
+void ScriptMgr::OnWeatherUpdate(Weather* weather, uint32 diff)
{
- Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
- if (!tmpscript) return;
- tmpscript->pGODestroyed(pPlayer, pGO, destroyedEvent);
+ ASSERT(weather);
+
+ GET_SCRIPT(WeatherScript, weather->GetScriptId(), tmpscript);
+ tmpscript->OnUpdate(weather, diff);
}
-bool ScriptMgr::AreaTrigger(Player* pPlayer, AreaTriggerEntry const* atEntry)
+void ScriptMgr::OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry)
{
- Script *tmpscript = m_scripts[GetAreaTriggerScriptId(atEntry->id)];
- if (!tmpscript || !tmpscript->pAreaTrigger) return false;
+ ASSERT(ah);
+ ASSERT(entry);
- return tmpscript->pAreaTrigger(pPlayer, atEntry);
+ FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionAdd(ah, entry);
}
-CreatureAI* ScriptMgr::GetAI(Creature* pCreature)
+void ScriptMgr::OnRemoveAuction(AuctionHouseObject* ah, AuctionEntry* entry)
{
- Script *tmpscript = m_scripts[pCreature->GetScriptId()];
- if (!tmpscript || !tmpscript->GetAI) return NULL;
+ ASSERT(ah);
+ ASSERT(entry);
- return tmpscript->GetAI(pCreature);
+ FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionRemove(ah, entry);
}
-bool ScriptMgr::ItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets)
+void ScriptMgr::OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry)
{
- Script *tmpscript = m_scripts[pItem->GetProto()->ScriptId];
- if (!tmpscript || !tmpscript->pItemUse) return false;
+ ASSERT(ah);
+ ASSERT(entry);
- return tmpscript->pItemUse(pPlayer, pItem, targets);
+ FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionSuccessful(ah, entry);
}
-bool ScriptMgr::ItemExpire(Player* pPlayer, ItemPrototype const * pItemProto)
+void ScriptMgr::OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry)
{
- Script *tmpscript = m_scripts[pItemProto->ScriptId];
- if (!tmpscript || !tmpscript->pItemExpire) return true;
+ ASSERT(ah);
+ ASSERT(entry);
- return tmpscript->pItemExpire(pPlayer, pItemProto);
+ FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionExpire(ah, entry);
}
-bool ScriptMgr::EffectDummyCreature(Unit *caster, uint32 spellId, uint32 effIndex, Creature *crTarget)
+bool ScriptMgr::OnConditionCheck(Condition* condition, Player* player, Unit* targetOverride)
{
- Script *tmpscript = m_scripts[crTarget->GetScriptId()];
+ ASSERT(condition);
+ ASSERT(player);
+
+ GET_SCRIPT_RET(ConditionScript, condition->mScriptId, tmpscript, true);
+ return tmpscript->OnConditionCheck(condition, player, targetOverride);
+}
- if (!tmpscript || !tmpscript->pEffectDummyCreature) return false;
+void ScriptMgr::OnInstall(Vehicle* veh)
+{
+ ASSERT(veh);
- return tmpscript->pEffectDummyCreature(caster, spellId, effIndex, crTarget);
+ FOREACH_SCRIPT(VehicleScript)->OnInstall(veh);
}
-bool ScriptMgr::EffectDummyGameObj(Unit *caster, uint32 spellId, uint32 effIndex, GameObject *gameObjTarget)
+void ScriptMgr::OnUninstall(Vehicle* veh)
{
- Script *tmpscript = m_scripts[gameObjTarget->GetGOInfo()->ScriptId];
+ ASSERT(veh);
- if (!tmpscript || !tmpscript->pEffectDummyGameObj) return false;
+ FOREACH_SCRIPT(VehicleScript)->OnUninstall(veh);
+}
- return tmpscript->pEffectDummyGameObj(caster, spellId, effIndex, gameObjTarget);
+void ScriptMgr::OnDie(Vehicle* veh)
+{
+ ASSERT(veh);
+
+ FOREACH_SCRIPT(VehicleScript)->OnDie(veh);
}
-bool ScriptMgr::EffectDummyItem(Unit *caster, uint32 spellId, uint32 effIndex, Item *itemTarget)
+void ScriptMgr::OnReset(Vehicle* veh)
{
- Script *tmpscript = m_scripts[itemTarget->GetProto()->ScriptId];
+ ASSERT(veh);
+
+ FOREACH_SCRIPT(VehicleScript)->OnReset(veh);
+}
- if (!tmpscript || !tmpscript->pEffectDummyItem) return false;
+void ScriptMgr::OnInstallAccessory(Vehicle* veh, Creature* accessory)
+{
+ ASSERT(veh);
+ ASSERT(accessory);
- return tmpscript->pEffectDummyItem(caster, spellId, effIndex, itemTarget);
+ FOREACH_SCRIPT(VehicleScript)->OnInstallAccessory(veh, accessory);
}
-InstanceData* ScriptMgr::CreateInstanceData(Map *map)
+void ScriptMgr::OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId)
{
- if (!map->IsDungeon()) return NULL;
+ ASSERT(veh);
+ ASSERT(passenger);
- Script *tmpscript = m_scripts[((InstanceMap*)map)->GetScriptId()];
- if (!tmpscript || !tmpscript->GetInstanceData) return NULL;
+ FOREACH_SCRIPT(VehicleScript)->OnAddPassenger(veh, passenger, seatId);
+}
- return tmpscript->GetInstanceData(map);
+void ScriptMgr::OnRemovePassenger(Vehicle* veh, Unit* passenger)
+{
+ ASSERT(veh);
+ ASSERT(passenger);
+
+ FOREACH_SCRIPT(VehicleScript)->OnRemovePassenger(veh, passenger);
}
-void ScriptMgr::CreateSpellScripts(uint32 spell_id, std::list<SpellScript *> & script_vector)
+void ScriptMgr::OnDynamicObjectUpdate(DynamicObject* dynobj, uint32 diff)
{
- SpellScriptsBounds bounds = objmgr.GetSpellScriptsBounds(spell_id);
- for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
- {
- Script *tmpscript = m_scripts[itr->second];
- if (!tmpscript || !tmpscript->GetSpellScript) continue;
- script_vector.push_back(tmpscript->GetSpellScript());
- }
+ ASSERT(dynobj);
+
+ FOR_SCRIPTS(DynamicObjectScript, itr, end)
+ itr->second->OnUpdate(dynobj, diff);
}
-void ScriptMgr::CreateSpellScripts(uint32 spell_id, std::vector<std::pair<SpellScript *, SpellScriptsMap::iterator> > & script_vector)
+void ScriptMgr::OnAddPassenger(Transport* transport, Player* player)
{
- SpellScriptsBounds bounds = objmgr.GetSpellScriptsBounds(spell_id);
- script_vector.reserve(std::distance(bounds.first, bounds.second));
- for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
+ ASSERT(transport);
+ ASSERT(player);
+
+ GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
+ tmpscript->OnAddPassenger(transport, player);
+}
+
+void ScriptMgr::OnAddCreaturePassenger(Transport* transport, Creature* creature)
+{
+ ASSERT(transport);
+ ASSERT(creature);
+
+ GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
+ tmpscript->OnAddCreaturePassenger(transport, creature);
+}
+
+void ScriptMgr::OnRemovePassenger(Transport* transport, Player* player)
+{
+ ASSERT(transport);
+ ASSERT(player);
+
+ GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
+ tmpscript->OnRemovePassenger(transport, player);
+}
+
+void ScriptMgr::OnTransportUpdate(Transport* transport, uint32 diff)
+{
+ ASSERT(transport);
+
+ GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
+ tmpscript->OnUpdate(transport, diff);
+}
+
+void SpellHandlerScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<SpellHandlerScript>::AddScript(this);
+}
+
+void AuraHandlerScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<AuraHandlerScript>::AddScript(this);
+}
+
+void ServerScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<ServerScript>::AddScript(this);
+}
+
+void WorldScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<WorldScript>::AddScript(this);
+}
+
+void FormulaScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<FormulaScript>::AddScript(this);
+}
+
+void WorldMapScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<WorldMapScript>::AddScript(this);
+}
+
+void InstanceMapScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<InstanceMapScript>::AddScript(this);
+}
+
+void BattlegroundMapScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<BattlegroundMapScript>::AddScript(this);
+}
+
+void AreaTriggerScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<AreaTriggerScript>::AddScript(this);
+}
+
+void ItemScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<ItemScript>::AddScript(this);
+}
+
+void CreatureScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<CreatureScript>::AddScript(this);
+}
+
+void GameObjectScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<GameObjectScript>::AddScript(this);
+}
+
+void BattlegroundScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<BattlegroundScript>::AddScript(this);
+}
+
+void OutdoorPvPScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<OutdoorPvPScript>::AddScript(this);
+}
+
+void CommandScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<CommandScript>::AddScript(this);
+}
+
+void WeatherScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<WeatherScript>::AddScript(this);
+}
+
+void AuctionHouseScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<AuctionHouseScript>::AddScript(this);
+}
+
+void ConditionScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<ConditionScript>::AddScript(this);
+}
+
+void VehicleScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<VehicleScript>::AddScript(this);
+}
+
+void DynamicObjectScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<DynamicObjectScript>::AddScript(this);
+}
+
+void TransportScript::RegisterSelf()
+{
+ ScriptMgr::ScriptRegistry<TransportScript>::AddScript(this);
+}
+
+template<class TScript>
+void ScriptMgr::ScriptRegistry<TScript>::AddScript(TScript* const script)
+{
+ ASSERT(script);
+
+ // See if the script is using the same memory as another script. If this happens, it means that
+ // someone forgot to allocate new memory for a script.
+ for (ScriptMap::iterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it)
{
- Script *tmpscript = m_scripts[itr->second];
- if (!tmpscript || !tmpscript->GetSpellScript) continue;
- script_vector.push_back(std::make_pair(tmpscript->GetSpellScript(), itr));
+ if (it->second == script)
+ {
+ sLog.outError("Script '%s' forgot to allocate memory, so this script and/or the script before that can't work.",
+ script->ToString());
+
+ return;
+ }
+ }
+
+ // Get an ID for the script. An ID only exists if it's a script that is assigned in the database
+ // through a script name (or similar).
+ uint32 id = GetScriptId(script->ToString());
+ if (id)
+ {
+ // Try to find an existing script.
+ bool existing = false;
+ for (ScriptMap::iterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it)
+ {
+ // If the script names match...
+ if (it->second->GetName() == script->GetName())
+ {
+ // ... It exists.
+ existing = true;
+ break;
+ }
+ }
+
+ // If the script isn't assigned -> assign it!
+ if (!existing)
+ {
+ ScriptPointerList[id] = script;
+ sScriptMgr.IncrementScriptCount();
+ }
+ else
+ {
+ // If the script is already assigned -> delete it!
+ sLog.outError("Script '%s' already assigned with the same script name, so the script can't work.",
+ script->ToString());
+
+ delete script;
+ }
+ }
+ else if (script->IsDatabaseBound())
+ {
+ // The script uses a script name from database, but isn't assigned to anything.
+ if (script->GetName().find("example") == std::string::npos)
+ sLog.outErrorDb("Script named '%s' does not have a script name assigned in database.",
+ script->ToString());
+
+ delete script;
+ }
+ else
+ {
+ // We're dealing with a code-only script; just add it.
+ ScriptPointerList[_scriptIdCounter++] = script;
+ sScriptMgr.IncrementScriptCount();
}
}
+
+// Instantiate static members of ScriptMgr::ScriptRegistry.
+template<class TScript> std::map<uint32, TScript*> ScriptMgr::ScriptRegistry<TScript>::ScriptPointerList;
+template<class TScript> uint32 ScriptMgr::ScriptRegistry<TScript>::_scriptIdCounter;
+
+// Specialize for each script type class like so:
+template class ScriptMgr::ScriptRegistry<SpellHandlerScript>;
+template class ScriptMgr::ScriptRegistry<AuraHandlerScript>;
+template class ScriptMgr::ScriptRegistry<ServerScript>;
+template class ScriptMgr::ScriptRegistry<WorldScript>;
+template class ScriptMgr::ScriptRegistry<FormulaScript>;
+template class ScriptMgr::ScriptRegistry<WorldMapScript>;
+template class ScriptMgr::ScriptRegistry<InstanceMapScript>;
+template class ScriptMgr::ScriptRegistry<BattlegroundMapScript>;
+template class ScriptMgr::ScriptRegistry<ItemScript>;
+template class ScriptMgr::ScriptRegistry<CreatureScript>;
+template class ScriptMgr::ScriptRegistry<GameObjectScript>;
+template class ScriptMgr::ScriptRegistry<AreaTriggerScript>;
+template class ScriptMgr::ScriptRegistry<BattlegroundScript>;
+template class ScriptMgr::ScriptRegistry<OutdoorPvPScript>;
+template class ScriptMgr::ScriptRegistry<CommandScript>;
+template class ScriptMgr::ScriptRegistry<WeatherScript>;
+template class ScriptMgr::ScriptRegistry<AuctionHouseScript>;
+template class ScriptMgr::ScriptRegistry<ConditionScript>;
+template class ScriptMgr::ScriptRegistry<VehicleScript>;
+template class ScriptMgr::ScriptRegistry<DynamicObjectScript>;
+template class ScriptMgr::ScriptRegistry<TransportScript>;
+
+// Undefine utility macros.
+#undef GET_SCRIPT_RET
+#undef GET_SCRIPT
+#undef FOREACH_SCRIPT
+#undef FOR_SCRIPTS_RET
+#undef FOR_SCRIPTS
+#undef SCR_REG_LST
+#undef SCR_REG_MAP
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h
index 4ce6b403cea..64d8e92abea 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -13,6 +13,15 @@
#include "DBCStructure.h"
#include "Config.h"
#include "ObjectMgr.h"
+#include "BattleGround.h"
+#include "OutdoorPvPMgr.h"
+#include "SharedDefines.h"
+#include "Chat.h"
+#include "Weather.h"
+#include "AuctionHouseMgr.h"
+#include "ConditionMgr.h"
+#include "Vehicle.h"
+#include "Transport.h"
class Player;
class Creature;
@@ -28,134 +37,893 @@ class Unit;
class WorldObject;
struct ItemPrototype;
class Spell;
+class ScriptMgr;
+class WorldSocket;
-#define MAX_SCRIPTS 5000 //72 bytes each (approx 351kb)
#define VISIBLE_RANGE (166.0f) //MAX visible range (size of grid)
#define DEFAULT_TEXT "<Trinity Script Text Entry Missing!>"
-struct Script
-{
- Script() :
- pOnLogin(NULL), pOnLogout(NULL), pOnPVPKill(NULL), pOnSpellCast(NULL), pOnGetXP(NULL),
- pOnGetMoney(NULL), pOnPlayerChat(NULL), pOnServerStartup(NULL), pOnServerShutdown(NULL),
- pOnAreaChange(NULL), pOnItemClick(NULL), pOnItemOpen(NULL), pOnGoClick(NULL), pOnCreatureKill(NULL),
- pGossipHello(NULL), pQuestAccept(NULL), pGossipSelect(NULL), pGossipSelectWithCode(NULL),
- pGOSelect(NULL), pGOSelectWithCode(NULL),
- pQuestSelect(NULL), pQuestComplete(NULL), pNPCDialogStatus(NULL), pGODialogStatus(NULL),
- pChooseReward(NULL), pGODestroyed(NULL), pItemHello(NULL), pGOHello(NULL), pAreaTrigger(NULL), pItemQuestAccept(NULL),
- pGOQuestAccept(NULL), pGOChooseReward(NULL),pItemUse(NULL), pItemExpire(NULL),
- pEffectDummyCreature(NULL), pEffectDummyGameObj(NULL), pEffectDummyItem(NULL),
- GetAI(NULL), GetInstanceData(NULL), GetSpellScript(NULL)
- {}
-
- std::string Name;
-
- //Methods to be scripted
- void (*pOnLogin)(Player*);
- void (*pOnLogout)(Player*);
- void (*pOnPVPKill)(Player*, Player*);
- bool (*pOnSpellCast)(Unit*, Item*, GameObject*, uint32, SpellEntry const*);
- uint32 (*pOnGetXP)(Player*, uint32);
- int32 (*pOnGetMoney)(Player*, int32);
- bool (*pOnPlayerChat)(Player*, const char*);
- void (*pOnServerStartup)();
- void (*pOnServerShutdown)();
- void (*pOnAreaChange)(Player*, AreaTableEntry const*);
- bool (*pOnItemClick)(Player*, Item*);
- bool (*pOnItemOpen)(Player*, Item*);
- bool (*pOnGoClick)(Player*, GameObject*);
- void (*pOnCreatureKill)(Player*, Creature*);
- bool (*pGossipHello)(Player*, Creature*);
- bool (*pQuestAccept)(Player*, Creature*, Quest const*);
- bool (*pGossipSelect)(Player*, Creature*, uint32 , uint32);
- bool (*pGossipSelectWithCode)(Player*, Creature*, uint32 , uint32 , const char*);
- bool (*pGOSelect)(Player*, GameObject*, uint32 , uint32);
- bool (*pGOSelectWithCode)(Player*, GameObject*, uint32 , uint32 , const char*);
- bool (*pQuestSelect)(Player*, Creature*, Quest const*);
- bool (*pQuestComplete)(Player*, Creature*, Quest const*);
- uint32 (*pNPCDialogStatus)(Player*, Creature*);
- uint32 (*pGODialogStatus)(Player*, GameObject * _GO);
- bool (*pChooseReward)(Player*, Creature*, Quest const*, uint32);
- bool (*pItemHello)(Player*, Item*, Quest const*);
- bool (*pGOHello)(Player*, GameObject*);
- bool (*pAreaTrigger)(Player*, AreaTriggerEntry const*);
- bool (*pItemQuestAccept)(Player*, Item *, Quest const*);
- bool (*pGOQuestAccept)(Player*, GameObject*, Quest const*);
- bool (*pGOChooseReward)(Player*, GameObject*, Quest const*, uint32);
- void (*pGODestroyed)(Player*, GameObject*, uint32);
- bool (*pItemUse)(Player*, Item*, SpellCastTargets const&);
- bool (*pItemExpire)(Player*, ItemPrototype const *);
- bool (*pEffectDummyCreature)(Unit*, uint32, uint32, Creature*);
- bool (*pEffectDummyGameObj)(Unit*, uint32, uint32, GameObject*);
- bool (*pEffectDummyItem)(Unit*, uint32, uint32, Item*);
-
- CreatureAI* (*GetAI)(Creature*);
- InstanceData* (*GetInstanceData)(Map*);
-
- SpellScript*(*GetSpellScript)();
- //AuraScript*(*GetAuraScript)();
-
- void RegisterSelf();
+// Generic scripting text function.
+void DoScriptText(int32 textEntry, WorldObject* pSource, Unit *pTarget = NULL);
+
+/*
+ TODO: Add more script type classes.
+
+ ChatScript
+ MailScript
+ SessionScript
+ CollisionScript
+ GroupScript
+ ArenaTeamScript
+ GuildScript
+
+*/
+
+/*
+ Standard procedure when adding new script type classes:
+
+ First of all, define the actual class, and have it inherit from ScriptObject, like so:
+
+ class MyScriptType : public ScriptObject
+ {
+ uint32 _someId;
+
+ protected:
+
+ MyScriptType(const char* name, uint32 someId)
+ : ScriptObject(name), _someId(someId)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // If a virtual function in your script type class is not necessarily
+ // required to be overridden, just declare it virtual with an empty
+ // body. If, on the other hand, it's logical only to override it (i.e.
+ // if it's the only method in the class), make it pure virtual, by adding
+ // = 0 to it.
+ virtual void OnSomeEvent(uint32 someArg1, std::string& someArg2) { }
+
+ // This is a pure virtual function:
+ virtual void OnAnotherEvent(uint32 someArg) = 0;
+ }
+
+ RegisterSelf() should be defined in ScriptMgr.cpp, and simply registers the script
+ with ScriptRegistry:
+
+ void MyScriptType::RegisterSelf()
+ {
+ ScriptMgr::ScriptRegistry<MyScriptType>::AddScript(this);
+ }
+
+ Next, you need to add a specialization for ScriptRegistry. Put this in the bottom of
+ ScriptMgr.cpp:
+
+ template class ScriptMgr::ScriptRegistry<MyScriptType>;
+
+ Now, add a cleanup routine in ScriptMgr::~ScriptMgr:
+
+ SCR_CLEAR(MyScriptType);
+
+ Now your script type is good to go with the script system. What you need to do now
+ is add functions to ScriptMgr that can be called from the core to actually trigger
+ certain events. For example, in ScriptMgr.h:
+
+ void OnSomeEvent(uint32 someArg1, std::string& someArg2);
+ void OnAnotherEvent(uint32 someArg);
+
+ In ScriptMgr.cpp:
+
+ void ScriptMgr::OnSomeEvent(uint32 someArg1, std::string& someArg2)
+ {
+ FOREACH_SCRIPT(MyScriptType)->OnSomeEvent(someArg1, someArg2);
+ }
+
+ void ScriptMgr::OnAnotherEvent(uint32 someArg)
+ {
+ FOREACH_SCRIPT(MyScriptType)->OnAnotherEvent(someArg1, someArg2);
+ }
+
+ Now you simply call these two functions from anywhere in the core to trigger the
+ event on all registered scripts of that type.
+*/
+
+class ScriptObject
+{
+ friend class ScriptMgr;
+
+ public:
+
+ // Called when the script is initialized. Use it to initialize any properties of the script.
+ virtual void OnInitialize() { }
+
+ // Called when the script is deleted. Use it to free memory, etc.
+ virtual void OnTeardown() { }
+
+ // Do not override this in scripts; it should be overridden by the various script type classes. It indicates
+ // whether or not this script type must be assigned in the database.
+ virtual bool IsDatabaseBound() const { return false; }
+
+ const std::string& GetName() const { return _name; }
+
+ const char* ToString() const { return _name.c_str(); }
+
+ protected:
+
+ // Call this to register the script with ScriptMgr.
+ virtual void RegisterSelf() = 0;
+
+ ScriptObject(const char* name)
+ : _name(std::string(name))
+ {
+ // Allow the script to do startup routines.
+ OnInitialize();
+
+ // Register with ScriptMgr.
+ RegisterSelf();
+ }
+
+ virtual ~ScriptObject()
+ {
+ // Allow the script to do cleanup routines.
+ OnTeardown();
+ }
+
+ private:
+
+ const std::string _name;
+};
+
+template<class TObject> class UpdatableScript
+{
+ protected:
+
+ UpdatableScript()
+ {
+ }
+
+ public:
+
+ virtual void OnUpdate(TObject* obj, uint32 diff) { }
+};
+
+class SpellHandlerScript : public ScriptObject
+{
+ protected:
+
+ SpellHandlerScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Should return a fully valid SpellScript pointer.
+ virtual SpellScript* GetSpellScript() const = 0;
+};
+
+class AuraHandlerScript : public ScriptObject
+{
+ protected:
+
+ AuraHandlerScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Should return a fully valid AuraScript pointer.
+ // virtual AuraScript* GetAuraScript() const = 0;
+};
+
+class ServerScript : public ScriptObject
+{
+ protected:
+
+ ServerScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // Called when reactive socket I/O is started (WorldSocketMgr).
+ virtual void OnNetworkStart() { }
+
+ // Called when reactive I/O is stopped.
+ virtual void OnNetworkStop() { }
+
+ // Called when a remote socket establishes a connection to the server. Do not store the socket object.
+ virtual void OnSocketOpen(WorldSocket* socket) { }
+
+ // Called when a socket is closed. Do not store the socket object, and do not rely on the connection
+ // being open; it is not.
+ virtual void OnSocketClose(WorldSocket* socket, bool wasNew) { }
+
+ // Called when a packet is sent to a client. The packet object is a copy of the original packet, so reading
+ // and modifying it is safe.
+ virtual void OnPacketSend(WorldSocket* socket, WorldPacket& packet) { }
+
+ // Called when a (valid) packet is received by a client. The packet object is a copy of the original packet, so
+ // reading and modifying it is safe.
+ virtual void OnPacketReceive(WorldSocket* socket, WorldPacket& packet) { }
+
+ // Called when an invalid (unknown opcode) packet is received by a client. The packet is a reference to the orignal
+ // packet; not a copy. This allows you to actually handle unknown packets (for whatever purpose).
+ virtual void OnUnknownPacketReceive(WorldSocket* socket, WorldPacket& packet) { }
+};
+
+class WorldScript : public ScriptObject, public UpdatableScript<void>
+{
+ protected:
+
+ WorldScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // Called when the open/closed state of the world changes.
+ virtual void OnOpenStateChange(bool open) { }
+
+ // Called after the world configuration is (re)loaded.
+ virtual void OnConfigLoad(bool reload) { }
+
+ // Called before the message of the day is changed.
+ virtual void OnMotdChange(std::string& newMotd) { }
+
+ // Called when a world shutdown is initiated.
+ virtual void OnShutdown(ShutdownExitCode code, ShutdownMask mask) { }
+
+ // Called when a world shutdown is cancelled.
+ virtual void OnShutdownCancel() { }
+
+ // Called on every world tick (don't execute too heavy code here).
+ virtual void OnUpdate(void* null, uint32 diff) { }
+};
+
+class FormulaScript : public ScriptObject
+{
+ protected:
+
+ FormulaScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // Called after calculating honor.
+ virtual void OnHonorCalculation(float& honor, uint8 level, uint32 count) { }
+
+ // Called after calculating honor.
+ virtual void OnHonorCalculation(uint32& honor, uint8 level, uint32 count) { }
+
+ // Called after gray level calculation.
+ virtual void OnGetGrayLevel(uint8& grayLevel, uint8 playerLevel) { }
+
+ // Called after calculating experience color.
+ virtual void OnGetColorCode(XPColorChar& color, uint8 playerLevel, uint8 mobLevel) { }
+
+ // Called after calculating zero difference.
+ virtual void OnGetZeroDifference(uint8& diff, uint8 playerLevel) { }
+
+ // Called after calculating base experience gain.
+ virtual void OnGetBaseGain(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content) { }
+
+ // Called after calculating experience gain.
+ virtual void OnGetGain(uint32& gain, Player* player, Unit* unit) { }
+
+ virtual void OnGetGroupRate(float& rate, uint32 count, bool isRaid) { }
+};
+
+template<class TMap> class MapScript : public UpdatableScript<TMap>
+{
+ MapEntry const* _mapEntry;
+
+ protected:
+
+ MapScript(uint32 mapId)
+ : _mapEntry(sMapStore.LookupEntry(mapId))
+ {
+ if (!_mapEntry)
+ sLog.outError("Invalid MapScript for %u; no such map ID.", mapId);
+ }
+
+ public:
+
+ // Gets the MapEntry structure associated with this script. Can return NULL.
+ MapEntry const* GetEntry() { return _mapEntry; }
+
+ // Called when the map is created.
+ virtual void OnCreate(TMap* map) { }
+
+ // Called just before the map is destroyed.
+ virtual void OnDestroy(TMap* map) { }
+
+ // Called when a grid map is loaded.
+ virtual void OnLoadGridMap(TMap* map, uint32 gx, uint32 gy) { }
+
+ // Called when a grid map is unloaded.
+ virtual void OnUnloadGridMap(TMap* map, uint32 gx, uint32 gy) { }
+
+ // Called when a player enters the map.
+ virtual void OnPlayerEnter(TMap* map, Player* player) { }
+
+ // Called when a player leaves the map.
+ virtual void OnPlayerLeave(TMap* map, Player* player) { }
+
+ // Called on every map update tick.
+ virtual void OnUpdate(TMap* map, uint32 diff) { }
+};
+
+class WorldMapScript : public ScriptObject, public MapScript<Map>
+{
+ protected:
+
+ WorldMapScript(const char* name, uint32 mapId)
+ : ScriptObject(name), MapScript(mapId)
+ {
+ if (GetEntry() && !GetEntry()->IsContinent())
+ sLog.outError("WorldMapScript for map %u is invalid.", mapId);
+ }
+
+ void RegisterSelf();
+};
+
+class InstanceMapScript : public ScriptObject, public MapScript<InstanceMap>
+{
+ protected:
+
+ InstanceMapScript(const char* name, uint32 mapId = 0)
+ : ScriptObject(name), MapScript(mapId)
+ {
+ if (GetEntry() && !GetEntry()->IsDungeon())
+ sLog.outError("InstanceMapScript for map %u is invalid.", mapId);
+ }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Gets an InstanceData object for this instance.
+ virtual InstanceData* OnGetInstanceData(InstanceMap* map) { return NULL; }
+};
+
+class BattlegroundMapScript : public ScriptObject, public MapScript<BattleGroundMap>
+{
+ protected:
+
+ BattlegroundMapScript(const char* name, uint32 mapId)
+ : ScriptObject(name), MapScript(mapId)
+ {
+ if (GetEntry() && !GetEntry()->IsBattleGround())
+ sLog.outError("BattlegroundMapScript for map %u is invalid.", mapId);
+ }
+
+ void RegisterSelf();
+};
+
+class ItemScript : public ScriptObject
+{
+ protected:
+
+ ItemScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when a dummy spell effect is triggered on the item.
+ virtual bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Item* target) { return false; }
+
+ // Called when a player accepts a quest from the item.
+ virtual bool OnQuestAccept(Player* player, Item* item, Quest const* quest) { return false; }
+
+ // Called when a player uses the item.
+ virtual bool OnUse(Player* player, Item* item, SpellCastTargets const& targets) { return false; }
+
+ // Called when the item expires (is destroyed).
+ virtual bool OnExpire(Player* player, ItemPrototype const* proto) { return false; }
+};
+
+class CreatureScript : public ScriptObject, public UpdatableScript<Creature>
+{
+ protected:
+
+ CreatureScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when a dummy spell effect is triggered on the creature.
+ virtual bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Creature* target) { return false; }
+
+ // Called when a player opens a gossip dialog with the creature.
+ virtual bool OnGossipHello(Player* player, Creature* creature) { return false; }
+
+ // Called when a player selects a gossip item in the creature's gossip menu.
+ virtual bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { return false; }
+
+ // Called when a player selects a gossip with a code in the creature's gossip menu.
+ virtual bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code) { return false; }
+
+ // Called when a player accepts a quest from the creature.
+ virtual bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest) { return false; }
+
+ // Called when a player selects a quest in the creature's quest menu.
+ virtual bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest) { return false; }
+
+ // Called when a player completes a quest with the creature.
+ virtual bool OnQuestComplete(Player* player, Creature* creature, Quest const* quest) { return false; }
+
+ // Called when a player selects a quest reward.
+ virtual bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt) { return false; }
+
+ // Called when the dialog status between a player and the creature is requested.
+ virtual uint32 OnDialogStatus(Player* player, Creature* creature) { return 0; }
+
+ // Called when a CreatureAI object is needed for the creature.
+ virtual CreatureAI* OnGetAI() { return NULL; }
+};
+
+class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
+{
+ protected:
+
+ GameObjectScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when a dummy spell effect is triggered on the gameobject.
+ virtual bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, GameObject* target) { return false; }
+
+ // Called when a player opens a gossip dialog with the gameobject.
+ virtual bool OnGossipHello(Player* player, GameObject* go) { return false; }
+
+ // Called when a player selects a gossip item in the gameobject's gossip menu.
+ virtual bool OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action) { return false; }
+
+ // Called when a player selects a gossip with a code in the gameobject's gossip menu.
+ virtual bool OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code) { return false; }
+
+ // Called when a player accepts a quest from the gameobject.
+ virtual bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest) { return false; }
+
+ // Called when a player selects a quest reward.
+ virtual bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt) { return false; }
+
+ // Called when the dialog status between a player and the gameobject is requested.
+ virtual uint32 OnDialogStatus(Player* player, GameObject* go) { return 0; }
+
+ // Called when the gameobject is destroyed (destructible buildings only).
+ virtual void OnDestroyed(Player* player, GameObject* go, uint32 eventId) { }
+};
+
+class AreaTriggerScript : public ScriptObject
+{
+ protected:
+
+ AreaTriggerScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when the area trigger is activated by a player.
+ bool OnTrigger(Player* player, AreaTriggerEntry const* trigger) { return false; }
+};
+
+class BattlegroundScript : public ScriptObject
+{
+ protected:
+
+ BattlegroundScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Should return a fully valid BattleGround object for the type ID.
+ virtual BattleGround* OnGetBattleground() = 0;
+};
+
+class OutdoorPvPScript : public ScriptObject
+{
+ protected:
+
+ OutdoorPvPScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Should return a fully valid OutdoorPvP object for the type ID.
+ virtual OutdoorPvP* OnGetOutdoorPvP() = 0;
+};
+
+class CommandScript : public ScriptObject
+{
+ protected:
+
+ CommandScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // Should return a pointer to a valid command table (ChatCommand array) to be used by ChatHandler.
+ virtual ChatCommand* OnGetCommands() = 0;
+};
+
+class WeatherScript : public ScriptObject, public UpdatableScript<Weather>
+{
+ protected:
+
+ WeatherScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when the weather changes in the zone this script is associated with.
+ virtual void OnChange(Weather* weather, WeatherState state, float grade) { }
+};
+
+class AuctionHouseScript : public ScriptObject
+{
+ protected:
+
+ AuctionHouseScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // Called when an auction is added to an auction house.
+ void OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry) { }
+
+ // Called when an auction is removed from an auction house.
+ void OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry) { }
+
+ // Called when an auction was succesfully completed.
+ void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry) { }
+
+ // Called when an auction expires.
+ void OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry) { }
};
+class ConditionScript : public ScriptObject
+{
+ protected:
+
+ ConditionScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when a single condition is checked for a player.
+ bool OnConditionCheck(Condition* condition, Player* player, Unit* targetOverride) { return true; }
+};
+
+class VehicleScript : public ScriptObject
+{
+ protected:
+
+ VehicleScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+
+ public:
+
+ // Called after a vehicle is installed.
+ virtual void OnInstall(Vehicle* veh) { }
+
+ // Called after a vehicle is uninstalled.
+ virtual void OnUninstall(Vehicle* veh) { }
+
+ // Called after a vehicle dies.
+ virtual void OnDie(Vehicle* veh) { }
+
+ // Called when a vehicle resets.
+ virtual void OnReset(Vehicle* veh) { }
+
+ // Called after an accessory is installed in a vehicle.
+ virtual void OnInstallAccessory(Vehicle* veh, Creature* accessory) { }
+
+ // Called after a passenger is added to a vehicle.
+ virtual void OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId) { }
+
+ // Called after a passenger is removed from a vehicle.
+ virtual void OnRemovePassenger(Vehicle* veh, Unit* passenger) { }
+};
+
+class DynamicObjectScript : public ScriptObject, public UpdatableScript<DynamicObject>
+{
+ protected:
+
+ DynamicObjectScript(const char* name)
+ : ScriptObject(name)
+ { }
+
+ void RegisterSelf();
+};
+
+class TransportScript : public ScriptObject, public UpdatableScript<Transport>
+{
+ protected:
+
+ TransportScript(const char* name)
+ : ScriptObject(name)
+ {
+ }
+
+ void RegisterSelf();
+
+ public:
+
+ bool IsDatabaseBound() const { return true; }
+
+ // Called when a player boards the transport.
+ virtual void OnAddPassenger(Transport* transport, Player* player) { }
+
+ // Called when a creature boards the transport.
+ virtual void OnAddCreaturePassenger(Transport* transport, Creature* creature) { }
+
+ // Called when a player exits the transport.
+ virtual void OnRemovePassenger(Transport* transport, Player* player) { }
+};
+
+// Placed here due to ScriptRegistry::AddScript dependency.
+#define sScriptMgr (*ACE_Singleton<ScriptMgr, ACE_Null_Mutex>::instance())
+
+// Manages registration, loading, and execution of scripts.
class ScriptMgr
{
friend class ACE_Singleton<ScriptMgr, ACE_Null_Mutex>;
+ friend class ScriptObject;
+
ScriptMgr();
- public:
- ~ScriptMgr();
-
- void ScriptsInit();
- void LoadDatabase();
- char const* ScriptsVersion();
-
- //event handlers
- void OnLogin(Player *pPlayer);
- void OnLogout(Player *pPlayer);
- void OnPVPKill(Player *killer, Player *killed);
- bool OnSpellCast (Unit *pUnitTarget, Item *pItemTarget, GameObject *pGoTarget, uint32 i, SpellEntry const *spell);
- uint32 OnGetXP(Player *pPlayer, uint32 amount);
- uint32 OnGetMoney(Player *pPlayer, int32 amount);
- bool OnPlayerChat(Player *pPlayer, const char *text);
- void OnServerStartup();
- void OnServerShutdown();
- void OnAreaChange(Player *pPlayer, AreaTableEntry const *pArea);
- bool OnItemClick (Player *pPlayer, Item *pItem);
- bool OnItemOpen (Player *pPlayer, Item *pItem);
- bool OnGoClick (Player *pPlayer, GameObject *pGameObject);
- void OnCreatureKill (Player *pPlayer, Creature *pCreature);
- bool GossipHello (Player * pPlayer, Creature* pCreature);
- bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction);
- bool GossipSelectWithCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode);
- bool GOSelect(Player* pPlayer, GameObject* pGO, uint32 uiSender, uint32 uiAction);
- bool GOSelectWithCode(Player* pPlayer, GameObject* pGO, uint32 uiSender, uint32 uiAction, const char* sCode);
- bool QuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
- bool QuestSelect(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
- bool QuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
- bool ChooseReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt);
- uint32 NPCDialogStatus(Player* pPlayer, Creature* pCreature);
- uint32 GODialogStatus(Player* pPlayer, GameObject* pGO);
- bool ItemHello(Player* pPlayer, Item* pItem, Quest const* pQuest);
- bool ItemQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest);
- bool GOHello(Player* pPlayer, GameObject* pGO);
- bool GOQuestAccept(Player* pPlayer, GameObject* pGO, Quest const* pQuest);
- bool GOChooseReward(Player* pPlayer, GameObject* pGO, Quest const* pQuest, uint32 opt);
- void GODestroyed(Player* pPlayer, GameObject* pGO, uint32 destroyedEvent);
- bool AreaTrigger(Player* pPlayer,AreaTriggerEntry const* atEntry);
- CreatureAI* GetAI(Creature* pCreature);
- bool ItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
- bool ItemExpire(Player* pPlayer, ItemPrototype const * pItemProto);
- bool EffectDummyCreature(Unit *caster, uint32 spellId, uint32 effIndex, Creature *crTarget);
- bool EffectDummyGameObj(Unit *caster, uint32 spellId, uint32 effIndex, GameObject *gameObjTarget);
- bool EffectDummyItem(Unit *caster, uint32 spellId, uint32 effIndex, Item *itemTarget);
- InstanceData* CreateInstanceData(Map *map);
- void CreateSpellScripts(uint32 spell_id, std::list<SpellScript *> & script_vector);
- void CreateSpellScripts(uint32 spell_id, std::vector<std::pair<SpellScript *, SpellScriptsMap::iterator> > & script_vector);
-};
-
-//Generic scripting text function
-void DoScriptText(int32 textEntry, WorldObject* pSource, Unit *pTarget = NULL);
+ ~ScriptMgr();
-#define sScriptMgr (*ACE_Singleton<ScriptMgr, ACE_Null_Mutex>::instance())
-#endif
+ uint32 _scriptCount;
+
+ void LoadDatabase();
+ void FillSpellSummary();
+
+ public: /* Initialization */
+
+ void Initialize();
+ const char* ScriptsVersion() const { return "Integrated Trinity Scripts"; }
+
+ void IncrementScriptCount() { ++_scriptCount; }
+ uint32 GetScriptCount() const { return _scriptCount; }
+
+ public: /* SpellHandlerScript */
+
+ void CreateSpellScripts(uint32 spell_id, std::list<SpellScript*>& script_vector);
+ void CreateSpellScripts(uint32 spell_id, std::vector<std::pair<SpellScript*, SpellScriptsMap::iterator> >& script_vector);
+
+ public: /* AuraHandlerScript */
+
+ // void CreateAuraScripts(uint32 spell_id, std::list<AuraScript*>& script_vector);
+ // void CreateAuraScripts(uint32 spell_id, std::vector<std::pair<AuraScript*, SpellScriptsMap::iterator> >& script_vector);
+
+ public: /* ServerScript */
+
+ void OnNetworkStart();
+ void OnNetworkStop();
+ void OnSocketOpen(WorldSocket* socket);
+ void OnSocketClose(WorldSocket* socket, bool wasNew);
+ void OnPacketReceive(WorldSocket* socket, WorldPacket& packet);
+ void OnPacketSend(WorldSocket* socket, WorldPacket& packet);
+ void OnUnknownPacketReceive(WorldSocket* socket, WorldPacket& packet);
+
+ public: /* WorldScript */
+
+ void OnOpenStateChange(bool open);
+ void OnConfigLoad(bool reload);
+ void OnMotdChange(std::string& newMotd);
+ void OnShutdown(ShutdownExitCode code, ShutdownMask mask);
+ void OnShutdownCancel();
+ void OnWorldUpdate(uint32 diff);
+
+ public: /* FormulaScript */
+ void OnHonorCalculation(float& honor, uint8 level, uint32 count);
+ void OnHonorCalculation(uint32& honor, uint8 level, uint32 count);
+ void OnGetGrayLevel(uint8& grayLevel, uint8 playerLevel);
+ void OnGetColorCode(XPColorChar& color, uint8 playerLevel, uint8 mobLevel);
+ void OnGetZeroDifference(uint8& diff, uint8 playerLevel);
+ void OnGetBaseGain(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content);
+ void OnGetGain(uint32& gain, Player* player, Unit* unit);
+ void OnGetGroupRate(float& rate, uint32 count, bool isRaid);
+
+ public: /* MapScript */
+
+ void OnCreateMap(Map* map);
+ void OnDestroyMap(Map* map);
+ void OnLoadGridMap(Map* map, uint32 gx, uint32 gy);
+ void OnUnloadGridMap(Map* map, uint32 gx, uint32 gy);
+ void OnPlayerEnter(Map* map, Player* player);
+ void OnPlayerLeave(Map* map, Player* player);
+ void OnMapUpdate(Map* map, uint32 diff);
+
+ public: /* InstanceMapScript */
+
+ InstanceData* CreateInstanceData(InstanceMap* map);
+
+ public: /* ItemScript */
+
+ bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Item* target);
+ bool OnQuestAccept(Player* player, Item* item, Quest const* quest);
+ bool OnItemUse(Player* player, Item* item, SpellCastTargets const& targets);
+ bool OnItemExpire(Player* player, ItemPrototype const* proto);
+
+ public: /* CreatureScript */
+
+ bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Creature* target);
+ bool OnGossipHello(Player* player, Creature* creature);
+ bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action);
+ bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code);
+ bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest);
+ bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest);
+ bool OnQuestComplete(Player* player, Creature* creature, Quest const* quest);
+ bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt);
+ uint32 GetDialogStatus(Player* player, Creature* creature);
+ CreatureAI* GetCreatureAI(Creature* creature);
+ void OnCreatureUpdate(Creature* creature, uint32 diff);
+
+ public: /* GameObjectScript */
+
+ bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, GameObject* target);
+ bool OnGossipHello(Player* player, GameObject* go);
+ bool OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action);
+ bool OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code);
+ bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest);
+ bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt);
+ uint32 GetDialogStatus(Player* player, GameObject* go);
+ void OnGameObjectDestroyed(Player* player, GameObject* go, uint32 eventId);
+ void OnGameObjectUpdate(GameObject* go, uint32 diff);
+
+ public: /* AreaTriggerScript */
+
+ bool OnTrigger(Player* player, AreaTriggerEntry const* trigger);
+
+ public: /* BattlegroundScript */
+
+ BattleGround* CreateBattleground(BattleGroundTypeId typeId);
+
+ public: /* OutdoorPvPScript */
+
+ OutdoorPvP* CreateOutdoorPvP(OutdoorPvPData const* data);
+
+ public: /* CommandScript */
+
+ std::vector<ChatCommand*> GetChatCommands();
+
+ public: /* WeatherScript */
+
+ void OnWeatherChange(Weather* weather, WeatherState state, float grade);
+ void OnWeatherUpdate(Weather* weather, uint32 diff);
+
+ public: /* AuctionHouseScript */
+
+ void OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry);
+ void OnRemoveAuction(AuctionHouseObject* ah, AuctionEntry* entry);
+ void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry);
+ void OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry);
+
+ public: /* ConditionScript */
+
+ bool OnConditionCheck(Condition* condition, Player* player, Unit* targetOverride);
+
+ public: /* VehicleScript */
+
+ void OnInstall(Vehicle* veh);
+ void OnUninstall(Vehicle* veh);
+ void OnDie(Vehicle* veh);
+ void OnReset(Vehicle* veh);
+ void OnInstallAccessory(Vehicle* veh, Creature* accessory);
+ void OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId);
+ void OnRemovePassenger(Vehicle* veh, Unit* passenger);
+
+ public: /* DynamicObjectScript */
+
+ void OnDynamicObjectUpdate(DynamicObject* dynobj, uint32 diff);
+
+ public: /* TransportScript */
+
+ void OnAddPassenger(Transport* transport, Player* player);
+ void OnAddCreaturePassenger(Transport* transport, Creature* creature);
+ void OnRemovePassenger(Transport* transport, Player* player);
+ void OnTransportUpdate(Transport* transport, uint32 diff);
+
+ public: /* ScriptRegistry */
+
+ // This is the global static registry of scripts.
+ template<class TScript> class ScriptRegistry
+ {
+ // Counter used for code-only scripts.
+ static uint32 _scriptIdCounter;
+
+ public:
+
+ typedef std::map<uint32, TScript*> ScriptMap;
+
+ // The actual list of scripts. This will be accessed concurrently, so it must not be modified
+ // after server startup.
+ static ScriptMap ScriptPointerList;
+
+ // Gets a script by its ID (assigned by ObjectMgr).
+ static TScript* GetScriptById(uint32 id)
+ {
+ for (ScriptMap::iterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it)
+ if (it->first == id)
+ return it->second;
+
+ return NULL;
+ }
+
+ // Attempts to add a new script to the list.
+ static void AddScript(TScript* const script);
+ };
+};
+
+#endif
diff --git a/src/server/game/Scripting/ScriptSystem.h b/src/server/game/Scripting/ScriptSystem.h
index 7102e4a43e1..52401502c83 100644
--- a/src/server/game/Scripting/ScriptSystem.h
+++ b/src/server/game/Scripting/ScriptSystem.h
@@ -97,6 +97,6 @@ class SystemMgr
PointMoveMap m_mPointMoveMap; //coordinates for waypoints
};
-#define pSystemMgr SystemMgr::Instance()
+#define sScriptSystemMgr SystemMgr::Instance()
#endif