/* * Copyright (C) 2008 Trinity * * Thanks to the original authors: MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "ScriptMgr.h" #include "GossipDef.h" #include "GameObject.h" #include "Player.h" #include "Map.h" #include "ObjectMgr.h" int num_sc_scripts; Script *m_scripts[MAX_SCRIPTS]; // -- Scripts to be added -- extern void AddSC_default(); // ------------------- TRINITY_DLL_EXPORT void ScriptsFree() { // Free resources before library unload for(int i = 0; i < num_sc_scripts; i++) delete m_scripts[i]; num_sc_scripts = 0; } TRINITY_DLL_EXPORT void ScriptsInit(char const* cfg_file = "trinitycore.conf") { num_sc_scripts = 0; for(int i=0;iName == Name ) return m_scripts[i]; } return NULL; } //********************************* //*** Functions used internally *** void Script::RegisterSelf() { int id = GetScriptId(Name.c_str()); if(id) { m_scripts[id] = this; ++num_sc_scripts; } } //******************************** //*** Functions to be Exported *** TRINITY_DLL_EXPORT char const* ScriptsVersion() { return "Default Trinity scripting library"; } TRINITY_DLL_EXPORT bool GossipHello ( Player * player, Creature *_Creature ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pGossipHello) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGossipHello(player,_Creature); } TRINITY_DLL_EXPORT bool GossipSelect( Player *player, Creature *_Creature, uint32 sender, uint32 action ) { debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action); Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pGossipSelect) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGossipSelect(player,_Creature,sender,action); } TRINITY_DLL_EXPORT bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode ) { debug_log("TSCR: Gossip selection with code, sender: %d, action: %d",sender, action); Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pGossipSelectWithCode) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode); } TRINITY_DLL_EXPORT bool GOSelect( Player *player, GameObject *_GO, uint32 sender, uint32 action ) { if(!_GO) return false; debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action); Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if(!tmpscript || !tmpscript->pGOSelect) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOSelect(player,_GO,sender,action); } TRINITY_DLL_EXPORT bool GOSelectWithCode( Player *player, GameObject *_GO, uint32 sender, uint32 action, const char* sCode ) { if(!_GO) return false; debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action); Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if(!tmpscript || !tmpscript->pGOSelectWithCode) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOSelectWithCode(player,_GO,sender,action,sCode); } TRINITY_DLL_EXPORT bool QuestAccept( Player *player, Creature *_Creature, Quest const *_Quest ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pQuestAccept) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pQuestAccept(player,_Creature,_Quest); } TRINITY_DLL_EXPORT bool QuestSelect( Player *player, Creature *_Creature, Quest const *_Quest ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pQuestSelect) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pQuestSelect(player,_Creature,_Quest); } TRINITY_DLL_EXPORT bool QuestComplete( Player *player, Creature *_Creature, Quest const *_Quest ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pQuestComplete) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pQuestComplete(player,_Creature,_Quest); } TRINITY_DLL_EXPORT bool ChooseReward( Player *player, Creature *_Creature, Quest const *_Quest, uint32 opt ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pChooseReward) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pChooseReward(player,_Creature,_Quest,opt); } TRINITY_DLL_EXPORT uint32 NPCDialogStatus( Player *player, Creature *_Creature ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pNPCDialogStatus) return 100; player->PlayerTalkClass->ClearMenus(); return tmpscript->pNPCDialogStatus(player,_Creature); } TRINITY_DLL_EXPORT uint32 GODialogStatus( Player *player, GameObject *_GO ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGODialogStatus) return 100; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGODialogStatus(player,_GO); } TRINITY_DLL_EXPORT bool ItemHello( Player *player, Item *_Item, Quest const *_Quest ) { Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pItemHello) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pItemHello(player,_Item,_Quest); } TRINITY_DLL_EXPORT bool ItemQuestAccept( Player *player, Item *_Item, Quest const *_Quest ) { Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pItemQuestAccept) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pItemQuestAccept(player,_Item,_Quest); } TRINITY_DLL_EXPORT bool GOHello( Player *player, GameObject *_GO ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOHello) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOHello(player,_GO); } TRINITY_DLL_EXPORT bool GOQuestAccept( Player *player, GameObject *_GO, Quest const *_Quest ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOQuestAccept) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOQuestAccept(player,_GO,_Quest); } TRINITY_DLL_EXPORT bool GOChooseReward( Player *player, GameObject *_GO, Quest const *_Quest, uint32 opt ) { Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId]; if (!tmpscript || !tmpscript->pGOChooseReward) return false; player->PlayerTalkClass->ClearMenus(); return tmpscript->pGOChooseReward(player,_GO,_Quest,opt); } TRINITY_DLL_EXPORT bool AreaTrigger( Player *player, AreaTriggerEntry * atEntry) { Script *tmpscript = m_scripts[GetAreaTriggerScriptId(atEntry->id)]; if (!tmpscript || !tmpscript->pAreaTrigger) return false; return tmpscript->pAreaTrigger(player, atEntry); } TRINITY_DLL_EXPORT CreatureAI* GetAI(Creature *_Creature) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->GetAI) return NULL; return tmpscript->GetAI(_Creature); } TRINITY_DLL_EXPORT bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets) { Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId]; if (!tmpscript || !tmpscript->pItemUse) return false; return tmpscript->pItemUse(player,_Item,targets); } TRINITY_DLL_EXPORT bool ReceiveEmote( Player *player, Creature *_Creature, uint32 emote ) { Script *tmpscript = m_scripts[_Creature->GetScriptId()]; if (!tmpscript || !tmpscript->pReceiveEmote) return false; return tmpscript->pReceiveEmote(player, _Creature, emote); } TRINITY_DLL_EXPORT InstanceData* CreateInstanceData(Map *map) { if (!map->IsDungeon()) return NULL; Script *tmpscript = m_scripts[((InstanceMap*)map)->GetScriptId()]; if (!tmpscript || !tmpscript->GetInstanceData) return NULL; return tmpscript->GetInstanceData(map); }