/* Copyright (C) 2008-2010 Trinity * * Thanks to the original authors: ScriptDev2 * * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ #ifndef SC_SCRIPTMGR_H #define SC_SCRIPTMGR_H #include "Common.h" #include "Platform/CompilerDefs.h" #include "DBCStructure.h" #include "Config/ConfigEnv.h" class Player; class Creature; class CreatureAI; class InstanceData; class Quest; class Item; class GameObject; class SpellCastTargets; class Map; class Unit; class WorldObject; struct ItemPrototype; #define MAX_SCRIPTS 5000 //72 bytes each (approx 351kb) #define VISIBLE_RANGE (166.0f) //MAX visible range (size of grid) #define DEFAULT_TEXT "" 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), 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) {} 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 ); 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*); void RegisterSelf(); }; class ScriptMgr { public: ScriptMgr(); ~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); 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); }; //Config file accessors //std::string GetConfigValueStr(char const* option); //int32 GetConfigValueInt32(char const* option); //float GetConfigValueFloat(char const* option); //Generic scripting text function void DoScriptText(int32 textEntry, WorldObject* pSource, Unit *pTarget = NULL); #if COMPILER == COMPILER_GNU #define FUNC_PTR(name,callconvention,returntype,parameters) typedef returntype(*name)parameters __attribute__ ((callconvention)); #else #define FUNC_PTR(name, callconvention, returntype, parameters) typedef returntype(callconvention *name)parameters; #endif #define sScriptMgr Trinity::Singleton::Instance() #endif