/* 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