/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "ScriptMgr.h" #include "Chat.h" #include "Config.h" #include "Creature.h" #include "CreatureAIImpl.h" #include "DatabaseEnv.h" #include "DBCStores.h" #include "GossipDef.h" #include "InstanceScript.h" #include "Item.h" #include "LFGScripts.h" #include "Log.h" #include "MapManager.h" #include "ObjectMgr.h" #include "OutdoorPvPMgr.h" #include "Player.h" #include "ScriptReloadMgr.h" #include "ScriptSystem.h" #include "SmartAI.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "SpellScript.h" #include "Transport.h" #include "Vehicle.h" #include "Weather.h" #include "WorldPacket.h" #include "WorldSession.h" // Trait which indicates whether this script type // must be assigned in the database. template struct is_script_database_bound : std::false_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; template<> struct is_script_database_bound : std::true_type { }; enum Spells { SPELL_HOTSWAP_VISUAL_SPELL_EFFECT = 40162 // 59084 }; class ScriptRegistryInterface { public: ScriptRegistryInterface() { } virtual ~ScriptRegistryInterface() { } ScriptRegistryInterface(ScriptRegistryInterface const&) = delete; ScriptRegistryInterface(ScriptRegistryInterface&&) = delete; ScriptRegistryInterface& operator= (ScriptRegistryInterface const&) = delete; ScriptRegistryInterface& operator= (ScriptRegistryInterface&&) = delete; /// Removes all scripts associated with the given script context. /// Requires ScriptRegistryBase::SwapContext to be called after all transfers have finished. virtual void ReleaseContext(std::string const& context) = 0; /// Injects and updates the changed script objects. virtual void SwapContext(bool initialize) = 0; /// Removes the scripts used by this registry from the given container. /// Used to find unused script names. virtual void RemoveUsedScriptsFromContainer(std::unordered_set& scripts) = 0; /// Unloads the script registry. virtual void Unload() = 0; }; template class ScriptRegistry; class ScriptRegistryCompositum : public ScriptRegistryInterface { ScriptRegistryCompositum() { } template friend class ScriptRegistry; /// Type erasure wrapper for objects class DeleteableObjectBase { public: DeleteableObjectBase() { } virtual ~DeleteableObjectBase() { } DeleteableObjectBase(DeleteableObjectBase const&) = delete; DeleteableObjectBase& operator= (DeleteableObjectBase const&) = delete; }; template class DeleteableObject : public DeleteableObjectBase { public: DeleteableObject(T&& object) : _object(std::forward(object)) { } private: T _object; }; public: void SetScriptNameInContext(std::string const& scriptname, std::string const& context) { ASSERT(_scriptnames_to_context.find(scriptname) == _scriptnames_to_context.end(), "Scriptname was assigned to this context already!"); _scriptnames_to_context.insert(std::make_pair(scriptname, context)); } std::string const& GetScriptContextOfScriptName(std::string const& scriptname) const { auto itr = _scriptnames_to_context.find(scriptname); ASSERT(itr != _scriptnames_to_context.end() && "Given scriptname doesn't exist!"); return itr->second; } void ReleaseContext(std::string const& context) final override { for (auto const registry : _registries) registry->ReleaseContext(context); // Clear the script names in context after calling the release hooks // since it's possible that new references to a shared library // are acquired when releasing. for (auto itr = _scriptnames_to_context.begin(); itr != _scriptnames_to_context.end();) if (itr->second == context) itr = _scriptnames_to_context.erase(itr); else ++itr; } void SwapContext(bool initialize) final override { for (auto const registry : _registries) registry->SwapContext(initialize); DoDelayedDelete(); } void RemoveUsedScriptsFromContainer(std::unordered_set& scripts) final override { for (auto const registry : _registries) registry->RemoveUsedScriptsFromContainer(scripts); } void Unload() final override { for (auto const registry : _registries) registry->Unload(); } template void QueueForDelayedDelete(T&& any) { _delayed_delete_queue.push_back( std::make_unique< DeleteableObject::type> >(std::forward(any)) ); } static ScriptRegistryCompositum* Instance() { static ScriptRegistryCompositum instance; return &instance; } private: void Register(ScriptRegistryInterface* registry) { _registries.insert(registry); } void DoDelayedDelete() { _delayed_delete_queue.clear(); } std::unordered_set _registries; std::vector> _delayed_delete_queue; std::unordered_map< std::string /*script name*/, std::string /*context*/ > _scriptnames_to_context; }; #define sScriptRegistryCompositum ScriptRegistryCompositum::Instance() template class SpecializedScriptRegistry; // This is the global static registry of scripts. template class ScriptRegistry final : public SpecializedScriptRegistry< ScriptType, is_script_database_bound::value> { ScriptRegistry() { sScriptRegistryCompositum->Register(this); } public: static ScriptRegistry* Instance() { static ScriptRegistry instance; return &instance; } void LogDuplicatedScriptPointerError(ScriptType const* first, ScriptType const* second) { // 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. TC_LOG_ERROR("scripts", "Script '%s' has same memory pointer as '%s'.", first->GetName().c_str(), second->GetName().c_str()); } }; class ScriptRegistrySwapHookBase { public: ScriptRegistrySwapHookBase() { } virtual ~ScriptRegistrySwapHookBase() { } ScriptRegistrySwapHookBase(ScriptRegistrySwapHookBase const&) = delete; ScriptRegistrySwapHookBase(ScriptRegistrySwapHookBase&&) = delete; ScriptRegistrySwapHookBase& operator= (ScriptRegistrySwapHookBase const&) = delete; ScriptRegistrySwapHookBase& operator= (ScriptRegistrySwapHookBase&&) = delete; /// Called before the actual context release happens virtual void BeforeReleaseContext(std::string const& /*context*/) { } /// Called before SwapContext virtual void BeforeSwapContext(bool /*initialize*/) { } /// Called before Unload virtual void BeforeUnload() { } }; template class ScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { }; /// This hook is responsible for swapping OutdoorPvP's template class UnsupportedScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { public: void BeforeReleaseContext(std::string const& context) final override { auto const bounds = static_cast(this)->_ids_of_contexts.equal_range(context); ASSERT(bounds.first == bounds.second); } }; /// This hook is responsible for swapping Creature and GameObject AI's template class CreatureGameObjectScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { template class AIFunctionMapWorker { public: template AIFunctionMapWorker(T&& worker) : _worker(std::forward(worker)) { } void Visit(std::unordered_map& objects) { _worker(objects); } template void Visit(std::unordered_map&) { } private: W _worker; }; class AsyncCastHotswapEffectEvent : public BasicEvent { public: explicit AsyncCastHotswapEffectEvent(Unit* owner) : owner_(owner) { } bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override { owner_->CastSpell(owner_, SPELL_HOTSWAP_VISUAL_SPELL_EFFECT, true); return true; } private: Unit* owner_; }; // Hook which is called before a creature is swapped static void UnloadResetScript(Creature* creature) { // Remove deletable events only, // otherwise it causes crashes with non-deletable spell events. creature->m_Events.KillAllEvents(false); if (creature->IsCharmed()) creature->RemoveCharmedBy(nullptr); ASSERT(!creature->IsCharmed(), "There is a disabled AI which is still loaded."); if (creature->IsAlive()) creature->AI()->EnterEvadeMode(); } static void UnloadDestroyScript(Creature* creature) { bool const destroyed = creature->AIM_Destroy(); ASSERT(destroyed, "Destroying the AI should never fail here!"); (void)destroyed; ASSERT(!creature->AI(), "The AI should be null here!"); } // Hook which is called before a gameobject is swapped static void UnloadResetScript(GameObject* gameobject) { gameobject->AI()->Reset(); } static void UnloadDestroyScript(GameObject* gameobject) { gameobject->AIM_Destroy(); ASSERT(!gameobject->AI(), "The AI should be null here!"); } // Hook which is called after a creature was swapped static void LoadInitializeScript(Creature* creature) { ASSERT(!creature->AI(), "The AI should be null here!"); if (creature->IsAlive()) creature->ClearUnitState(UNIT_STATE_EVADE); bool const created = creature->AIM_Create(); ASSERT(created, "Creating the AI should never fail here!"); (void)created; } static void LoadResetScript(Creature* creature) { if (!creature->IsAlive()) return; creature->AI()->InitializeAI(); if (creature->GetVehicleKit()) creature->GetVehicleKit()->Reset(); creature->AI()->EnterEvadeMode(); // Cast a dummy visual spell asynchronously here to signal // that the AI was hot swapped creature->m_Events.AddEvent(new AsyncCastHotswapEffectEvent(creature), creature->m_Events.CalculateTime(0)); } // Hook which is called after a gameobject was swapped static void LoadInitializeScript(GameObject* gameobject) { ASSERT(!gameobject->AI(), "The AI should be null here!"); gameobject->AIM_Initialize(); } static void LoadResetScript(GameObject* gameobject) { gameobject->AI()->Reset(); } static Creature* GetEntityFromMap(std::common_type, Map* map, ObjectGuid const& guid) { return map->GetCreature(guid); } static GameObject* GetEntityFromMap(std::common_type, Map* map, ObjectGuid const& guid) { return map->GetGameObject(guid); } template static void VisitObjectsToSwapOnMap(Map* map, std::unordered_set const& idsToRemove, T visitor) { auto evaluator = [&](std::unordered_map& objects) { for (auto object : objects) { // When the script Id of the script isn't removed in this // context change, do nothing. if (idsToRemove.find(object.second->GetScriptId()) != idsToRemove.end()) visitor(object.second); } }; AIFunctionMapWorker::type> worker(std::move(evaluator)); TypeContainerVisitor containerVisitor(worker); containerVisitor.Visit(map->GetObjectsStore()); } static void DestroyScriptIdsFromSet(std::unordered_set const& idsToRemove) { // First reset all swapped scripts safe by guid // Skip creatures and gameobjects with an empty guid // (that were not added to the world as of now) sMapMgr->DoForAllMaps([&](Map* map) { std::vector guidsToReset; VisitObjectsToSwapOnMap(map, idsToRemove, [&](ObjectType* object) { if (object->AI() && !object->GetGUID().IsEmpty()) guidsToReset.push_back(object->GetGUID()); }); for (ObjectGuid const& guid : guidsToReset) { if (auto entity = GetEntityFromMap(std::common_type{}, map, guid)) UnloadResetScript(entity); } VisitObjectsToSwapOnMap(map, idsToRemove, [&](ObjectType* object) { // Destroy the scripts instantly UnloadDestroyScript(object); }); }); } static void InitializeScriptIdsFromSet(std::unordered_set const& idsToRemove) { sMapMgr->DoForAllMaps([&](Map* map) { std::vector guidsToReset; VisitObjectsToSwapOnMap(map, idsToRemove, [&](ObjectType* object) { if (!object->AI() && !object->GetGUID().IsEmpty()) { // Initialize the script LoadInitializeScript(object); guidsToReset.push_back(object->GetGUID()); } }); for (ObjectGuid const& guid : guidsToReset) { // Reset the script if (auto entity = GetEntityFromMap(std::common_type{}, map, guid)) { if (!entity->AI()) LoadInitializeScript(entity); LoadResetScript(entity); } } }); } public: void BeforeReleaseContext(std::string const& context) final override { auto idsToRemove = static_cast(this)->GetScriptIDsToRemove(context); DestroyScriptIdsFromSet(idsToRemove); // Add the new ids which are removed to the global ids to remove set ids_removed_.insert(idsToRemove.begin(), idsToRemove.end()); } void BeforeSwapContext(bool initialize) override { // Never swap creature or gameobject scripts when initializing if (initialize) return; // Add the recently added scripts to the deleted scripts to replace // default AI's with recently added core scripts. ids_removed_.insert(static_cast(this)->GetRecentlyAddedScriptIDs().begin(), static_cast(this)->GetRecentlyAddedScriptIDs().end()); DestroyScriptIdsFromSet(ids_removed_); InitializeScriptIdsFromSet(ids_removed_); ids_removed_.clear(); } void BeforeUnload() final override { ASSERT(ids_removed_.empty()); } private: std::unordered_set ids_removed_; }; // This hook is responsible for swapping CreatureAI's template class ScriptRegistrySwapHooks : public CreatureGameObjectScriptRegistrySwapHooks< Creature, CreatureScript, Base > { }; // This hook is responsible for swapping GameObjectAI's template class ScriptRegistrySwapHooks : public CreatureGameObjectScriptRegistrySwapHooks< GameObject, GameObjectScript, Base > { }; /// This hook is responsible for swapping BattlefieldScripts template class ScriptRegistrySwapHooks : public UnsupportedScriptRegistrySwapHooks { }; /// This hook is responsible for swapping BattlegroundScript's template class ScriptRegistrySwapHooks : public UnsupportedScriptRegistrySwapHooks { }; /// This hook is responsible for swapping OutdoorPvP's template class ScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { public: ScriptRegistrySwapHooks() : swapped(false) { } void BeforeReleaseContext(std::string const& context) final override { auto const bounds = static_cast(this)->_ids_of_contexts.equal_range(context); if ((!swapped) && (bounds.first != bounds.second)) { swapped = true; sOutdoorPvPMgr->Die(); } } void BeforeSwapContext(bool initialize) override { // Never swap outdoor pvp scripts when initializing if ((!initialize) && swapped) { sOutdoorPvPMgr->InitOutdoorPvP(); swapped = false; } } void BeforeUnload() final override { ASSERT(!swapped); } private: bool swapped; }; /// This hook is responsible for swapping InstanceMapScript's template class ScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { public: ScriptRegistrySwapHooks() : swapped(false) { } void BeforeReleaseContext(std::string const& context) final override { auto const bounds = static_cast(this)->_ids_of_contexts.equal_range(context); if (bounds.first != bounds.second) swapped = true; } void BeforeSwapContext(bool /*initialize*/) override { swapped = false; } void BeforeUnload() final override { ASSERT(!swapped); } private: bool swapped; }; /// This hook is responsible for swapping SpellScriptLoader's template class ScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { public: ScriptRegistrySwapHooks() : swapped(false) { } void BeforeReleaseContext(std::string const& context) final override { auto const bounds = static_cast(this)->_ids_of_contexts.equal_range(context); if (bounds.first != bounds.second) swapped = true; } void BeforeSwapContext(bool /*initialize*/) override { if (swapped) { sObjectMgr->ValidateSpellScripts(); swapped = false; } } void BeforeUnload() final override { ASSERT(!swapped); } private: bool swapped; }; // Database bound script registry template class SpecializedScriptRegistry : public ScriptRegistryInterface, public ScriptRegistrySwapHooks> { template friend class UnsupportedScriptRegistrySwapHooks; template friend class ScriptRegistrySwapHooks; template friend class CreatureGameObjectScriptRegistrySwapHooks; public: SpecializedScriptRegistry() { } typedef std::unordered_map< uint32 /*script id*/, std::unique_ptr > ScriptStoreType; typedef typename ScriptStoreType::iterator ScriptStoreIteratorType; void ReleaseContext(std::string const& context) final override { this->BeforeReleaseContext(context); auto const bounds = _ids_of_contexts.equal_range(context); for (auto itr = bounds.first; itr != bounds.second; ++itr) _scripts.erase(itr->second); } void SwapContext(bool initialize) final override { this->BeforeSwapContext(initialize); _recently_added_ids.clear(); } void RemoveUsedScriptsFromContainer(std::unordered_set& scripts) final override { for (auto const& script : _scripts) scripts.erase(script.second->GetName()); } void Unload() final override { this->BeforeUnload(); ASSERT(_recently_added_ids.empty(), "Recently added script ids should be empty here!"); _scripts.clear(); _ids_of_contexts.clear(); } // Adds a database bound script void AddScript(ScriptType* script) { ASSERT(script, "Tried to call AddScript with a nullpointer!"); ASSERT(!sScriptMgr->GetCurrentScriptContext().empty(), "Tried to register a script without being in a valid script context!"); std::unique_ptr script_ptr(script); // 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). if (uint32 const id = sObjectMgr->GetScriptId(script->GetName())) { // Try to find an existing script. for (auto const& stored_script : _scripts) { // If the script names match... if (stored_script.second->GetName() == script->GetName()) { // If the script is already assigned -> delete it! ABORT_MSG("Script '%s' already assigned with the same script name, " "so the script can't work.", script->GetName().c_str()); // Error that should be fixed ASAP. sScriptRegistryCompositum->QueueForDelayedDelete(std::move(script_ptr)); ABORT(); return; } } // If the script isn't assigned -> assign it! _scripts.insert(std::make_pair(id, std::move(script_ptr))); _ids_of_contexts.insert(std::make_pair(sScriptMgr->GetCurrentScriptContext(), id)); _recently_added_ids.insert(id); sScriptRegistryCompositum->SetScriptNameInContext(script->GetName(), sScriptMgr->GetCurrentScriptContext()); } else { // The script uses a script name from database, but isn't assigned to anything. TC_LOG_ERROR("sql.sql", "Script named '%s' does not have a script name assigned in database.", script->GetName().c_str()); // Avoid calling "delete script;" because we are currently in the script constructor // In a valid scenario this will not happen because every script has a name assigned in the database sScriptRegistryCompositum->QueueForDelayedDelete(std::move(script_ptr)); return; } } // Gets a script by its ID (assigned by ObjectMgr). ScriptType* GetScriptById(uint32 id) { auto const itr = _scripts.find(id); if (itr != _scripts.end()) return itr->second.get(); return nullptr; } ScriptStoreType& GetScripts() { return _scripts; } protected: // Returns the script id's which are registered to a certain context std::unordered_set GetScriptIDsToRemove(std::string const& context) const { // Create a set of all ids which are removed std::unordered_set scripts_to_remove; auto const bounds = _ids_of_contexts.equal_range(context); for (auto itr = bounds.first; itr != bounds.second; ++itr) scripts_to_remove.insert(itr->second); return scripts_to_remove; } std::unordered_set const& GetRecentlyAddedScriptIDs() const { return _recently_added_ids; } private: ScriptStoreType _scripts; // Scripts of a specific context std::unordered_multimap _ids_of_contexts; // Script id's which were registered recently std::unordered_set _recently_added_ids; }; /// This hook is responsible for swapping CommandScript's template class ScriptRegistrySwapHooks : public ScriptRegistrySwapHookBase { public: void BeforeReleaseContext(std::string const& /*context*/) final override { ChatHandler::invalidateCommandTable(); } void BeforeSwapContext(bool /*initialize*/) override { ChatHandler::invalidateCommandTable(); } void BeforeUnload() final override { ChatHandler::invalidateCommandTable(); } }; // Database unbound script registry template class SpecializedScriptRegistry : public ScriptRegistryInterface, public ScriptRegistrySwapHooks> { template friend class ScriptRegistrySwapHooks; public: typedef std::unordered_multimap> ScriptStoreType; typedef typename ScriptStoreType::iterator ScriptStoreIteratorType; SpecializedScriptRegistry() { } void ReleaseContext(std::string const& context) final override { this->BeforeReleaseContext(context); _scripts.erase(context); } void SwapContext(bool initialize) final override { this->BeforeSwapContext(initialize); } void RemoveUsedScriptsFromContainer(std::unordered_set& scripts) final override { for (auto const& script : _scripts) scripts.erase(script.second->GetName()); } void Unload() final override { this->BeforeUnload(); _scripts.clear(); } // Adds a non database bound script void AddScript(ScriptType* script) { ASSERT(script, "Tried to call AddScript with a nullpointer!"); ASSERT(!sScriptMgr->GetCurrentScriptContext().empty(), "Tried to register a script without being in a valid script context!"); std::unique_ptr script_ptr(script); for (auto const& entry : _scripts) if (entry.second.get() == script) { static_cast*>(this)-> LogDuplicatedScriptPointerError(script, entry.second.get()); sScriptRegistryCompositum->QueueForDelayedDelete(std::move(script_ptr)); return; } // We're dealing with a code-only script, just add it. _scripts.insert(std::make_pair(sScriptMgr->GetCurrentScriptContext(), std::move(script_ptr))); } ScriptStoreType& GetScripts() { return _scripts; } private: ScriptStoreType _scripts; }; // Utility macros to refer to the script registry. #define SCR_REG_MAP(T) ScriptRegistry::ScriptStoreType #define SCR_REG_ITR(T) ScriptRegistry::ScriptStoreIteratorType #define SCR_REG_LST(T) ScriptRegistry::Instance()->GetScripts() // Utility macros for looping over scripts. #define FOR_SCRIPTS(T, C, E) \ if (!SCR_REG_LST(T).empty()) \ for (SCR_REG_ITR(T) 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_ITR(T) 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::Instance()->GetScriptById(I); \ if (!V) \ return; #define GET_SCRIPT_RET(T, I, V, R) \ T* V = ScriptRegistry::Instance()->GetScriptById(I); \ if (!V) \ return R; struct TSpellSummary { uint8 Targets; // set of enum SelectTarget uint8 Effects; // set of enum SelectEffect } *SpellSummary; ScriptObject::ScriptObject(char const* name) : _name(name) { sScriptMgr->IncreaseScriptCount(); } ScriptObject::~ScriptObject() { sScriptMgr->DecreaseScriptCount(); } ScriptMgr::ScriptMgr() : _scriptCount(0), _script_loader_callback(nullptr) { } ScriptMgr::~ScriptMgr() { } ScriptMgr* ScriptMgr::instance() { static ScriptMgr instance; return &instance; } void ScriptMgr::Initialize() { ASSERT(sSpellMgr->GetSpellInfo(SPELL_HOTSWAP_VISUAL_SPELL_EFFECT) && "Reload hotswap spell effect for creatures isn't valid!"); uint32 oldMSTime = getMSTime(); LoadDatabase(); TC_LOG_INFO("server.loading", "Loading C++ scripts"); FillSpellSummary(); // Load core scripts SetScriptContext(GetNameOfStaticContext()); // SmartAI AddSC_SmartScripts(); // LFGScripts lfg::AddSC_LFGScripts(); // Load all static linked scripts through the script loader function. ASSERT(_script_loader_callback, "Script loader callback wasn't registered!"); _script_loader_callback(); // Initialize all dynamic scripts // and finishes the context switch to do // bulk loading sScriptReloadMgr->Initialize(); // Loads all scripts from the current context sScriptMgr->SwapScriptContext(true); // Print unused script names. std::unordered_set unusedScriptNames( sObjectMgr->GetAllScriptNames().begin(), sObjectMgr->GetAllScriptNames().end()); // Remove the used scripts from the given container. sScriptRegistryCompositum->RemoveUsedScriptsFromContainer(unusedScriptNames); for (std::string const& scriptName : unusedScriptNames) { // Avoid complaining about empty script names since the // script name container contains a placeholder as the 0 element. if (scriptName.empty()) continue; TC_LOG_ERROR("sql.sql", "ScriptName '%s' exists in database, " "but no core script found!", scriptName.c_str()); } TC_LOG_INFO("server.loading", ">> Loaded %u C++ scripts in %u ms", GetScriptCount(), GetMSTimeDiffToNow(oldMSTime)); } void ScriptMgr::SetScriptContext(std::string const& context) { _currentContext = context; } void ScriptMgr::SwapScriptContext(bool initialize) { sScriptRegistryCompositum->SwapContext(initialize); _currentContext.clear(); } std::string const& ScriptMgr::GetNameOfStaticContext() { static std::string const name = "___static___"; return name; } void ScriptMgr::ReleaseScriptContext(std::string const& context) { sScriptRegistryCompositum->ReleaseContext(context); } std::shared_ptr ScriptMgr::AcquireModuleReferenceOfScriptName(std::string const& scriptname) const { #ifdef TRINITY_API_USE_DYNAMIC_LINKING // Returns the reference to the module of the given scriptname return ScriptReloadMgr::AcquireModuleReferenceOfContext( sScriptRegistryCompositum->GetScriptContextOfScriptName(scriptname)); #else (void)scriptname; // Something went wrong when this function is used in // a static linked context. WPAbort(); #endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING } void ScriptMgr::Unload() { sScriptRegistryCompositum->Unload(); delete[] SpellSummary; delete[] UnitAI::AISpellInfo; } void ScriptMgr::LoadDatabase() { sScriptSystemMgr->LoadScriptWaypoints(); sScriptSystemMgr->LoadScriptSplineChains(); } void ScriptMgr::FillSpellSummary() { UnitAI::FillAISpellInfo(); SpellSummary = new TSpellSummary[sSpellMgr->GetSpellInfoStoreSize()]; SpellInfo const* pTempSpell; for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i) { SpellSummary[i].Effects = 0; SpellSummary[i].Targets = 0; pTempSpell = sSpellMgr->GetSpellInfo(i); // This spell doesn't exist. if (!pTempSpell) continue; for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j) { // Spell targets self. if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); // Spell targets a single enemy. if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1); // Spell targets AoE at enemy. if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1); // Spell targets an enemy. if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1); // Spell targets a single friend (or self). if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1); // Spell targets AoE friends. if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1); // Spell targets any friend (or self). if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY || pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1); // Make sure that this spell includes a damage effect. if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_SCHOOL_DAMAGE || pTempSpell->Effects[j].Effect == SPELL_EFFECT_INSTAKILL || pTempSpell->Effects[j].Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE || pTempSpell->Effects[j].Effect == 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->Effects[j].Effect == SPELL_EFFECT_HEAL || pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL_MAX_HEALTH || pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL_MECHANICAL || (pTempSpell->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA && pTempSpell->Effects[j].ApplyAuraName == 8)) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1); // Make sure that this spell applies an aura. if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1); } } } template void CreateSpellOrAuraScripts(uint32 spellId, std::vector& scriptVector, F&& extractor, O* objectInvoker) { SpellScriptsBounds bounds = sObjectMgr->GetSpellScriptsBounds(spellId); for (auto itr = bounds.first; itr != bounds.second; ++itr) { // When the script is disabled continue with the next one if (!itr->second.second) continue; SpellScriptLoader* tmpscript = sScriptMgr->GetSpellScriptLoader(itr->second.first); if (!tmpscript) continue; T* script = (*tmpscript.*extractor)(); if (!script) continue; script->_Init(&tmpscript->GetName(), spellId); if (!script->_Load(objectInvoker)) { delete script; continue; } scriptVector.push_back(script); } } void ScriptMgr::CreateSpellScripts(uint32 spellId, std::vector& scriptVector, Spell* invoker) const { CreateSpellOrAuraScripts(spellId, scriptVector, &SpellScriptLoader::GetSpellScript, invoker); } void ScriptMgr::CreateAuraScripts(uint32 spellId, std::vector& scriptVector, Aura* invoker) const { CreateSpellOrAuraScripts(spellId, scriptVector, &SpellScriptLoader::GetAuraScript, invoker); } SpellScriptLoader* ScriptMgr::GetSpellScriptLoader(uint32 scriptId) { return ScriptRegistry::Instance()->GetScriptById(scriptId); } void ScriptMgr::OnNetworkStart() { FOREACH_SCRIPT(ServerScript)->OnNetworkStart(); } void ScriptMgr::OnNetworkStop() { FOREACH_SCRIPT(ServerScript)->OnNetworkStop(); } void ScriptMgr::OnSocketOpen(std::shared_ptr socket) { ASSERT(socket); FOREACH_SCRIPT(ServerScript)->OnSocketOpen(socket); } void ScriptMgr::OnSocketClose(std::shared_ptr socket) { ASSERT(socket); FOREACH_SCRIPT(ServerScript)->OnSocketClose(socket); } void ScriptMgr::OnPacketReceive(WorldSession* session, WorldPacket const& packet) { if (SCR_REG_LST(ServerScript).empty()) return; WorldPacket copy(packet); FOREACH_SCRIPT(ServerScript)->OnPacketReceive(session, copy); } void ScriptMgr::OnPacketSend(WorldSession* session, WorldPacket const& packet) { ASSERT(session); if (SCR_REG_LST(ServerScript).empty()) return; WorldPacket copy(packet); FOREACH_SCRIPT(ServerScript)->OnPacketSend(session, copy); } 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::OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask) { FOREACH_SCRIPT(WorldScript)->OnShutdownInitiate(code, mask); } void ScriptMgr::OnShutdownCancel() { FOREACH_SCRIPT(WorldScript)->OnShutdownCancel(); } void ScriptMgr::OnWorldUpdate(uint32 diff) { FOREACH_SCRIPT(WorldScript)->OnUpdate(diff); } void ScriptMgr::OnHonorCalculation(float& honor, uint8 level, float multiplier) { FOREACH_SCRIPT(FormulaScript)->OnHonorCalculation(honor, level, multiplier); } void ScriptMgr::OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel) { FOREACH_SCRIPT(FormulaScript)->OnGrayLevelCalculation(grayLevel, playerLevel); } void ScriptMgr::OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel) { FOREACH_SCRIPT(FormulaScript)->OnColorCodeCalculation(color, playerLevel, mobLevel); } void ScriptMgr::OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel) { FOREACH_SCRIPT(FormulaScript)->OnZeroDifferenceCalculation(diff, playerLevel); } void ScriptMgr::OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content) { FOREACH_SCRIPT(FormulaScript)->OnBaseGainCalculation(gain, playerLevel, mobLevel, content); } void ScriptMgr::OnGainCalculation(uint32& gain, Player* player, Unit* unit) { ASSERT(player); ASSERT(unit); FOREACH_SCRIPT(FormulaScript)->OnGainCalculation(gain, player, unit); } void ScriptMgr::OnGroupRateCalculation(float& rate, uint32 count, bool isRaid) { FOREACH_SCRIPT(FormulaScript)->OnGroupRateCalculation(rate, count, isRaid); } #define SCR_MAP_BGN(M, V, I, E, C, T) \ if (V->GetEntry() && V->GetEntry()->T()) \ { \ FOR_SCRIPTS(M, I, E) \ { \ MapEntry const* C = I->second->GetEntry(); \ if (!C) \ continue; \ if (C->ID == V->GetId()) \ { #define SCR_MAP_END \ return; \ } \ } \ } void ScriptMgr::OnCreateMap(Map* map) { ASSERT(map); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); 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::OnDestroyMap(Map* map) { ASSERT(map); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); 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::OnLoadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy) { ASSERT(map); ASSERT(gmap); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); itr->second->OnLoadGridMap(map, gmap, gx, gy); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnLoadGridMap((InstanceMap*)map, gmap, gx, gy); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnLoadGridMap((BattlegroundMap*)map, gmap, gx, gy); SCR_MAP_END; } void ScriptMgr::OnUnloadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy) { ASSERT(map); ASSERT(gmap); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); itr->second->OnUnloadGridMap(map, gmap, gx, gy); SCR_MAP_END; SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon); itr->second->OnUnloadGridMap((InstanceMap*)map, gmap, gx, gy); SCR_MAP_END; SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground); itr->second->OnUnloadGridMap((BattlegroundMap*)map, gmap, gx, gy); SCR_MAP_END; } void ScriptMgr::OnPlayerEnterMap(Map* map, Player* player) { ASSERT(map); ASSERT(player); FOREACH_SCRIPT(PlayerScript)->OnMapChanged(player); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); 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; } void ScriptMgr::OnPlayerLeaveMap(Map* map, Player* player) { ASSERT(map); ASSERT(player); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); 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; } void ScriptMgr::OnMapUpdate(Map* map, uint32 diff) { ASSERT(map); SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsWorldMap); 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; } #undef SCR_MAP_BGN #undef SCR_MAP_END InstanceScript* ScriptMgr::CreateInstanceData(InstanceMap* map) { ASSERT(map); GET_SCRIPT_RET(InstanceMapScript, map->GetScriptId(), tmpscript, nullptr); return tmpscript->GetInstanceScript(map); } bool ScriptMgr::OnQuestAccept(Player* player, Item* item, Quest const* quest) { ASSERT(player); ASSERT(item); ASSERT(quest); GET_SCRIPT_RET(ItemScript, item->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestAccept(player, item, quest); } bool ScriptMgr::OnItemUse(Player* player, Item* item, SpellCastTargets const& targets) { ASSERT(player); ASSERT(item); GET_SCRIPT_RET(ItemScript, item->GetScriptId(), tmpscript, false); return tmpscript->OnUse(player, item, targets); } bool ScriptMgr::OnItemExpire(Player* player, ItemTemplate const* proto) { ASSERT(player); ASSERT(proto); GET_SCRIPT_RET(ItemScript, proto->ScriptId, tmpscript, false); return tmpscript->OnExpire(player, proto); } bool ScriptMgr::OnItemRemove(Player* player, Item* item) { ASSERT(player); ASSERT(item); GET_SCRIPT_RET(ItemScript, item->GetScriptId(), tmpscript, false); return tmpscript->OnRemove(player, item); } bool ScriptMgr::OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo const* spellInfo, Item* item) { ASSERT(player); ASSERT(victim); ASSERT(spellInfo); ASSERT(item); GET_SCRIPT_RET(ItemScript, item->GetScriptId(), tmpscript, true); return tmpscript->OnCastItemCombatSpell(player, victim, spellInfo, item); } CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature) { ASSERT(creature); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, nullptr); return tmpscript->GetAI(creature); } GameObjectAI* ScriptMgr::GetGameObjectAI(GameObject* gameobject) { ASSERT(gameobject); GET_SCRIPT_RET(GameObjectScript, gameobject->GetScriptId(), tmpscript, nullptr); return tmpscript->GetAI(gameobject); } bool ScriptMgr::OnAreaTrigger(Player* player, AreaTriggerEntry const* trigger) { ASSERT(player); ASSERT(trigger); GET_SCRIPT_RET(AreaTriggerScript, sObjectMgr->GetAreaTriggerScriptId(trigger->ID), tmpscript, false); return tmpscript->OnTrigger(player, trigger); } Battlefield* ScriptMgr::CreateBattlefield(uint32 scriptId) { GET_SCRIPT_RET(BattlefieldScript, scriptId, tmpscript, nullptr); return tmpscript->GetBattlefield(); } Battleground* ScriptMgr::CreateBattleground(BattlegroundTypeId /*typeId*/) { /// @todo Implement script-side battlegrounds. ABORT(); return nullptr; } OutdoorPvP* ScriptMgr::CreateOutdoorPvP(uint32 scriptId) { GET_SCRIPT_RET(OutdoorPvPScript, scriptId, tmpscript, nullptr); return tmpscript->GetOutdoorPvP(); } std::vector ScriptMgr::GetChatCommands() { std::vector table; FOR_SCRIPTS_RET(CommandScript, itr, end, table) { std::vector cmds = itr->second->GetCommands(); table.insert(table.end(), cmds.begin(), cmds.end()); } // Sort commands in alphabetical order std::sort(table.begin(), table.end(), [](ChatCommand const& a, ChatCommand const& b) { return strcmp(a.Name, b.Name) < 0; }); return table; } void ScriptMgr::OnWeatherChange(Weather* weather, WeatherState state, float grade) { ASSERT(weather); GET_SCRIPT(WeatherScript, weather->GetScriptId(), tmpscript); tmpscript->OnChange(weather, state, grade); } void ScriptMgr::OnWeatherUpdate(Weather* weather, uint32 diff) { ASSERT(weather); GET_SCRIPT(WeatherScript, weather->GetScriptId(), tmpscript); tmpscript->OnUpdate(weather, diff); } void ScriptMgr::OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry) { ASSERT(ah); ASSERT(entry); FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionAdd(ah, entry); } void ScriptMgr::OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry) { ASSERT(ah); ASSERT(entry); FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionRemove(ah, entry); } void ScriptMgr::OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry) { ASSERT(ah); ASSERT(entry); FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionSuccessful(ah, entry); } void ScriptMgr::OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry) { ASSERT(ah); ASSERT(entry); FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionExpire(ah, entry); } bool ScriptMgr::OnConditionCheck(Condition const* condition, ConditionSourceInfo& sourceInfo) { ASSERT(condition); GET_SCRIPT_RET(ConditionScript, condition->ScriptId, tmpscript, true); return tmpscript->OnConditionCheck(condition, sourceInfo); } void ScriptMgr::OnInstall(Vehicle* veh) { ASSERT(veh); ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT); GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript); tmpscript->OnInstall(veh); } void ScriptMgr::OnUninstall(Vehicle* veh) { ASSERT(veh); ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT); GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript); tmpscript->OnUninstall(veh); } void ScriptMgr::OnReset(Vehicle* veh) { ASSERT(veh); ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT); GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript); tmpscript->OnReset(veh); } void ScriptMgr::OnInstallAccessory(Vehicle* veh, Creature* accessory) { ASSERT(veh); ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT); ASSERT(accessory); GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript); tmpscript->OnInstallAccessory(veh, accessory); } void ScriptMgr::OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId) { ASSERT(veh); ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT); ASSERT(passenger); GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript); tmpscript->OnAddPassenger(veh, passenger, seatId); } void ScriptMgr::OnRemovePassenger(Vehicle* veh, Unit* passenger) { ASSERT(veh); ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT); ASSERT(passenger); GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript); tmpscript->OnRemovePassenger(veh, passenger); } void ScriptMgr::OnDynamicObjectUpdate(DynamicObject* dynobj, uint32 diff) { ASSERT(dynobj); FOR_SCRIPTS(DynamicObjectScript, itr, end) itr->second->OnUpdate(dynobj, diff); } void ScriptMgr::OnAddPassenger(Transport* transport, Player* player) { 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 ScriptMgr::OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z) { GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript); tmpscript->OnRelocate(transport, waypointId, mapId, x, y, z); } void ScriptMgr::OnStartup() { FOREACH_SCRIPT(WorldScript)->OnStartup(); } void ScriptMgr::OnShutdown() { FOREACH_SCRIPT(WorldScript)->OnShutdown(); } bool ScriptMgr::OnCriteriaCheck(uint32 scriptId, Player* source, Unit* target) { ASSERT(source); // target can be NULL. GET_SCRIPT_RET(AchievementCriteriaScript, scriptId, tmpscript, false); return tmpscript->OnCheck(source, target); } // Player void ScriptMgr::OnPVPKill(Player* killer, Player* killed) { FOREACH_SCRIPT(PlayerScript)->OnPVPKill(killer, killed); } void ScriptMgr::OnCreatureKill(Player* killer, Creature* killed) { FOREACH_SCRIPT(PlayerScript)->OnCreatureKill(killer, killed); } void ScriptMgr::OnPlayerKilledByCreature(Creature* killer, Player* killed) { FOREACH_SCRIPT(PlayerScript)->OnPlayerKilledByCreature(killer, killed); } void ScriptMgr::OnPlayerLevelChanged(Player* player, uint8 oldLevel) { FOREACH_SCRIPT(PlayerScript)->OnLevelChanged(player, oldLevel); } void ScriptMgr::OnPlayerFreeTalentPointsChanged(Player* player, uint32 points) { FOREACH_SCRIPT(PlayerScript)->OnFreeTalentPointsChanged(player, points); } void ScriptMgr::OnPlayerTalentsReset(Player* player, bool noCost) { FOREACH_SCRIPT(PlayerScript)->OnTalentsReset(player, noCost); } void ScriptMgr::OnPlayerMoneyChanged(Player* player, int32& amount) { FOREACH_SCRIPT(PlayerScript)->OnMoneyChanged(player, amount); } void ScriptMgr::OnPlayerMoneyLimit(Player* player, int32 amount) { FOREACH_SCRIPT(PlayerScript)->OnMoneyLimit(player, amount); } void ScriptMgr::OnGivePlayerXP(Player* player, uint32& amount, Unit* victim) { FOREACH_SCRIPT(PlayerScript)->OnGiveXP(player, amount, victim); } void ScriptMgr::OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental) { FOREACH_SCRIPT(PlayerScript)->OnReputationChange(player, factionID, standing, incremental); } void ScriptMgr::OnPlayerDuelRequest(Player* target, Player* challenger) { FOREACH_SCRIPT(PlayerScript)->OnDuelRequest(target, challenger); } void ScriptMgr::OnPlayerDuelStart(Player* player1, Player* player2) { FOREACH_SCRIPT(PlayerScript)->OnDuelStart(player1, player2); } void ScriptMgr::OnPlayerDuelEnd(Player* winner, Player* loser, DuelCompleteType type) { FOREACH_SCRIPT(PlayerScript)->OnDuelEnd(winner, loser, type); } void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg) { FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg); } void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Player* receiver) { FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, receiver); } void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group) { FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, group); } void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild) { FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, guild); } void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Channel* channel) { FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, channel); } void ScriptMgr::OnPlayerEmote(Player* player, uint32 emote) { FOREACH_SCRIPT(PlayerScript)->OnEmote(player, emote); } void ScriptMgr::OnPlayerTextEmote(Player* player, uint32 textEmote, uint32 emoteNum, ObjectGuid guid) { FOREACH_SCRIPT(PlayerScript)->OnTextEmote(player, textEmote, emoteNum, guid); } void ScriptMgr::OnPlayerSpellCast(Player* player, Spell* spell, bool skipCheck) { FOREACH_SCRIPT(PlayerScript)->OnSpellCast(player, spell, skipCheck); } void ScriptMgr::OnPlayerLogin(Player* player, bool firstLogin) { FOREACH_SCRIPT(PlayerScript)->OnLogin(player, firstLogin); } void ScriptMgr::OnPlayerLogout(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnLogout(player); } void ScriptMgr::OnPlayerCreate(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnCreate(player); } void ScriptMgr::OnPlayerDelete(ObjectGuid guid, uint32 accountId) { FOREACH_SCRIPT(PlayerScript)->OnDelete(guid, accountId); } void ScriptMgr::OnPlayerFailedDelete(ObjectGuid guid, uint32 accountId) { FOREACH_SCRIPT(PlayerScript)->OnFailedDelete(guid, accountId); } void ScriptMgr::OnPlayerSave(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnSave(player); } void ScriptMgr::OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent, uint8 extendState) { FOREACH_SCRIPT(PlayerScript)->OnBindToInstance(player, difficulty, mapid, permanent, extendState); } void ScriptMgr::OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea) { FOREACH_SCRIPT(PlayerScript)->OnUpdateZone(player, newZone, newArea); } void ScriptMgr::OnQuestStatusChange(Player* player, uint32 questId) { FOREACH_SCRIPT(PlayerScript)->OnQuestStatusChange(player, questId); } void ScriptMgr::OnPlayerRepop(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnPlayerRepop(player); } void ScriptMgr::OnQuestObjectiveProgress(Player* player, Quest const* quest, uint32 objectiveIndex, uint16 progress) { FOREACH_SCRIPT(PlayerScript)->OnQuestObjectiveProgress(player, quest, objectiveIndex, progress); } void ScriptMgr::OnMovieComplete(Player* player, uint32 movieId) { FOREACH_SCRIPT(PlayerScript)->OnMovieComplete(player, movieId); } // Account void ScriptMgr::OnAccountLogin(uint32 accountId) { FOREACH_SCRIPT(AccountScript)->OnAccountLogin(accountId); } void ScriptMgr::OnFailedAccountLogin(uint32 accountId) { FOREACH_SCRIPT(AccountScript)->OnFailedAccountLogin(accountId); } void ScriptMgr::OnEmailChange(uint32 accountId) { FOREACH_SCRIPT(AccountScript)->OnEmailChange(accountId); } void ScriptMgr::OnFailedEmailChange(uint32 accountId) { FOREACH_SCRIPT(AccountScript)->OnFailedEmailChange(accountId); } void ScriptMgr::OnPasswordChange(uint32 accountId) { FOREACH_SCRIPT(AccountScript)->OnPasswordChange(accountId); } void ScriptMgr::OnFailedPasswordChange(uint32 accountId) { FOREACH_SCRIPT(AccountScript)->OnFailedPasswordChange(accountId); } // Guild void ScriptMgr::OnGuildAddMember(Guild* guild, Player* player, uint8& plRank) { FOREACH_SCRIPT(GuildScript)->OnAddMember(guild, player, plRank); } void ScriptMgr::OnGuildRemoveMember(Guild* guild, Player* player, bool isDisbanding, bool isKicked) { FOREACH_SCRIPT(GuildScript)->OnRemoveMember(guild, player, isDisbanding, isKicked); } void ScriptMgr::OnGuildMOTDChanged(Guild* guild, const std::string& newMotd) { FOREACH_SCRIPT(GuildScript)->OnMOTDChanged(guild, newMotd); } void ScriptMgr::OnGuildInfoChanged(Guild* guild, const std::string& newInfo) { FOREACH_SCRIPT(GuildScript)->OnInfoChanged(guild, newInfo); } void ScriptMgr::OnGuildCreate(Guild* guild, Player* leader, const std::string& name) { FOREACH_SCRIPT(GuildScript)->OnCreate(guild, leader, name); } void ScriptMgr::OnGuildDisband(Guild* guild) { FOREACH_SCRIPT(GuildScript)->OnDisband(guild); } void ScriptMgr::OnGuildMemberWitdrawMoney(Guild* guild, Player* player, uint32 &amount, bool isRepair) { FOREACH_SCRIPT(GuildScript)->OnMemberWitdrawMoney(guild, player, amount, isRepair); } void ScriptMgr::OnGuildMemberDepositMoney(Guild* guild, Player* player, uint32 &amount) { FOREACH_SCRIPT(GuildScript)->OnMemberDepositMoney(guild, player, amount); } void ScriptMgr::OnGuildItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId, bool isDestBank, uint8 destContainer, uint8 destSlotId) { FOREACH_SCRIPT(GuildScript)->OnItemMove(guild, player, pItem, isSrcBank, srcContainer, srcSlotId, isDestBank, destContainer, destSlotId); } void ScriptMgr::OnGuildEvent(Guild* guild, uint8 eventType, ObjectGuid::LowType playerGuid1, ObjectGuid::LowType playerGuid2, uint8 newRank) { FOREACH_SCRIPT(GuildScript)->OnEvent(guild, eventType, playerGuid1, playerGuid2, newRank); } void ScriptMgr::OnGuildBankEvent(Guild* guild, uint8 eventType, uint8 tabId, ObjectGuid::LowType playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId) { FOREACH_SCRIPT(GuildScript)->OnBankEvent(guild, eventType, tabId, playerGuid, itemOrMoney, itemStackCount, destTabId); } // Group void ScriptMgr::OnGroupAddMember(Group* group, ObjectGuid guid) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnAddMember(group, guid); } void ScriptMgr::OnGroupInviteMember(Group* group, ObjectGuid guid) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnInviteMember(group, guid); } void ScriptMgr::OnGroupRemoveMember(Group* group, ObjectGuid guid, RemoveMethod method, ObjectGuid kicker, char const* reason) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnRemoveMember(group, guid, method, kicker, reason); } void ScriptMgr::OnGroupChangeLeader(Group* group, ObjectGuid newLeaderGuid, ObjectGuid oldLeaderGuid) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnChangeLeader(group, newLeaderGuid, oldLeaderGuid); } void ScriptMgr::OnGroupDisband(Group* group) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnDisband(group); } // Unit void ScriptMgr::OnHeal(Unit* healer, Unit* reciever, uint32& gain) { FOREACH_SCRIPT(UnitScript)->OnHeal(healer, reciever, gain); } void ScriptMgr::OnDamage(Unit* attacker, Unit* victim, uint32& damage) { FOREACH_SCRIPT(UnitScript)->OnDamage(attacker, victim, damage); } void ScriptMgr::ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage) { FOREACH_SCRIPT(UnitScript)->ModifyPeriodicDamageAurasTick(target, attacker, damage); } void ScriptMgr::ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage) { FOREACH_SCRIPT(UnitScript)->ModifyMeleeDamage(target, attacker, damage); } void ScriptMgr::ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage) { FOREACH_SCRIPT(UnitScript)->ModifySpellDamageTaken(target, attacker, damage); } void ScriptMgr::ModifyVehiclePassengerExitPos(Unit* passenger, Vehicle* vehicle, Position& pos) { FOREACH_SCRIPT(UnitScript)->ModifyVehiclePassengerExitPos(passenger, vehicle, pos); FOREACH_SCRIPT(CreatureScript)->ModifyVehiclePassengerExitPos(passenger, vehicle, pos); } SpellScriptLoader::SpellScriptLoader(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } ServerScript::ServerScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } WorldScript::WorldScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } FormulaScript::FormulaScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } UnitScript::UnitScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } WorldMapScript::WorldMapScript(char const* name, uint32 mapId) : ScriptObject(name), MapScript(sMapStore.LookupEntry(mapId)) { if (!GetEntry()) TC_LOG_ERROR("scripts", "Invalid WorldMapScript for %u; no such map ID.", mapId); if (GetEntry() && !GetEntry()->IsWorldMap()) TC_LOG_ERROR("scripts", "WorldMapScript for map %u is invalid.", mapId); ScriptRegistry::Instance()->AddScript(this); } InstanceMapScript::InstanceMapScript(char const* name, uint32 mapId) : ScriptObject(name), MapScript(sMapStore.LookupEntry(mapId)) { if (!GetEntry()) TC_LOG_ERROR("scripts", "Invalid InstanceMapScript for %u; no such map ID.", mapId); if (GetEntry() && !GetEntry()->IsDungeon()) TC_LOG_ERROR("scripts", "InstanceMapScript for map %u is invalid.", mapId); ScriptRegistry::Instance()->AddScript(this); } BattlegroundMapScript::BattlegroundMapScript(char const* name, uint32 mapId) : ScriptObject(name), MapScript(sMapStore.LookupEntry(mapId)) { if (!GetEntry()) TC_LOG_ERROR("scripts", "Invalid BattlegroundMapScript for %u; no such map ID.", mapId); if (GetEntry() && !GetEntry()->IsBattleground()) TC_LOG_ERROR("scripts", "BattlegroundMapScript for map %u is invalid.", mapId); ScriptRegistry::Instance()->AddScript(this); } ItemScript::ItemScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } CreatureScript::CreatureScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } GameObjectScript::GameObjectScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } AreaTriggerScript::AreaTriggerScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } bool OnlyOnceAreaTriggerScript::OnTrigger(Player* player, AreaTriggerEntry const* trigger) { uint32 const triggerId = trigger->ID; if (InstanceScript* instance = player->GetInstanceScript()) { if (instance->IsAreaTriggerDone(triggerId)) return true; else instance->MarkAreaTriggerDone(triggerId); } return _OnTrigger(player, trigger); } void OnlyOnceAreaTriggerScript::ResetAreaTriggerDone(InstanceScript* script, uint32 triggerId) { script->ResetAreaTriggerDone(triggerId); } void OnlyOnceAreaTriggerScript::ResetAreaTriggerDone(Player const* player, AreaTriggerEntry const* trigger) { if (InstanceScript* instance = player->GetInstanceScript()) ResetAreaTriggerDone(instance, trigger->ID); } BattlefieldScript::BattlefieldScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } BattlegroundScript::BattlegroundScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } OutdoorPvPScript::OutdoorPvPScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } CommandScript::CommandScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } WeatherScript::WeatherScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } AuctionHouseScript::AuctionHouseScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } ConditionScript::ConditionScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } VehicleScript::VehicleScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } DynamicObjectScript::DynamicObjectScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } TransportScript::TransportScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } AchievementCriteriaScript::AchievementCriteriaScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } PlayerScript::PlayerScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } AccountScript::AccountScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } GuildScript::GuildScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } GroupScript::GroupScript(char const* name) : ScriptObject(name) { ScriptRegistry::Instance()->AddScript(this); } // Specialize for each script type class like so: template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry; template class TC_GAME_API ScriptRegistry;