aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Scripting/ScriptMgr.h
blob: df5af95ac309fd62897c88c4d6fb8d730d90b36f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * 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 <http://www.gnu.org/licenses/>.
 */

#ifndef SC_SCRIPTMGR_H
#define SC_SCRIPTMGR_H

#include "Common.h"
#include <ace/Singleton.h>
#include <ace/Atomic_Op.h>

#include "DBCStores.h"
#include "SharedDefines.h"
#include "World.h"
#include "Weather.h"

class AuctionHouseObject;
class AuraScript;
class Battleground;
class BattlegroundMap;
class Channel;
class ChatCommand;
class Creature;
class CreatureAI;
class DynamicObject;
class GameObject;
class GameObjectAI;
class Guild;
class GridMap;
class Group;
class InstanceMap;
class InstanceScript;
class Item;
class Map;
class OutdoorPvP;
class Player;
class Quest;
class ScriptMgr;
class Spell;
class SpellScript;
class SpellCastTargets;
class Transport;
class Unit;
class Vehicle;
class WorldPacket;
class WorldSocket;
class WorldObject;

struct AchievementCriteriaData;
struct AuctionEntry;
struct ConditionSourceInfo;
struct Condition;
struct ItemTemplate;
struct OutdoorPvPData;

#define VISIBLE_RANGE       166.0f                          //MAX visible range (size of grid)


/*
    TODO: Add more script type classes.

    MailScript
    SessionScript
    CollisionScript
    ArenaTeamScript

*/

/*
    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;

        private:

            void RegisterSelf();

        protected:

            MyScriptType(const char* name, uint32 someId)
                : ScriptObject(name), _someId(someId)
            {
                ScriptRegistry<MyScriptType>::AddScript(this);
            }

        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;
    }

    Next, you need to add a specialization for ScriptRegistry. Put this in the bottom of
    ScriptMgr.cpp:

    template class 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:

        // 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; }

    protected:

        ScriptObject(const char* name)
            : _name(name)
        {
        }

        virtual ~ScriptObject()
        {
        }

    private:

        const std::string _name;
};

template<class TObject> class UpdatableScript
{
    protected:

        UpdatableScript()
        {
        }

    public:

        virtual void OnUpdate(TObject* /*obj*/, uint32 /*diff*/) { }
};

class SpellScriptLoader : public ScriptObject
{
    protected:

        SpellScriptLoader(const char* name);

    public:

        bool IsDatabaseBound() const { return true; }

        // Should return a fully valid SpellScript pointer.
        virtual SpellScript* GetSpellScript() const { return NULL; }

        // Should return a fully valid AuraScript pointer.
        virtual AuraScript* GetAuraScript() const { return NULL; }
};

class ServerScript : public ScriptObject
{
    protected:

        ServerScript(const char* name);

    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
{
    protected:

        WorldScript(const char* name);

    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 OnShutdownInitiate(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(uint32 /*diff*/) { }

        // Called when the world is started.
        virtual void OnStartup() { }

        // Called when the world is actually shut down.
        virtual void OnShutdown() { }
};

class FormulaScript : public ScriptObject
{
    protected:

        FormulaScript(const char* name);

    public:

        // Called after calculating honor.
        virtual void OnHonorCalculation(float& /*honor*/, uint8 /*level*/, float /*multiplier*/) { }

        // Called after gray level calculation.
        virtual void OnGrayLevelCalculation(uint8& /*grayLevel*/, uint8 /*playerLevel*/) { }

        // Called after calculating experience color.
        virtual void OnColorCodeCalculation(XPColorChar& /*color*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/) { }

        // Called after calculating zero difference.
        virtual void OnZeroDifferenceCalculation(uint8& /*diff*/, uint8 /*playerLevel*/) { }

        // Called after calculating base experience gain.
        virtual void OnBaseGainCalculation(uint32& /*gain*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/, ContentLevels /*content*/) { }

        // Called after calculating experience gain.
        virtual void OnGainCalculation(uint32& /*gain*/, Player* /*player*/, Unit* /*unit*/) { }

        // Called when calculating the experience rate for group experience.
        virtual void OnGroupRateCalculation(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(LOG_FILTER_TSCR, "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*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { }

        // Called when a grid map is unloaded.
        virtual void OnUnloadGridMap(TMap* /*map*/, GridMap* /*gmap*/, 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);
};

class InstanceMapScript : public ScriptObject, public MapScript<InstanceMap>
{
    protected:

        InstanceMapScript(const char* name, uint32 mapId);

    public:

        bool IsDatabaseBound() const { return true; }

        // Gets an InstanceScript object for this instance.
        virtual InstanceScript* GetInstanceScript(InstanceMap* /*map*/) const { return NULL; }
};

class BattlegroundMapScript : public ScriptObject, public MapScript<BattlegroundMap>
{
    protected:

        BattlegroundMapScript(const char* name, uint32 mapId);
};

class ItemScript : public ScriptObject
{
    protected:

        ItemScript(const char* name);

    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*/, ItemTemplate const* /*proto*/) { return false; }
};

class CreatureScript : public ScriptObject, public UpdatableScript<Creature>
{
    protected:

        CreatureScript(const char* name);

    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 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return 100; }

        // Called when a CreatureAI object is needed for the creature.
        virtual CreatureAI* GetAI(Creature* /*creature*/) const { return NULL; }
};

class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
{
    protected:

        GameObjectScript(const char* name);

    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 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return 100; }

        // Called when the game object is destroyed (destructible buildings only).
        virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }

        // Called when the game object is damaged (destructible buildings only).
        virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { }

        // Called when the game object loot state is changed.
        virtual void OnLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { }

        // Called when the game object state is changed.
        virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { }

        // Called when a GameObjectAI object is needed for the gameobject.
        virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return NULL; }
};

class AreaTriggerScript : public ScriptObject
{
    protected:

        AreaTriggerScript(const char* name);

    public:

        bool IsDatabaseBound() const { return true; }

        // Called when the area trigger is activated by a player.
        virtual bool OnTrigger(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) { return false; }
};

class BattlegroundScript : public ScriptObject
{
    protected:

        BattlegroundScript(const char* name);

    public:

        bool IsDatabaseBound() const { return true; }

        // Should return a fully valid Battleground object for the type ID.
        virtual Battleground* GetBattleground() const = 0;
};

class OutdoorPvPScript : public ScriptObject
{
    protected:

        OutdoorPvPScript(const char* name);

    public:

        bool IsDatabaseBound() const { return true; }

        // Should return a fully valid OutdoorPvP object for the type ID.
        virtual OutdoorPvP* GetOutdoorPvP() const = 0;
};

class CommandScript : public ScriptObject
{
    protected:

        CommandScript(const char* name);

    public:

        // Should return a pointer to a valid command table (ChatCommand array) to be used by ChatHandler.
        virtual ChatCommand* GetCommands() const = 0;
};

class WeatherScript : public ScriptObject, public UpdatableScript<Weather>
{
    protected:

        WeatherScript(const char* name);

    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);

    public:

        // Called when an auction is added to an auction house.
        virtual void OnAuctionAdd(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { }

        // Called when an auction is removed from an auction house.
        virtual void OnAuctionRemove(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { }

        // Called when an auction was succesfully completed.
        virtual void OnAuctionSuccessful(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { }

        // Called when an auction expires.
        virtual void OnAuctionExpire(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { }
};

class ConditionScript : public ScriptObject
{
    protected:

        ConditionScript(const char* name);

    public:

        bool IsDatabaseBound() const { return true; }

        // Called when a single condition is checked for a player.
        virtual bool OnConditionCheck(Condition* /*condition*/, ConditionSourceInfo& /*sourceInfo*/) { return true; }
};

class VehicleScript : public ScriptObject
{
    protected:

        VehicleScript(const char* name);

    public:

        // Called after a vehicle is installed.
        virtual void OnInstall(Vehicle* /*veh*/) { }

        // Called after a vehicle is uninstalled.
        virtual void OnUninstall(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);
};

class TransportScript : public ScriptObject, public UpdatableScript<Transport>
{
    protected:

        TransportScript(const char* name);

    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*/) { }

        // Called when a transport moves.
        virtual void OnRelocate(Transport* /*transport*/, uint32 /*waypointId*/, uint32 /*mapId*/, float /*x*/, float /*y*/, float /*z*/) { }
};

class AchievementCriteriaScript : public ScriptObject
{
    protected:

        AchievementCriteriaScript(const char* name);

    public:

        bool IsDatabaseBound() const { return true; }

        // Called when an additional criteria is checked.
        virtual bool OnCheck(Player* source, Unit* target) = 0;
};

class PlayerScript : public ScriptObject
{
    protected:

        PlayerScript(const char* name);

    public:

        // Called when a player kills another player
        virtual void OnPVPKill(Player* /*killer*/, Player* /*killed*/) { }

        // Called when a player kills a creature
        virtual void OnCreatureKill(Player* /*killer*/, Creature* /*killed*/) { }

        // Called when a player is killed by a creature
        virtual void OnPlayerKilledByCreature(Creature* /*killer*/, Player* /*killed*/) { }

        // Called when a player's level changes (right before the level is applied)
        virtual void OnLevelChanged(Player* /*player*/, uint8 /*newLevel*/) { }

        // Called when a player's free talent points change (right before the change is applied)
        virtual void OnFreeTalentPointsChanged(Player* /*player*/, uint32 /*points*/) { }

        // Called when a player's talent points are reset (right before the reset is done)
        virtual void OnTalentsReset(Player* /*player*/, bool /*noCost*/) { }

        // Called when a player's money is modified (before the modification is done)
        virtual void OnMoneyChanged(Player* /*player*/, int32& /*amount*/) { }

        // Called when a player gains XP (before anything is given)
        virtual void OnGiveXP(Player* /*player*/, uint32& /*amount*/, Unit* /*victim*/) { }

        // Called when a player's reputation changes (before it is actually changed)
        virtual void OnReputationChange(Player* /*player*/, uint32 /*factionId*/, int32& /*standing*/, bool /*incremental*/) { }

        // Called when a duel is requested
        virtual void OnDuelRequest(Player* /*target*/, Player* /*challenger*/) { }

        // Called when a duel starts (after 3s countdown)
        virtual void OnDuelStart(Player* /*player1*/, Player* /*player2*/) { }

        // Called when a duel ends
        virtual void OnDuelEnd(Player* /*winner*/, Player* /*loser*/, DuelCompleteType /*type*/) { }

        // The following methods are called when a player sends a chat message.
        virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/) { }

        virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Player* /*receiver*/) { }

        virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Group* /*group*/) { }

        virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Guild* /*guild*/) { }

        virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Channel* /*channel*/) { }

        // Both of the below are called on emote opcodes.
        virtual void OnEmote(Player* /*player*/, uint32 /*emote*/) { }

        virtual void OnTextEmote(Player* /*player*/, uint32 /*textEmote*/, uint32 /*emoteNum*/, uint64 /*guid*/) { }

        // Called in Spell::Cast.
        virtual void OnSpellCast(Player* /*player*/, Spell* /*spell*/, bool /*skipCheck*/) { }

        // Called when a player logs in.
        virtual void OnLogin(Player* /*player*/) { }

        // Called when a player logs out.
        virtual void OnLogout(Player* /*player*/) { }

        // Called when a player is created.
        virtual void OnCreate(Player* /*player*/) { }

        // Called when a player is deleted.
        virtual void OnDelete(uint64 /*guid*/) { }

        // Called when a player is bound to an instance
        virtual void OnBindToInstance(Player* /*player*/, Difficulty /*difficulty*/, uint32 /*mapId*/, bool /*permanent*/) { }

        // Called when a player switches to a new zone
        virtual void OnUpdateZone(Player* /*player*/, uint32 /*newZone*/, uint32 /*newArea*/) { }
};

class GuildScript : public ScriptObject
{
    protected:

        GuildScript(const char* name);

    public:

        bool IsDatabaseBound() const { return false; }

        // Called when a member is added to the guild.
        virtual void OnAddMember(Guild* /*guild*/, Player* /*player*/, uint8& /*plRank*/) { }

        // Called when a member is removed from the guild.
        virtual void OnRemoveMember(Guild* /*guild*/, Player* /*player*/, bool /*isDisbanding*/, bool /*isKicked*/) { }

        // Called when the guild MOTD (message of the day) changes.
        virtual void OnMOTDChanged(Guild* /*guild*/, const std::string& /*newMotd*/) { }

        // Called when the guild info is altered.
        virtual void OnInfoChanged(Guild* /*guild*/, const std::string& /*newInfo*/) { }

        // Called when a guild is created.
        virtual void OnCreate(Guild* /*guild*/, Player* /*leader*/, const std::string& /*name*/) { }

        // Called when a guild is disbanded.
        virtual void OnDisband(Guild* /*guild*/) { }

        // Called when a guild member withdraws money from a guild bank.
        virtual void OnMemberWitdrawMoney(Guild* /*guild*/, Player* /*player*/, uint32& /*amount*/, bool /*isRepair*/) { }

        // Called when a guild member deposits money in a guild bank.
        virtual void OnMemberDepositMoney(Guild* /*guild*/, Player* /*player*/, uint32& /*amount*/) { }

        // Called when a guild member moves an item in a guild bank.
        virtual void OnItemMove(Guild* /*guild*/, Player* /*player*/, Item* /*pItem*/, bool /*isSrcBank*/, uint8 /*srcContainer*/, uint8 /*srcSlotId*/,
            bool /*isDestBank*/, uint8 /*destContainer*/, uint8 /*destSlotId*/) { }

        virtual void OnEvent(Guild* /*guild*/, uint8 /*eventType*/, uint32 /*playerGuid1*/, uint32 /*playerGuid2*/, uint8 /*newRank*/) { }

        virtual void OnBankEvent(Guild* /*guild*/, uint8 /*eventType*/, uint8 /*tabId*/, uint32 /*playerGuid*/, uint32 /*itemOrMoney*/, uint16 /*itemStackCount*/, uint8 /*destTabId*/) { }
};

class GroupScript : public ScriptObject
{
    protected:

        GroupScript(const char* name);

    public:

        bool IsDatabaseBound() const { return false; }

        // Called when a member is added to a group.
        virtual void OnAddMember(Group* /*group*/, uint64 /*guid*/) { }

        // Called when a member is invited to join a group.
        virtual void OnInviteMember(Group* /*group*/, uint64 /*guid*/) { }

        // Called when a member is removed from a group.
        virtual void OnRemoveMember(Group* /*group*/, uint64 /*guid*/, RemoveMethod /*method*/, uint64 /*kicker*/, const char* /*reason*/) { }

        // Called when the leader of a group is changed.
        virtual void OnChangeLeader(Group* /*group*/, uint64 /*newLeaderGuid*/, uint64 /*oldLeaderGuid*/) { }

        // Called when a group is disbanded.
        virtual void OnDisband(Group* /*group*/) { }
};

// 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;

    private:

        ScriptMgr();
        virtual ~ScriptMgr();

    public: /* Initialization */

        void Initialize();
        void LoadDatabase();
        void FillSpellSummary();

        const char* ScriptsVersion() const { return "Integrated Trinity Scripts"; }

        void IncrementScriptCount() { ++_scriptCount; }
        uint32 GetScriptCount() const { return _scriptCount; }

    public: /* Unloading */

        void Unload();

    public: /* SpellScriptLoader */

        void CreateSpellScripts(uint32 spellId, std::list<SpellScript*>& scriptVector);
        void CreateAuraScripts(uint32 spellId, std::list<AuraScript*>& scriptVector);
        void CreateSpellScriptLoaders(uint32 spellId, std::vector<std::pair<SpellScriptLoader*, std::multimap<uint32, uint32>::iterator> >& scriptVector);

    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 OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
        void OnShutdownCancel();
        void OnWorldUpdate(uint32 diff);
        void OnStartup();
        void OnShutdown();

    public: /* FormulaScript */

        void OnHonorCalculation(float& honor, uint8 level, float multiplier);
        void OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel);
        void OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel);
        void OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel);
        void OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content);
        void OnGainCalculation(uint32& gain, Player* player, Unit* unit);
        void OnGroupRateCalculation(float& rate, uint32 count, bool isRaid);

    public: /* MapScript */

        void OnCreateMap(Map* map);
        void OnDestroyMap(Map* map);
        void OnLoadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy);
        void OnUnloadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy);
        void OnPlayerEnterMap(Map* map, Player* player);
        void OnPlayerLeaveMap(Map* map, Player* player);
        void OnMapUpdate(Map* map, uint32 diff);

    public: /* InstanceMapScript */

        InstanceScript* 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, ItemTemplate 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(GameObject* go, Player* player);
        void OnGameObjectDamaged(GameObject* go, Player* player);
        void OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit);
        void OnGameObjectStateChanged(GameObject* go, uint32 state);
        void OnGameObjectUpdate(GameObject* go, uint32 diff);
        GameObjectAI* GetGameObjectAI(GameObject* go);

    public: /* AreaTriggerScript */

        bool OnAreaTrigger(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 OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry);
        void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry);
        void OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry);

    public: /* ConditionScript */

        bool OnConditionCheck(Condition* condition, ConditionSourceInfo& sourceInfo);

    public: /* VehicleScript */

        void OnInstall(Vehicle* veh);
        void OnUninstall(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);
        void OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z);

    public: /* AchievementCriteriaScript */

        bool OnCriteriaCheck(uint32 scriptId, Player* source, Unit* target);

    public: /* PlayerScript */

        void OnPVPKill(Player* killer, Player* killed);
        void OnCreatureKill(Player* killer, Creature* killed);
        void OnPlayerKilledByCreature(Creature* killer, Player* killed);
        void OnPlayerLevelChanged(Player* player, uint8 oldLevel);
        void OnPlayerFreeTalentPointsChanged(Player* player, uint32 newPoints);
        void OnPlayerTalentsReset(Player* player, bool noCost);
        void OnPlayerMoneyChanged(Player* player, int32& amount);
        void OnGivePlayerXP(Player* player, uint32& amount, Unit* victim);
        void OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental);
        void OnPlayerDuelRequest(Player* target, Player* challenger);
        void OnPlayerDuelStart(Player* player1, Player* player2);
        void OnPlayerDuelEnd(Player* winner, Player* loser, DuelCompleteType type);
        void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg);
        void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Player* receiver);
        void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group);
        void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild);
        void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Channel* channel);
        void OnPlayerEmote(Player* player, uint32 emote);
        void OnPlayerTextEmote(Player* player, uint32 textEmote, uint32 emoteNum, uint64 guid);
        void OnPlayerSpellCast(Player* player, Spell* spell, bool skipCheck);
        void OnPlayerLogin(Player* player);
        void OnPlayerLogout(Player* player);
        void OnPlayerCreate(Player* player);
        void OnPlayerDelete(uint64 guid);
        void OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent);
        void OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea);

    public: /* GuildScript */

        void OnGuildAddMember(Guild* guild, Player* player, uint8& plRank);
        void OnGuildRemoveMember(Guild* guild, Player* player, bool isDisbanding, bool isKicked);
        void OnGuildMOTDChanged(Guild* guild, const std::string& newMotd);
        void OnGuildInfoChanged(Guild* guild, const std::string& newInfo);
        void OnGuildCreate(Guild* guild, Player* leader, const std::string& name);
        void OnGuildDisband(Guild* guild);
        void OnGuildMemberWitdrawMoney(Guild* guild, Player* player, uint32 &amount, bool isRepair);
        void OnGuildMemberDepositMoney(Guild* guild, Player* player, uint32 &amount);
        void OnGuildItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId,
            bool isDestBank, uint8 destContainer, uint8 destSlotId);
        void OnGuildEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank);
        void OnGuildBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId);

    public: /* GroupScript */

        void OnGroupAddMember(Group* group, uint64 guid);
        void OnGroupInviteMember(Group* group, uint64 guid);
        void OnGroupRemoveMember(Group* group, uint64 guid, RemoveMethod method, uint64 kicker, const char* reason);
        void OnGroupChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid);
        void OnGroupDisband(Group* group);

    public: /* Scheduled scripts */

        uint32 IncreaseScheduledScriptsCount() { return ++_scheduledScripts; }
        uint32 DecreaseScheduledScriptCount() { return --_scheduledScripts; }
        uint32 DecreaseScheduledScriptCount(size_t count) { return _scheduledScripts -= count; }
        bool IsScriptScheduled() const { return _scheduledScripts > 0; }

    private:

        uint32 _scriptCount;

        //atomic op counter for active scripts amount
        ACE_Atomic_Op<ACE_Thread_Mutex, long> _scheduledScripts;
};

#endif