/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2 * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "ScriptMgr.h" #include "Config.h" #include "DatabaseEnv.h" #include "DBCStores.h" #include "ObjectMgr.h" #include "OutdoorPvPMgr.h" #include "ScriptLoader.h" #include "ScriptSystem.h" #include "Transport.h" #include "Vehicle.h" #include "SpellInfo.h" #include "SpellScript.h" #include "GossipDef.h" #include "CreatureAI.h" #include "Player.h" #include "WorldPacket.h" #include "Chat.h" // This is the global static registry of scripts. /*template class ScriptRegistry { public: typedef std::map ScriptMap; typedef typename ScriptMap::iterator ScriptMapIterator; // The actual list of scripts. This will be accessed concurrently, so it must not be modified // after server startup. static ScriptMap ScriptPointerList; static void AddScript(TScript* const script) { ASSERT(script); // 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. for (ScriptMapIterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it) { if (it->second == script) { sLog->outError("Script '%s' has same memory pointer as '%s'.", script->GetName().c_str(), it->second->GetName().c_str()); return; } } if (script->IsDatabaseBound()) { // 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). uint32 id = sObjectMgr->GetScriptId(script->GetName().c_str()); if (id) { // Try to find an existing script. bool existing = false; for (ScriptMapIterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it) { // If the script names match... if (it->second->GetName() == script->GetName()) { // ... It exists. existing = true; break; } } // If the script isn't assigned -> assign it! if (!existing) { ScriptPointerList[id] = script; sScriptMgr->IncrementScriptCount(); } else { // If the script is already assigned -> delete it! sLog->outError("Script '%s' already assigned with the same script name, so the script can't work.", script->GetName().c_str()); ASSERT(false); // Error that should be fixed ASAP. } } else { // The script uses a script name from database, but isn't assigned to anything. if (script->GetName().find("example") == std::string::npos && script->GetName().find("Smart") == std::string::npos) sLog->outErrorDb("Script named '%s' does not have a script name assigned in database.", script->GetName().c_str()); } } else { // We're dealing with a code-only script; just add it. ScriptPointerList[_scriptIdCounter++] = script; sScriptMgr->IncrementScriptCount(); } } // Gets a script by its ID (assigned by ObjectMgr). static TScript* GetScriptById(uint32 id) { ScriptMapIterator it = ScriptPointerList.find(id); if (it != ScriptPointerList.end()) return it->second; return NULL; } private: // Counter used for code-only scripts. static uint32 _scriptIdCounter; };*/ // Utility macros to refer to the script registry. #define SCR_REG_MAP(T) ScriptRegistry::ScriptMap #define SCR_REG_ITR(T) ScriptRegistry::ScriptMapIterator #define SCR_REG_LST(T) ScriptRegistry::ScriptPointerList // Utility macros for looping over scripts. #define FOR_SCRIPTS(T, C, E) \ if (SCR_REG_LST(T).empty()) \ return; \ 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::GetScriptById(I); \ if (!V) \ return; #define GET_SCRIPT_RET(T, I, V, R) \ T* V = ScriptRegistry::GetScriptById(I); \ if (!V) \ return R; ScriptMgr::ScriptMgr() : _scriptCount(0), _scheduledScripts(0) { } ScriptMgr::~ScriptMgr() { } void ScriptMgr::Initialize() { AddScripts(); sLog->outString("Loading C++ scripts"); } void ScriptMgr::Unload() { #define SCR_CLEAR(T) \ for (SCR_REG_ITR(T) itr = SCR_REG_LST(T).begin(); itr != SCR_REG_LST(T).end(); ++itr) \ delete itr->second; \ SCR_REG_LST(T).clear(); // Clear scripts for every script type. SCR_CLEAR(SpellScriptLoader); SCR_CLEAR(ServerScript); SCR_CLEAR(WorldScript); SCR_CLEAR(FormulaScript); SCR_CLEAR(WorldMapScript); SCR_CLEAR(InstanceMapScript); SCR_CLEAR(BattlegroundMapScript); SCR_CLEAR(ItemScript); SCR_CLEAR(CreatureScript); SCR_CLEAR(GameObjectScript); SCR_CLEAR(AreaTriggerScript); SCR_CLEAR(BattlegroundScript); SCR_CLEAR(OutdoorPvPScript); SCR_CLEAR(CommandScript); SCR_CLEAR(WeatherScript); SCR_CLEAR(AuctionHouseScript); SCR_CLEAR(ConditionScript); SCR_CLEAR(VehicleScript); SCR_CLEAR(DynamicObjectScript); SCR_CLEAR(TransportScript); SCR_CLEAR(AchievementCriteriaScript); SCR_CLEAR(PlayerScript); SCR_CLEAR(GuildScript); SCR_CLEAR(GroupScript); #undef SCR_CLEAR } void ScriptMgr::LoadDatabase() { uint32 oldMSTime = getMSTime(); sScriptSystemMgr->LoadScriptWaypoints(); // Add all scripts that must be loaded after db/maps ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); ScriptRegistry::AddALScripts(); FillSpellSummary(); CheckIfScriptsInDatabaseExist(); sLog->outString(">> Loaded %u C++ scripts in %u ms", GetScriptCount(), GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } struct TSpellSummary { uint8 Targets; // set of enum SelectTarget uint8 Effects; // set of enum SelectEffect } *SpellSummary; void ScriptMgr::CheckIfScriptsInDatabaseExist() { ObjectMgr::ScriptNameContainer& sn = sObjectMgr->GetScriptNames(); for (ObjectMgr::ScriptNameContainer::iterator itr = sn.begin(); itr != sn.end(); ++itr) if (uint32 sid = sObjectMgr->GetScriptId((*itr).c_str())) { if (!ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid) && !ScriptRegistry::GetScriptById(sid)) sLog->outErrorDb("Script named '%s' is assigned in database, but has no code!", (*itr).c_str()); } } void ScriptMgr::FillSpellSummary() { 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); } } } void ScriptMgr::CreateSpellScripts(uint32 spellId, std::list& scriptVector) { SpellScriptsBounds bounds = sObjectMgr->GetSpellScriptsBounds(spellId); for (SpellScriptsContainer::iterator itr = bounds.first; itr != bounds.second; ++itr) { SpellScriptLoader* tmpscript = ScriptRegistry::GetScriptById(itr->second); if (!tmpscript) continue; SpellScript* script = tmpscript->GetSpellScript(); if (!script) continue; script->_Init(&tmpscript->GetName(), spellId); scriptVector.push_back(script); } } void ScriptMgr::CreateAuraScripts(uint32 spellId, std::list& scriptVector) { SpellScriptsBounds bounds = sObjectMgr->GetSpellScriptsBounds(spellId); for (SpellScriptsContainer::iterator itr = bounds.first; itr != bounds.second; ++itr) { SpellScriptLoader* tmpscript = ScriptRegistry::GetScriptById(itr->second); if (!tmpscript) continue; AuraScript* script = tmpscript->GetAuraScript(); if (!script) continue; script->_Init(&tmpscript->GetName(), spellId); scriptVector.push_back(script); } } void ScriptMgr::CreateSpellScriptLoaders(uint32 spellId, std::vector >& scriptVector) { SpellScriptsBounds bounds = sObjectMgr->GetSpellScriptsBounds(spellId); scriptVector.reserve(std::distance(bounds.first, bounds.second)); for (SpellScriptsContainer::iterator itr = bounds.first; itr != bounds.second; ++itr) { SpellScriptLoader* tmpscript = ScriptRegistry::GetScriptById(itr->second); if (!tmpscript) continue; scriptVector.push_back(std::make_pair(tmpscript, itr)); } } void ScriptMgr::OnNetworkStart() { FOREACH_SCRIPT(ServerScript)->OnNetworkStart(); } void ScriptMgr::OnNetworkStop() { FOREACH_SCRIPT(ServerScript)->OnNetworkStop(); } void ScriptMgr::OnSocketOpen(WorldSocket* socket) { ASSERT(socket); FOREACH_SCRIPT(ServerScript)->OnSocketOpen(socket); } void ScriptMgr::OnSocketClose(WorldSocket* socket, bool wasNew) { ASSERT(socket); FOREACH_SCRIPT(ServerScript)->OnSocketClose(socket, wasNew); } void ScriptMgr::OnOpenStateChange(bool open) { FOREACH_SCRIPT(WorldScript)->OnOpenStateChange(open); } void ScriptMgr::OnBeforeConfigLoad(bool reload) { FOREACH_SCRIPT(WorldScript)->OnBeforeConfigLoad(reload); } void ScriptMgr::OnAfterConfigLoad(bool reload) { FOREACH_SCRIPT(WorldScript)->OnAfterConfigLoad(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->MapID == 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(AllMapScript)->OnPlayerEnterAll(map, 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); FOREACH_SCRIPT(AllMapScript)->OnPlayerLeaveAll(map, 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::CreateInstanceScript(InstanceMap* map) { ASSERT(map); GET_SCRIPT_RET(InstanceMapScript, map->GetScriptId(), tmpscript, NULL); 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); } void ScriptMgr::OnGossipSelect(Player* player, Item* item, uint32 sender, uint32 action) { ASSERT(player); ASSERT(item); GET_SCRIPT(ItemScript, item->GetScriptId(), tmpscript); tmpscript->OnGossipSelect(player, item, sender, action); } void ScriptMgr::OnGossipSelectCode(Player* player, Item* item, uint32 sender, uint32 action, const char* code) { ASSERT(player); ASSERT(item); GET_SCRIPT(ItemScript, item->GetScriptId(), tmpscript); tmpscript->OnGossipSelectCode(player, item, sender, action, code); } void ScriptMgr::OnGossipSelect(Player* player, uint32 menu_id, uint32 sender, uint32 action) { FOREACH_SCRIPT(PlayerScript)->OnGossipSelect(player, menu_id, sender, action); } void ScriptMgr::OnGossipSelectCode(Player* player, uint32 menu_id, uint32 sender, uint32 action, const char* code) { FOREACH_SCRIPT(PlayerScript)->OnGossipSelectCode(player, menu_id, sender, action, code); } bool ScriptMgr::OnGossipHello(Player* player, Creature* creature) { ASSERT(player); ASSERT(creature); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnGossipHello(player, creature); } bool ScriptMgr::OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { ASSERT(player); ASSERT(creature); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); return tmpscript->OnGossipSelect(player, creature, sender, action); } bool ScriptMgr::OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code) { ASSERT(player); ASSERT(creature); ASSERT(code); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); return tmpscript->OnGossipSelectCode(player, creature, sender, action, code); } bool ScriptMgr::OnQuestAccept(Player* player, Creature* creature, Quest const* quest) { ASSERT(player); ASSERT(creature); ASSERT(quest); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestAccept(player, creature, quest); } bool ScriptMgr::OnQuestSelect(Player* player, Creature* creature, Quest const* quest) { ASSERT(player); ASSERT(creature); ASSERT(quest); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestSelect(player, creature, quest); } bool ScriptMgr::OnQuestComplete(Player* player, Creature* creature, Quest const* quest) { ASSERT(player); ASSERT(creature); ASSERT(quest); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestComplete(player, creature, quest); } bool ScriptMgr::OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt) { ASSERT(player); ASSERT(creature); ASSERT(quest); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestReward(player, creature, quest, opt); } uint32 ScriptMgr::GetDialogStatus(Player* player, Creature* creature) { ASSERT(player); ASSERT(creature); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, DIALOG_STATUS_SCRIPTED_NO_STATUS); player->PlayerTalkClass->ClearMenus(); return tmpscript->GetDialogStatus(player, creature); } CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature) { ASSERT(creature); GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, NULL); return tmpscript->GetAI(creature); } void ScriptMgr::OnCreatureUpdate(Creature* creature, uint32 diff) { ASSERT(creature); FOREACH_SCRIPT(AllCreatureScript)->OnAllCreatureUpdate(creature, diff); GET_SCRIPT(CreatureScript, creature->GetScriptId(), tmpscript); tmpscript->OnUpdate(creature, diff); } bool ScriptMgr::OnGossipHello(Player* player, GameObject* go) { ASSERT(player); ASSERT(go); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnGossipHello(player, go); } bool ScriptMgr::OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action) { ASSERT(player); ASSERT(go); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false); return tmpscript->OnGossipSelect(player, go, sender, action); } bool ScriptMgr::OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code) { ASSERT(player); ASSERT(go); ASSERT(code); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false); return tmpscript->OnGossipSelectCode(player, go, sender, action, code); } bool ScriptMgr::OnQuestAccept(Player* player, GameObject* go, Quest const* quest) { ASSERT(player); ASSERT(go); ASSERT(quest); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestAccept(player, go, quest); } bool ScriptMgr::OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt) { ASSERT(player); ASSERT(go); ASSERT(quest); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false); player->PlayerTalkClass->ClearMenus(); return tmpscript->OnQuestReward(player, go, quest, opt); } uint32 ScriptMgr::GetDialogStatus(Player* player, GameObject* go) { ASSERT(player); ASSERT(go); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, DIALOG_STATUS_SCRIPTED_NO_STATUS); player->PlayerTalkClass->ClearMenus(); return tmpscript->GetDialogStatus(player, go); } void ScriptMgr::OnGameObjectDestroyed(GameObject* go, Player* player) { ASSERT(go); GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript); tmpscript->OnDestroyed(go, player); } void ScriptMgr::OnGameObjectDamaged(GameObject* go, Player* player) { ASSERT(go); GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript); tmpscript->OnDamaged(go, player); } void ScriptMgr::OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit) { ASSERT(go); GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript); tmpscript->OnLootStateChanged(go, state, unit); } void ScriptMgr::OnGameObjectStateChanged(GameObject* go, uint32 state) { ASSERT(go); GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript); tmpscript->OnGameObjectStateChanged(go, state); } void ScriptMgr::OnGameObjectUpdate(GameObject* go, uint32 diff) { ASSERT(go); GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript); tmpscript->OnUpdate(go, diff); } GameObjectAI* ScriptMgr::GetGameObjectAI(GameObject* go) { ASSERT(go); GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, NULL); return tmpscript->GetAI(go); } 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); } Battleground* ScriptMgr::CreateBattleground(BattlegroundTypeId /*typeId*/) { // TODO: Implement script-side battlegrounds. ASSERT(false); return NULL; } OutdoorPvP* ScriptMgr::CreateOutdoorPvP(OutdoorPvPData const* data) { ASSERT(data); GET_SCRIPT_RET(OutdoorPvPScript, data->ScriptId, tmpscript, NULL); 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(), [](const ChatCommand& a, const ChatCommand&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* 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::OnPlayerReleasedGhost(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnPlayerReleasedGhost(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::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, uint64 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) { FOREACH_SCRIPT(PlayerScript)->OnLogin(player); } void ScriptMgr::OnPlayerLoadFromDB(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnLoadFromDB(player); } void ScriptMgr::OnPlayerLogout(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnLogout(player); } void ScriptMgr::OnPlayerCreate(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnCreate(player); } void ScriptMgr::OnPlayerDelete(uint64 guid) { FOREACH_SCRIPT(PlayerScript)->OnDelete(guid); } void ScriptMgr::OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent) { FOREACH_SCRIPT(PlayerScript)->OnBindToInstance(player, difficulty, mapid, permanent); } void ScriptMgr::OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea) { FOREACH_SCRIPT(PlayerScript)->OnUpdateZone(player, newZone, newArea); } void ScriptMgr::OnPlayerUpdateFaction(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnUpdateFaction(player); } void ScriptMgr::OnPlayerAddToBattleground(Player* player, Battleground *bg) { FOREACH_SCRIPT(PlayerScript)->OnAddToBattleground(player, bg); } void ScriptMgr::OnPlayerRemoveFromBattleground(Player* player, Battleground* bg) { FOREACH_SCRIPT(PlayerScript)->OnRemoveFromBattleground(player, bg); } void ScriptMgr::OnAchievementComplete(Player* player, AchievementEntry const* achievement) { FOREACH_SCRIPT(PlayerScript)->OnAchiComplete(player, achievement); } void ScriptMgr::OnCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria) { FOREACH_SCRIPT(PlayerScript)->OnCriteriaProgress(player, criteria); } void ScriptMgr::OnAchievementSave(SQLTransaction& trans, Player* player, uint16 achiId, CompletedAchievementData achiData) { FOREACH_SCRIPT(PlayerScript)->OnAchiSave(trans, player, achiId, achiData); } void ScriptMgr::OnCriteriaSave(SQLTransaction& trans, Player* player, uint16 critId, CriteriaProgress criteriaData) { FOREACH_SCRIPT(PlayerScript)->OnCriteriaSave(trans, player, critId, criteriaData); } void ScriptMgr::OnPlayerBeingCharmed(Player* player, Unit* charmer, uint32 oldFactionId, uint32 newFactionId) { FOREACH_SCRIPT(PlayerScript)->OnBeingCharmed(player, charmer, oldFactionId, newFactionId); } void ScriptMgr::OnAfterPlayerSetVisibleItemSlot(Player* player, uint8 slot, Item *item) { FOREACH_SCRIPT(PlayerScript)->OnAfterSetVisibleItemSlot(player, slot,item); } void ScriptMgr::OnAfterPlayerMoveItemFromInventory(Player* player, Item* it, uint8 bag, uint8 slot, bool update) { FOREACH_SCRIPT(PlayerScript)->OnAfterMoveItemFromInventory(player, it, bag, slot, update); } void ScriptMgr::OnEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update) { FOREACH_SCRIPT(PlayerScript)->OnEquip(player, it, bag, slot, update); } void ScriptMgr::OnPlayerJoinBG(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnPlayerJoinBG(player); } void ScriptMgr::OnPlayerJoinArena(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnPlayerJoinArena(player); } void ScriptMgr::OnLootItem(Player* player, Item* item, uint32 count, uint64 lootguid) { FOREACH_SCRIPT(PlayerScript)->OnLootItem(player, item, count, lootguid); } void ScriptMgr::OnCreateItem(Player* player, Item* item, uint32 count) { FOREACH_SCRIPT(PlayerScript)->OnCreateItem(player, item, count); } void ScriptMgr::OnQuestRewardItem(Player* player, Item* item, uint32 count) { FOREACH_SCRIPT(PlayerScript)->OnQuestRewardItem(player, item, count); } void ScriptMgr::OnFirstLogin(Player* player) { FOREACH_SCRIPT(PlayerScript)->OnFirstLogin(player); } // 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, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank) { FOREACH_SCRIPT(GuildScript)->OnEvent(guild, eventType, playerGuid1, playerGuid2, newRank); } void ScriptMgr::OnGuildBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId) { FOREACH_SCRIPT(GuildScript)->OnBankEvent(guild, eventType, tabId, playerGuid, itemOrMoney, itemStackCount, destTabId); } // Group void ScriptMgr::OnGroupAddMember(Group* group, uint64 guid) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnAddMember(group, guid); } void ScriptMgr::OnGroupInviteMember(Group* group, uint64 guid) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnInviteMember(group, guid); } void ScriptMgr::OnGroupRemoveMember(Group* group, uint64 guid, RemoveMethod method, uint64 kicker, const char* reason) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnRemoveMember(group, guid, method, kicker, reason); } void ScriptMgr::OnGroupChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnChangeLeader(group, newLeaderGuid, oldLeaderGuid); } void ScriptMgr::OnGroupDisband(Group* group) { ASSERT(group); FOREACH_SCRIPT(GroupScript)->OnDisband(group); } void ScriptMgr::OnGlobalItemDelFromDB(SQLTransaction& trans, uint32 itemGuid) { ASSERT(trans); ASSERT(itemGuid); FOREACH_SCRIPT(GlobalScript)->OnItemDelFromDB(trans,itemGuid); } void ScriptMgr::OnGlobalMirrorImageDisplayItem(const Item *item, uint32 &display) { FOREACH_SCRIPT(GlobalScript)->OnMirrorImageDisplayItem(item,display); } void ScriptMgr::OnBeforeUpdateArenaPoints(ArenaTeam* at, std::map &ap) { FOREACH_SCRIPT(GlobalScript)->OnBeforeUpdateArenaPoints(at,ap); } void ScriptMgr::OnAfterRefCount(LootStoreItem* LootStoreItem, uint32 &maxcount) { FOREACH_SCRIPT(GlobalScript)->OnAfterRefCount(LootStoreItem, maxcount); } void ScriptMgr::OnBeforeDropAddItem(Player const* player, Loot& loot, LootStoreItem* LootStoreItem) { FOREACH_SCRIPT(GlobalScript)->OnBeforeDropAddItem(player, loot, LootStoreItem); } void ScriptMgr::OnInitializeLockedDungeons(Player* player, uint8& level, uint32& lockData) { FOREACH_SCRIPT(GlobalScript)->OnInitializeLockedDungeons(player, level, lockData); } void ScriptMgr::OnAfterInitializeLockedDungeons(Player* player) { FOREACH_SCRIPT(GlobalScript)->OnAfterInitializeLockedDungeons(player); } uint32 ScriptMgr::DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype) { FOR_SCRIPTS_RET(UnitScript, itr, end, damage) damage = itr->second->DealDamage(AttackerUnit, pVictim, damage, damagetype); return damage; } void ScriptMgr::Creature_SelectLevel(const CreatureTemplate *cinfo, Creature* creature) { FOREACH_SCRIPT(AllCreatureScript)->Creature_SelectLevel(cinfo, creature); } 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::ModifyHealRecieved(Unit* target, Unit* attacker, uint32& damage) { FOREACH_SCRIPT(UnitScript)->ModifyHealRecieved(target, attacker, damage); } void ScriptMgr::OnBeforeRollMeleeOutcomeAgainst(const Unit* attacker, const Unit* victim, WeaponAttackType attType, int32 &attackerMaxSkillValueForLevel, int32 &victimMaxSkillValueForLevel, int32 &attackerWeaponSkill, int32 &victimDefenseSkill, int32 &crit_chance, int32 &miss_chance, int32 &dodge_chance, int32 &parry_chance, int32 &block_chance) { FOREACH_SCRIPT(UnitScript)->OnBeforeRollMeleeOutcomeAgainst(attacker, victim, attType, attackerMaxSkillValueForLevel, victimMaxSkillValueForLevel, attackerWeaponSkill, victimDefenseSkill, crit_chance, miss_chance, dodge_chance, parry_chance, block_chance); } void ScriptMgr::OnPlayerMove(Player* player, MovementInfo movementInfo, uint32 opcode) { FOREACH_SCRIPT(MovementHandlerScript)->OnPlayerMove(player, movementInfo, opcode); } void ScriptMgr::OnBeforeBuyItemFromVendor(Player* player, uint64 vendorguid, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot) { FOREACH_SCRIPT(PlayerScript)->OnBeforeBuyItemFromVendor(player, vendorguid, vendorslot, item, count, bag, slot); } void ScriptMgr::OnAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore) { FOREACH_SCRIPT(PlayerScript)->OnAfterStoreOrEquipNewItem(player, vendorslot, item, count, bag, slot, pProto, pVendor, crItem, bStore); } void ScriptMgr::OnAfterUpdateMaxPower(Player* player, Powers& power, float& value) { FOREACH_SCRIPT(PlayerScript)->OnAfterUpdateMaxPower(player, power, value); } void ScriptMgr::OnAfterUpdateMaxHealth(Player* player, float& value) { FOREACH_SCRIPT(PlayerScript)->OnAfterUpdateMaxHealth(player, value); } void ScriptMgr::OnBeforeUpdateAttackPowerAndDamage(Player* player, float& level, float& val2, bool ranged) { FOREACH_SCRIPT(PlayerScript)->OnBeforeUpdateAttackPowerAndDamage(player, level, val2, ranged); } void ScriptMgr::OnAfterUpdateAttackPowerAndDamage(Player* player, float& level, float& base_attPower, float& attPowerMod, float& attPowerMultiplier, bool ranged) { FOREACH_SCRIPT(PlayerScript)->OnAfterUpdateAttackPowerAndDamage(player, level, base_attPower, attPowerMod, attPowerMultiplier, ranged); } void ScriptMgr::OnBeforeInitTalentForLevel(Player* player, uint8& level, uint32& talentPointsForLevel) { FOREACH_SCRIPT(PlayerScript)->OnBeforeInitTalentForLevel(player, level, talentPointsForLevel); } void ScriptMgr::OnAfterArenaRatingCalculation(Battleground *const bg, int32 &winnerMatchmakerChange, int32 &loserMatchmakerChange, int32 &winnerChange, int32 &loserChange) { FOREACH_SCRIPT(FormulaScript)->OnAfterArenaRatingCalculation(bg, winnerMatchmakerChange, loserMatchmakerChange, winnerChange, loserChange); } AllMapScript::AllMapScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } AllCreatureScript::AllCreatureScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } UnitScript::UnitScript(const char* name, bool addToScripts) : ScriptObject(name) { if (addToScripts) ScriptRegistry::AddScript(this); } MovementHandlerScript::MovementHandlerScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } SpellScriptLoader::SpellScriptLoader(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } ServerScript::ServerScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } WorldScript::WorldScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } FormulaScript::FormulaScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } WorldMapScript::WorldMapScript(const char* name, uint32 mapId) : ScriptObject(name), MapScript(mapId) { ScriptRegistry::AddScript(this); } InstanceMapScript::InstanceMapScript(const char* name, uint32 mapId) : ScriptObject(name), MapScript(mapId) { ScriptRegistry::AddScript(this); } BattlegroundMapScript::BattlegroundMapScript(const char* name, uint32 mapId) : ScriptObject(name), MapScript(mapId) { ScriptRegistry::AddScript(this); } ItemScript::ItemScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } CreatureScript::CreatureScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } GameObjectScript::GameObjectScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } AreaTriggerScript::AreaTriggerScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } BattlegroundScript::BattlegroundScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } OutdoorPvPScript::OutdoorPvPScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } CommandScript::CommandScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } WeatherScript::WeatherScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } AuctionHouseScript::AuctionHouseScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } ConditionScript::ConditionScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } VehicleScript::VehicleScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } DynamicObjectScript::DynamicObjectScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } TransportScript::TransportScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } AchievementCriteriaScript::AchievementCriteriaScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } PlayerScript::PlayerScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } GuildScript::GuildScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } GroupScript::GroupScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } GlobalScript::GlobalScript(const char* name) : ScriptObject(name) { ScriptRegistry::AddScript(this); } // Instantiate static members of ScriptRegistry. template std::map ScriptRegistry::ScriptPointerList; template std::vector ScriptRegistry::ALScripts; template uint32 ScriptRegistry::_scriptIdCounter = 0; // Specialize for each script type class like so: template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; template class ScriptRegistry; // Undefine utility macros. #undef GET_SCRIPT_RET #undef GET_SCRIPT #undef FOREACH_SCRIPT #undef FOR_SCRIPTS_RET #undef FOR_SCRIPTS #undef SCR_REG_LST #undef SCR_REG_ITR #undef SCR_REG_MAP