/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#include "GameObjectScript.h"
#include "AllGameObjectScript.h"
#include "ScriptMgr.h"
#include "ScriptMgrMacros.h"
#include "ScriptedGossip.h"
bool ScriptMgr::OnGossipHello(Player* player, GameObject* go)
{
ASSERT(player);
ASSERT(go);
auto ret = IsValidBoolScript([&](AllGameObjectScript* script)
{
return script->CanGameObjectGossipHello(player, go);
});
if (ret && *ret)
{
return true;
}
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
ClearGossipMenuFor(player);
return tempScript && tempScript->OnGossipHello(player, go);
}
bool ScriptMgr::OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action)
{
ASSERT(player);
ASSERT(go);
auto ret = IsValidBoolScript([&](AllGameObjectScript* script)
{
return script->CanGameObjectGossipSelect(player, go, sender, action);
});
if (ret && *ret)
{
return true;
}
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
return tempScript ? tempScript->OnGossipSelect(player, go, sender, action) : false;
}
bool ScriptMgr::OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code)
{
ASSERT(player);
ASSERT(go);
ASSERT(code);
auto ret = IsValidBoolScript([&](AllGameObjectScript* script)
{
return script->CanGameObjectGossipSelectCode(player, go, sender, action, code);
});
if (ret && *ret)
{
return true;
}
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
return tempScript ? tempScript->OnGossipSelectCode(player, go, sender, action, code) : false;
}
bool ScriptMgr::OnQuestAccept(Player* player, GameObject* go, Quest const* quest)
{
ASSERT(player);
ASSERT(go);
ASSERT(quest);
auto ret = IsValidBoolScript([&](AllGameObjectScript* script)
{
return script->CanGameObjectQuestAccept(player, go, quest);
});
if (ret && *ret)
{
return true;
}
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
ClearGossipMenuFor(player);
return tempScript ? tempScript->OnQuestAccept(player, go, quest) : false;
}
bool ScriptMgr::OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt)
{
ASSERT(player);
ASSERT(go);
ASSERT(quest);
auto ret = IsValidBoolScript([&](AllGameObjectScript* script)
{
return script->CanGameObjectQuestReward(player, go, quest, opt);
});
if (ret && *ret)
{
return false;
}
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
ClearGossipMenuFor(player);
return tempScript ? tempScript->OnQuestReward(player, go, quest, opt) : false;
}
uint32 ScriptMgr::GetDialogStatus(Player* player, GameObject* go)
{
ASSERT(player);
ASSERT(go);
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
return tempScript ? tempScript->GetDialogStatus(player, go) : DIALOG_STATUS_SCRIPTED_NO_STATUS;
}
void ScriptMgr::OnGameObjectDestroyed(GameObject* go, Player* player)
{
ASSERT(go);
ExecuteScript([&](AllGameObjectScript* script)
{
script->OnGameObjectDestroyed(go, player);
});
if (auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId()))
{
tempScript->OnDestroyed(go, player);
}
}
void ScriptMgr::OnGameObjectDamaged(GameObject* go, Player* player)
{
ASSERT(go);
ExecuteScript([&](AllGameObjectScript* script)
{
script->OnGameObjectDamaged(go, player);
});
if (auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId()))
{
tempScript->OnDamaged(go, player);
}
}
void ScriptMgr::OnGameObjectModifyHealth(GameObject* go, Unit* attackerOrHealer, int32& change, SpellInfo const* spellInfo)
{
ASSERT(go);
ExecuteScript([&](AllGameObjectScript* script)
{
script->OnGameObjectModifyHealth(go, attackerOrHealer, change, spellInfo);
});
if (auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId()))
{
tempScript->OnModifyHealth(go, attackerOrHealer, change, spellInfo);
}
}
void ScriptMgr::OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit)
{
ASSERT(go);
ExecuteScript([&](AllGameObjectScript* script)
{
script->OnGameObjectLootStateChanged(go, state, unit);
});
if (auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId()))
{
tempScript->OnLootStateChanged(go, state, unit);
}
}
void ScriptMgr::OnGameObjectStateChanged(GameObject* go, uint32 state)
{
ASSERT(go);
ExecuteScript([&](AllGameObjectScript* script)
{
script->OnGameObjectStateChanged(go, state);
});
if (auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId()))
{
tempScript->OnGameObjectStateChanged(go, state);
}
}
void ScriptMgr::OnGameObjectUpdate(GameObject* go, uint32 diff)
{
ASSERT(go);
ExecuteScript([&](AllGameObjectScript* script)
{
script->OnGameObjectUpdate(go, diff);
});
if (auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId()))
{
tempScript->OnUpdate(go, diff);
}
}
GameObjectAI* ScriptMgr::GetGameObjectAI(GameObject* go)
{
ASSERT(go);
auto retAI = GetReturnAIScript([go](AllGameObjectScript* script)
{
return script->GetGameObjectAI(go);
});
if (retAI)
{
return retAI;
}
auto tempScript = ScriptRegistry::GetScriptById(go->GetScriptId());
return tempScript ? tempScript->GetAI(go) : nullptr;
}
GameObjectScript::GameObjectScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry::AddScript(this);
}
template class AC_GAME_API ScriptRegistry;