/* * 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;