/*
* 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 "ScriptMgr.h"
#include "InstanceScript.h"
#include "ScriptSystem.h"
#include "SmartAI.h"
#include "SpellMgr.h"
#include "UnitAI.h"
namespace
{
template
inline void SCR_CLEAR()
{
for (auto const& [scriptID, script] : ScriptRegistry::ScriptPointerList)
{
delete script;
}
ScriptRegistry::ScriptPointerList.clear();
}
}
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
}*SpellSummary;
ScriptMgr::ScriptMgr()
: _scriptCount(0),
_scheduledScripts(0),
_script_loader_callback(nullptr),
_modules_loader_callback(nullptr) { }
ScriptMgr::~ScriptMgr() { }
ScriptMgr* ScriptMgr::instance()
{
static ScriptMgr instance;
return &instance;
}
void ScriptMgr::Initialize()
{
LOG_INFO("server.loading", "> Loading C++ scripts");
LOG_INFO("server.loading", " ");
AddSC_SmartScripts();
ASSERT(_script_loader_callback,
"Script loader callback wasn't registered!");
ASSERT(_modules_loader_callback,
"Modules loader callback wasn't registered!");
_script_loader_callback();
_modules_loader_callback();
}
void ScriptMgr::Unload()
{
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
SCR_CLEAR();
delete[] SpellSummary;
}
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();
LOG_INFO("server.loading", ">> Loaded %u C++ scripts in %u ms", GetScriptCount(), GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void ScriptMgr::CheckIfScriptsInDatabaseExist()
{
for (auto const& scriptName : sObjectMgr->GetScriptNames())
{
if (uint32 sid = sObjectMgr->GetScriptId(scriptName.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) &&
!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))
{
LOG_ERROR("sql.sql", "Script named '%s' is assigned in the database, but has no code!", scriptName.c_str());
}
}
}
}
void ScriptMgr::FillSpellSummary()
{
UnitAI::FillAISpellInfo();
SpellSummary = new TSpellSummary[sSpellMgr->GetSpellInfoStoreSize()];
SpellInfo const* pTempSpell;
for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i)
{
SpellSummary[i].Effects = 0;
SpellSummary[i].Targets = 0;
pTempSpell = sSpellMgr->GetSpellInfo(i);
// This spell doesn't exist.
if (!pTempSpell)
continue;
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
// Spell targets self.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF - 1);
// Spell targets a single enemy.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY - 1);
// Spell targets AoE at enemy.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY - 1);
// Spell targets an enemy.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY - 1);
// Spell targets a single friend (or self).
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND - 1);
// Spell targets AoE friends.
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND - 1);
// Spell targets any friend (or self).
if (pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY ||
pTempSpell->Effects[j].TargetA.GetTarget() == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND - 1);
// Make sure that this spell includes a damage effect.
if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_SCHOOL_DAMAGE ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_INSTAKILL ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEALTH_LEECH)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE - 1);
// Make sure that this spell includes a healing effect (or an apply aura with a periodic heal).
if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL_MAX_HEALTH ||
pTempSpell->Effects[j].Effect == SPELL_EFFECT_HEAL_MECHANICAL ||
(pTempSpell->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA && pTempSpell->Effects[j].ApplyAuraName == 8))
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING - 1);
// Make sure that this spell applies an aura.
if (pTempSpell->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA - 1);
}
}
}
///-
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