/*
* Copyright (C) 2008 Trinity
*
* Thanks to the original authors: MaNGOS
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "ScriptMgr.h"
#include "../../game/GossipDef.h"
#include "../../game/GameObject.h"
#include "../../game/Player.h"
#include "../../game/Map.h"
#include "../../game/ObjectMgr.h"
//uint8 loglevel = 0;
int nrscripts;
Script *m_scripts[MAX_SCRIPTS];
InstanceDataScript* m_instance_scripts[MAX_INSTANCE_SCRIPTS];
int num_inst_scripts;
// -- Scripts to be added --
extern void AddSC_default();
// -------------------
TRINITY_DLL_EXPORT
void ScriptsFree()
{ // Free resources before library unload
for(int i=0;iName == Name )
return m_scripts[i];
}
return NULL;
}
TRINITY_DLL_EXPORT
bool GossipHello ( Player * player, Creature *_Creature )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pGossipHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipHello(player,_Creature);
}
TRINITY_DLL_EXPORT
bool GossipSelect( Player *player, Creature *_Creature,uint32 sender, uint32 action )
{
debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pGossipSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelect(player,_Creature,sender,action);
}
TRINITY_DLL_EXPORT
bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode )
{
debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode);
}
TRINITY_DLL_EXPORT
bool QuestAccept( Player *player, Creature *_Creature, Quest *_Quest )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestAccept(player,_Creature,_Quest);
}
TRINITY_DLL_EXPORT
bool QuestSelect( Player *player, Creature *_Creature, Quest *_Quest )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pQuestSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestSelect(player,_Creature,_Quest);
}
TRINITY_DLL_EXPORT
bool QuestComplete( Player *player, Creature *_Creature, Quest *_Quest )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pQuestComplete) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestComplete(player,_Creature,_Quest);
}
TRINITY_DLL_EXPORT
bool ChooseReward( Player *player, Creature *_Creature, Quest *_Quest, uint32 opt )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pChooseReward) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pChooseReward(player,_Creature,_Quest,opt);
}
TRINITY_DLL_EXPORT
uint32 NPCDialogStatus( Player *player, Creature *_Creature )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pNPCDialogStatus(player,_Creature);
}
TRINITY_DLL_EXPORT
uint32 GODialogStatus( Player *player, GameObject *_GO )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
if(!tmpscript || !tmpscript->pGODialogStatus) return 100;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGODialogStatus(player,_GO);
}
TRINITY_DLL_EXPORT
bool ItemHello( Player *player, Item *_Item, Quest *_Quest )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
if(!tmpscript || !tmpscript->pItemHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pItemHello(player,_Item,_Quest);
}
TRINITY_DLL_EXPORT
bool ItemQuestAccept( Player *player, Item *_Item, Quest *_Quest )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
if(!tmpscript || !tmpscript->pItemQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pItemQuestAccept(player,_Item,_Quest);
}
TRINITY_DLL_EXPORT
bool GOHello( Player *player, GameObject *_GO )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
if(!tmpscript || !tmpscript->pGOHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOHello(player,_GO);
}
TRINITY_DLL_EXPORT
bool GOQuestAccept( Player *player, GameObject *_GO, Quest *_Quest )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
if(!tmpscript || !tmpscript->pGOQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOQuestAccept(player,_GO,_Quest);
}
TRINITY_DLL_EXPORT
bool GOChooseReward( Player *player, GameObject *_GO, Quest *_Quest, uint32 opt )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
if(!tmpscript || !tmpscript->pGOChooseReward) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOChooseReward(player,_GO,_Quest,opt);
}
TRINITY_DLL_EXPORT
bool AreaTrigger ( Player *player, AreaTriggerEntry* atEntry )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(GetAreaTriggerScriptNameById(atEntry->id));
if(!tmpscript || !tmpscript->pAreaTrigger) return false;
return tmpscript->pAreaTrigger(player, atEntry);
}
TRINITY_DLL_EXPORT
bool ReceiveEmote ( Player *player, Creature *_Creature, uint32 emote )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pReceiveEmote) return false;
return tmpscript->pReceiveEmote(player,_Creature, emote);
}
TRINITY_DLL_EXPORT
bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets)
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
if(!tmpscript || !tmpscript->pItemUse) return false;
return tmpscript->pItemUse(player,_Item,targets);
}
TRINITY_DLL_EXPORT
CreatureAI* GetAI(Creature *_Creature )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->GetAI) return NULL;
return tmpscript->GetAI(_Creature);
}
TRINITY_DLL_EXPORT
InstanceData* CreateInstanceData(Map *map)
{
if(!map->IsDungeon()) return NULL;
std::string name = ((InstanceMap*)map)->GetScript();
if(!name.empty())
for(int i=0;iname == name)
return m_instance_scripts[i]->GetInstanceData(map);
return NULL;
}
void ScriptedAI::UpdateAI(const uint32)
{
//Check if we have a current target
if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
{
//If we are within range melee the target
if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
{
if( m_creature->isAttackReady() )
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
}
void ScriptedAI::EnterEvadeMode()
{
if( m_creature->isAlive() )
DoGoHome();
}
void ScriptedAI::DoStartAttack(Unit* victim)
{
if( m_creature->Attack(victim, true) )
m_creature->GetMotionMaster()->MoveChase(victim);
}
void ScriptedAI::DoStopAttack()
{
if( m_creature->getVictim() != NULL )
{
m_creature->AttackStop();
}
}
void ScriptedAI::DoGoHome()
{
if( !m_creature->getVictim() && m_creature->isAlive() )
m_creature->GetMotionMaster()->MoveTargetedHome();
}