/* * 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(); }