/* * 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 */ #ifndef SCRIPTMGR_H #define SCRIPTMGR_H //Only required includes #include "../../game/CreatureAI.h" #include "../../game/Creature.h" #include "../../game/InstanceData.h" class Player; class Creature; class Quest; class Item; class GameObject; class SpellCastTargets; class Map; #define MAX_SCRIPTS 1000 #define MAX_INSTANCE_SCRIPTS 1000 struct Script { Script() : pGossipHello(NULL), pQuestAccept(NULL), pGossipSelect(NULL), pGossipSelectWithCode(NULL), pQuestSelect(NULL), pQuestComplete(NULL), pNPCDialogStatus(NULL), pGODialogStatus(NULL), pChooseReward(NULL), pItemHello(NULL), pGOHello(NULL), pAreaTrigger(NULL), pItemQuestAccept(NULL), pGOQuestAccept(NULL), pGOChooseReward(NULL), pReceiveEmote(NULL), pItemUse(NULL), GetAI(NULL) {} std::string Name; // -- Quest/gossip Methods to be scripted -- bool (*pGossipHello )(Player *player, Creature *_Creature); bool (*pQuestAccept )(Player *player, Creature *_Creature, Quest const*_Quest ); bool (*pGossipSelect )(Player *player, Creature *_Creature, uint32 sender, uint32 action ); bool (*pGossipSelectWithCode)(Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode ); bool (*pQuestSelect )(Player *player, Creature *_Creature, Quest const*_Quest ); bool (*pQuestComplete )(Player *player, Creature *_Creature, Quest const*_Quest ); uint32 (*pNPCDialogStatus )(Player *player, Creature *_Creature ); uint32 (*pGODialogStatus )(Player *player, GameObject * _GO ); bool (*pChooseReward )(Player *player, Creature *_Creature, Quest const*_Quest, uint32 opt ); bool (*pItemHello )(Player *player, Item *_Item, Quest const*_Quest ); bool (*pGOHello )(Player *player, GameObject *_GO ); bool (*pAreaTrigger )(Player *player, AreaTriggerEntry* at); bool (*pItemQuestAccept )(Player *player, Item *_Item, Quest const*_Quest ); bool (*pGOQuestAccept )(Player *player, GameObject *_GO, Quest const*_Quest ); bool (*pGOChooseReward )(Player *player, GameObject *_GO, Quest const*_Quest, uint32 opt ); bool (*pReceiveEmote )(Player *player, Creature *_Creature, uint32 emote ); bool (*pItemUse )(Player *player, Item* _Item, SpellCastTargets const& targets); CreatureAI* (*GetAI)(Creature *_Creature); // ----------------------------------------- }; class InstanceDataScript { public: InstanceDataScript() : GetInstanceData(NULL) {}; std::string name; InstanceData* (*GetInstanceData)(Map *_Map); }; extern int nrscripts; extern Script *m_scripts[MAX_SCRIPTS]; extern InstanceDataScript *m_instance_scripts[MAX_INSTANCE_SCRIPTS]; extern int num_inst_scripts; #define VISIBLE_RANGE (50.0f) struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI { ScriptedAI(Creature* creature) : m_creature(creature) {} ~ScriptedAI() {} // Called if IsVisible(Unit *who) is true at each *who move void MoveInLineOfSight(Unit *) {} // Called at each attack of m_creature by any victim void AttackStart(Unit *) {} // Called at stopping attack by any attacker void EnterEvadeMode(); // Called at any heal cast/item used (call non implemented) void HealBy(Unit* /*healer*/, uint32 /*amount_healed*/) {} // Called at any Damage to any victim (before damage apply) void DamageDeal(Unit* /*done_to*/, uint32& /*damage*/) {} // Called at any Damage from any attacker (before damage apply) void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/) {} // Is unit visible for MoveInLineOfSight bool IsVisible(Unit* who) const { return !who->HasStealthAura() && m_creature->GetDistance(who) <= VISIBLE_RANGE; } // Called at World update tick void UpdateAI(const uint32); // Called when the creature is killed void JustDied(Unit *){} // Called when the creature kills a unit void KilledUnit(Unit *){} // Called when hit by a spell void SpellHit(Unit *, const SpellEntry*){} Creature* m_creature; //= Some useful helpers ========================= // Start attack of victim and go to him void DoStartAttack(Unit* victim); // Stop attack of current victim void DoStopAttack(); // Cast spell void DoCast(Unit* victim, uint32 spelId) { m_creature->CastSpell(victim,spelId,true); } void DoCastSpell(Unit* who,SpellEntry *spellInfo) { m_creature->CastSpell(who,spellInfo,true); } void DoSay(char const* text, uint32 language) { m_creature->Say(text,language,0); } void DoGoHome(); }; #endif