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ScriptMgr.cpp
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ScriptMgr.cpp
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/* This file is part of the ScriptDev2 Project. See AUTHORS file for Copyright information
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "precompiled.h"
#include "Config/Config.h"
#include "config.h"
#include "Database/DatabaseEnv.h"
#include "DBCStores.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "../system/ScriptLoader.h"
#include "../system/system.h"
#include "../../../game/ScriptMgr.h"
typedef std::vector<Script*> SDScriptVec;
int num_sc_scripts;
SDScriptVec m_scripts;
Config SD2Config;
void FillSpellSummary();
void LoadDatabase()
{
std::string strSD2DBinfo = SD2Config.GetStringDefault("ScriptDev2DatabaseInfo", "");
if (strSD2DBinfo.empty())
{
script_error_log("Missing Scriptdev2 database info from configuration file. Load database aborted.");
return;
}
// Initialize connection to DB
if (SD2Database.Initialize(strSD2DBinfo.c_str()))
{
outstring_log("SD2: ScriptDev2 database initialized.");
outstring_log("");
// Extract DB-Name
std::string::size_type n = strSD2DBinfo.rfind(';');
std::string dbname;
if (n != std::string::npos && n + 1 != std::string::npos)
dbname = strSD2DBinfo.substr(n + 1);
else
dbname = "SD2_Database";
dbname.append(".script_waypoint");
SetExternalWaypointTable(dbname.c_str());
// Load content
pSystemMgr.LoadVersion();
pSystemMgr.LoadScriptTexts();
pSystemMgr.LoadScriptTextsCustom();
pSystemMgr.LoadScriptGossipTexts();
pSystemMgr.LoadScriptWaypoints();
}
else
{
script_error_log("Unable to connect to Database. Load database aborted.");
return;
}
SD2Database.HaltDelayThread();
}
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} extern* SpellSummary;
MANGOS_DLL_EXPORT
void FreeScriptLibrary()
{
// Free Spell Summary
delete []SpellSummary;
// Free resources before library unload
for (SDScriptVec::const_iterator itr = m_scripts.begin(); itr != m_scripts.end(); ++itr)
delete *itr;
m_scripts.clear();
num_sc_scripts = 0;
setScriptLibraryErrorFile(NULL, NULL);
}
MANGOS_DLL_EXPORT
void InitScriptLibrary()
{
// ScriptDev2 startup
outstring_log("");
outstring_log(" MMM MMM MM");
outstring_log("M MM M M M M");
outstring_log("MM M M M");
outstring_log(" MMM M M M");
outstring_log(" MM M M MMMM");
outstring_log("MM M M M ");
outstring_log(" MMM MMM http://www.scriptdev2.com");
outstring_log("");
// Get configuration file
bool configFailure = false;
if (!SD2Config.SetSource(_SCRIPTDEV2_CONFIG))
configFailure = true;
else
outstring_log("SD2: Using configuration file %s", _SCRIPTDEV2_CONFIG);
// Set SD2 Error Log File
std::string sd2LogFile = SD2Config.GetStringDefault("SD2ErrorLogFile", "SD2Errors.log");
setScriptLibraryErrorFile(sd2LogFile.c_str(), "SD2");
if (configFailure)
script_error_log("Unable to open configuration file. Database will be unaccessible. Configuration values will use default.");
// Check config file version
if (SD2Config.GetIntDefault("ConfVersion", 0) != SD2_CONF_VERSION)
script_error_log("Configuration file version doesn't match expected version. Some config variables may be wrong or missing.");
outstring_log("");
// Load database (must be called after SD2Config.SetSource).
LoadDatabase();
outstring_log("SD2: Loading C++ scripts");
BarGoLink bar(1);
bar.step();
outstring_log("");
// Resize script ids to needed ammount of assigned ScriptNames (from core)
m_scripts.resize(GetScriptIdsCount(), NULL);
FillSpellSummary();
AddScripts();
// Check existance scripts for all registered by core script names
for (uint32 i = 1; i < GetScriptIdsCount(); ++i)
{
if (!m_scripts[i])
script_error_log("No script found for ScriptName '%s'.", GetScriptName(i));
}
outstring_log(">> Loaded %i C++ Scripts.", num_sc_scripts);
}
//*********************************
//*** Functions used globally ***
/**
* Function that does script text
*
* @param iTextEntry Entry of the text, stored in SD2-database
* @param pSource Source of the text
* @param pTarget Can be NULL (depending on CHAT_TYPE of iTextEntry). Possible target for the text
*/
void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
{
if (!pSource)
{
script_error_log("DoScriptText entry %i, invalid Source pointer.", iTextEntry);
return;
}
if (iTextEntry >= 0)
{
script_error_log("DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.",
pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), iTextEntry);
return;
}
DoDisplayText(pSource, iTextEntry, pTarget);
// TODO - maybe add some call-stack like error output if above function returns false
}
/**
* Function that either simulates or does script text for a map
*
* @param iTextEntry Entry of the text, stored in SD2-database, only type CHAT_TYPE_ZONE_YELL supported
* @param uiCreatureEntry Id of the creature of whom saying will be simulated
* @param pMap Given Map on which the map-wide text is displayed
* @param pCreatureSource Can be NULL. If pointer to Creature is given, then the creature does the map-wide text
* @param pTarget Can be NULL. Possible target for the text
*/
void DoOrSimulateScriptTextForMap(int32 iTextEntry, uint32 uiCreatureEntry, Map* pMap, Creature* pCreatureSource /*=NULL*/, Unit* pTarget /*=NULL*/)
{
if (!pMap)
{
script_error_log("DoOrSimulateScriptTextForMap entry %i, invalid Map pointer.", iTextEntry);
return;
}
if (iTextEntry >= 0)
{
script_error_log("DoOrSimulateScriptTextForMap with source entry %u for map %u attempts to process text entry %i, but text entry must be negative.", uiCreatureEntry, pMap->GetId(), iTextEntry);
return;
}
CreatureInfo const* pInfo = GetCreatureTemplateStore(uiCreatureEntry);
if (!pInfo)
{
script_error_log("DoOrSimulateScriptTextForMap has invalid source entry %u for map %u.", uiCreatureEntry, pMap->GetId());
return;
}
MangosStringLocale const* pData = GetMangosStringData(iTextEntry);
if (!pData)
{
script_error_log("DoOrSimulateScriptTextForMap with source entry %u for map %u could not find text entry %i.", uiCreatureEntry, pMap->GetId(), iTextEntry);
return;
}
debug_log("SD2: DoOrSimulateScriptTextForMap: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",
iTextEntry, pData->SoundId, pData->Type, pData->LanguageId, pData->Emote);
if (pData->Type != CHAT_TYPE_ZONE_YELL)
{
script_error_log("DoSimulateScriptTextForMap entry %i has not supported chat type %u.", iTextEntry, pData->Type);
return;
}
if (pData->SoundId)
pMap->PlayDirectSoundToMap(pData->SoundId);
if (pCreatureSource) // If provided pointer for sayer, use direct version
pMap->MonsterYellToMap(pCreatureSource->GetObjectGuid(), iTextEntry, pData->LanguageId, pTarget);
else // Simulate yell
pMap->MonsterYellToMap(pInfo, iTextEntry, pData->LanguageId, pTarget);
}
//*********************************
//*** Functions used internally ***
void Script::RegisterSelf(bool bReportError)
{
if (uint32 id = GetScriptId(Name.c_str()))
{
m_scripts[id] = this;
++num_sc_scripts;
}
else
{
if (bReportError)
script_error_log("Script registering but ScriptName %s is not assigned in database. Script will not be used.", Name.c_str());
delete this;
}
}
//********************************
//*** Functions to be Exported ***
MANGOS_DLL_EXPORT
bool GossipHello(Player* pPlayer, Creature* pCreature)
{
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->pGossipHello)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pGossipHello(pPlayer, pCreature);
}
MANGOS_DLL_EXPORT
bool GOGossipHello(Player* pPlayer, GameObject* pGo)
{
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pGossipHelloGO)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pGossipHelloGO(pPlayer, pGo);
}
MANGOS_DLL_EXPORT
bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
debug_log("SD2: Gossip selection, sender: %u, action: %u", uiSender, uiAction);
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->pGossipSelect)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pGossipSelect(pPlayer, pCreature, uiSender, uiAction);
}
MANGOS_DLL_EXPORT
bool GOGossipSelect(Player* pPlayer, GameObject* pGo, uint32 uiSender, uint32 uiAction)
{
debug_log("SD2: GO Gossip selection, sender: %u, action: %u", uiSender, uiAction);
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pGossipSelectGO)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pGossipSelectGO(pPlayer, pGo, uiSender, uiAction);
}
MANGOS_DLL_EXPORT
bool GossipSelectWithCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
{
debug_log("SD2: Gossip selection with code, sender: %u, action: %u", uiSender, uiAction);
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->pGossipSelectWithCode)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pGossipSelectWithCode(pPlayer, pCreature, uiSender, uiAction, sCode);
}
MANGOS_DLL_EXPORT
bool GOGossipSelectWithCode(Player* pPlayer, GameObject* pGo, uint32 uiSender, uint32 uiAction, const char* sCode)
{
debug_log("SD2: GO Gossip selection with code, sender: %u, action: %u", uiSender, uiAction);
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pGossipSelectGOWithCode)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pGossipSelectGOWithCode(pPlayer, pGo, uiSender, uiAction, sCode);
}
MANGOS_DLL_EXPORT
bool QuestAccept(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
{
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->pQuestAcceptNPC)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pQuestAcceptNPC(pPlayer, pCreature, pQuest);
}
MANGOS_DLL_EXPORT
bool QuestRewarded(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->pQuestRewardedNPC)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pQuestRewardedNPC(pPlayer, pCreature, pQuest);
}
MANGOS_DLL_EXPORT
uint32 GetNPCDialogStatus(Player* pPlayer, Creature* pCreature)
{
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->pDialogStatusNPC)
return DIALOG_STATUS_UNDEFINED;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pDialogStatusNPC(pPlayer, pCreature);
}
MANGOS_DLL_EXPORT
uint32 GetGODialogStatus(Player* pPlayer, GameObject* pGo)
{
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pDialogStatusGO)
return DIALOG_STATUS_UNDEFINED;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pDialogStatusGO(pPlayer, pGo);
}
MANGOS_DLL_EXPORT
bool ItemQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest)
{
Script* pTempScript = m_scripts[pItem->GetProto()->ScriptId];
if (!pTempScript || !pTempScript->pQuestAcceptItem)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pQuestAcceptItem(pPlayer, pItem, pQuest);
}
MANGOS_DLL_EXPORT
bool GOUse(Player* pPlayer, GameObject* pGo)
{
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pGOUse)
return false;
return pTempScript->pGOUse(pPlayer, pGo);
}
MANGOS_DLL_EXPORT
bool GOQuestAccept(Player* pPlayer, GameObject* pGo, const Quest* pQuest)
{
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pQuestAcceptGO)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pQuestAcceptGO(pPlayer, pGo, pQuest);
}
MANGOS_DLL_EXPORT
bool GOQuestRewarded(Player* pPlayer, GameObject* pGo, Quest const* pQuest)
{
Script* pTempScript = m_scripts[pGo->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pQuestRewardedGO)
return false;
pPlayer->PlayerTalkClass->ClearMenus();
return pTempScript->pQuestRewardedGO(pPlayer, pGo, pQuest);
}
MANGOS_DLL_EXPORT
bool AreaTrigger(Player* pPlayer, AreaTriggerEntry const* atEntry)
{
Script* pTempScript = m_scripts[GetAreaTriggerScriptId(atEntry->id)];
if (!pTempScript || !pTempScript->pAreaTrigger)
return false;
return pTempScript->pAreaTrigger(pPlayer, atEntry);
}
MANGOS_DLL_EXPORT
bool ProcessEvent(uint32 uiEventId, Object* pSource, Object* pTarget, bool bIsStart)
{
Script* pTempScript = m_scripts[GetEventIdScriptId(uiEventId)];
if (!pTempScript || !pTempScript->pProcessEventId)
return false;
// bIsStart may be false, when event is from taxi node events (arrival=false, departure=true)
return pTempScript->pProcessEventId(uiEventId, pSource, pTarget, bIsStart);
}
MANGOS_DLL_EXPORT
CreatureAI* GetCreatureAI(Creature* pCreature)
{
Script* pTempScript = m_scripts[pCreature->GetScriptId()];
if (!pTempScript || !pTempScript->GetAI)
return NULL;
return pTempScript->GetAI(pCreature);
}
MANGOS_DLL_EXPORT
bool ItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets)
{
Script* pTempScript = m_scripts[pItem->GetProto()->ScriptId];
if (!pTempScript || !pTempScript->pItemUse)
return false;
return pTempScript->pItemUse(pPlayer, pItem, targets);
}
MANGOS_DLL_EXPORT
bool EffectDummyCreature(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, Creature* pTarget, ObjectGuid originalCasterGuid)
{
Script* pTempScript = m_scripts[pTarget->GetScriptId()];
if (!pTempScript || !pTempScript->pEffectDummyNPC)
return false;
return pTempScript->pEffectDummyNPC(pCaster, spellId, effIndex, pTarget, originalCasterGuid);
}
MANGOS_DLL_EXPORT
bool EffectDummyGameObject(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, GameObject* pTarget, ObjectGuid originalCasterGuid)
{
Script* pTempScript = m_scripts[pTarget->GetGOInfo()->ScriptId];
if (!pTempScript || !pTempScript->pEffectDummyGO)
return false;
return pTempScript->pEffectDummyGO(pCaster, spellId, effIndex, pTarget, originalCasterGuid);
}
MANGOS_DLL_EXPORT
bool EffectDummyItem(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, Item* pTarget, ObjectGuid originalCasterGuid)
{
Script* pTempScript = m_scripts[pTarget->GetProto()->ScriptId];
if (!pTempScript || !pTempScript->pEffectDummyItem)
return false;
return pTempScript->pEffectDummyItem(pCaster, spellId, effIndex, pTarget, originalCasterGuid);
}
MANGOS_DLL_EXPORT
bool EffectScriptEffectCreature(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, Creature* pTarget, ObjectGuid originalCasterGuid)
{
Script* pTempScript = m_scripts[pTarget->GetScriptId()];
if (!pTempScript || !pTempScript->pEffectScriptEffectNPC)
return false;
return pTempScript->pEffectScriptEffectNPC(pCaster, spellId, effIndex, pTarget, originalCasterGuid);
}
MANGOS_DLL_EXPORT
bool AuraDummy(Aura const* pAura, bool bApply)
{
Script* pTempScript = m_scripts[((Creature*)pAura->GetTarget())->GetScriptId()];
if (!pTempScript || !pTempScript->pEffectAuraDummy)
return false;
return pTempScript->pEffectAuraDummy(pAura, bApply);
}
MANGOS_DLL_EXPORT
InstanceData* CreateInstanceData(Map* pMap)
{
Script* pTempScript = m_scripts[pMap->GetScriptId()];
if (!pTempScript || !pTempScript->GetInstanceData)
return NULL;
return pTempScript->GetInstanceData(pMap);
}