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/* Copyright (C) 2006 - 2012 ScriptDev2 * 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" #include "World.h" typedef std::vector SDScriptVec; typedef std::map SDScriptMap; int num_sc_scripts; SDScriptVec *m_scripts = NULL; SDScriptMap *m_scriptStorage = NULL; // Not registered scripts storage Config SD2Config; /********************************************************************** +additions for windows compiler **********************************************************************/ #ifdef _WIN32 template bool MaNGOS::Singleton::si_destroyed; template bool MaNGOS::Singleton::si_destroyed; template World *MaNGOS::Singleton::si_instance; World::World() { } World::~World() { } ObjectMgr::~ObjectMgr() { } #endif /***********************************************************************/ QueryResult* strSD2Pquery(char* str) { return SD2Database.Query(str); } void FillSpellSummary(); void LoadDatabase() { std::string strSD2DBinfo = SD2Config.GetStringDefault("ScriptDev2DatabaseInfo", ""); if (strSD2DBinfo.empty()) { error_log("SD2: 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(""); pSystemMgr.LoadVersion(); pSystemMgr.LoadScriptTexts(); pSystemMgr.LoadScriptTextsCustom(); pSystemMgr.LoadScriptGossipTexts(); pSystemMgr.LoadScriptWaypoints(); } else { error_log("SD2: Unable to connect to Database. Load database aborted."); return; } } 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; delete m_scripts; for (SDScriptMap::const_iterator itr = m_scriptStorage->begin(); itr != m_scriptStorage->end(); ++itr) delete itr->second; delete m_scriptStorage; num_sc_scripts = 0; SD2Database.HaltDelayThread(); } 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("R2 modifications included (https://github.com/mangosR2/scriptdev2)"); outstring_log(_VERSION); // Get configuration file if (!SD2Config.SetSource(_SCRIPTDEV2_CONFIG)) error_log("SD2: Unable to open configuration file. Database will be unaccessible. Configuration values will use default."); else outstring_log("SD2: Using configuration file %s",_SCRIPTDEV2_CONFIG); // Check config file version if (SD2Config.GetIntDefault("ConfVersion", 0) != SD2_CONF_VERSION) error_log("SD2: 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(""); // Initialize script ids to needed ammount of assigned ScriptNames (from core) m_scripts = new SDScriptVec(GetScriptIdsCount(), NULL); m_scriptStorage = new SDScriptMap(); FillSpellSummary(); AddScripts(); // Check existance scripts for all registered by core script names for (uint32 i = 1; i < GetScriptIdsCount(); ++i) { if (!m_scripts->at(i)) error_log("SD2: 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) { error_log("SD2: DoScriptText entry %i, invalid Source pointer.", iTextEntry); return; } if (iTextEntry >= 0) { error_log("SD2: 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; } const StringTextData* pData = pSystemMgr.GetTextData(iTextEntry); if (!pData) { error_log("SD2: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.", pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), iTextEntry); return; } debug_log("SD2: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u", iTextEntry, pData->uiSoundId, pData->uiType, pData->uiLanguage, pData->uiEmote); if (pData->uiSoundId) { if (GetSoundEntriesStore()->LookupEntry(pData->uiSoundId)) { if (pData->uiType == CHAT_TYPE_ZONE_YELL) pSource->GetMap()->PlayDirectSoundToMap(pData->uiSoundId, pSource->GetZoneId()); else if (pData->uiType == CHAT_TYPE_WHISPER || pData->uiType == CHAT_TYPE_BOSS_WHISPER) { // An error will be displayed for the text if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER) pSource->PlayDirectSound(pData->uiSoundId, (Player*)pTarget); } else pSource->PlayDirectSound(pData->uiSoundId); } else error_log("SD2: DoScriptText entry %i tried to process invalid sound id %u.", iTextEntry, pData->uiSoundId); } if (pData->uiEmote) { if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER) ((Unit*)pSource)->HandleEmote(pData->uiEmote); else error_log("SD2: DoScriptText entry %i tried to process emote for invalid TypeId (%u).", iTextEntry, pSource->GetTypeId()); } switch(pData->uiType) { case CHAT_TYPE_SAY: pSource->MonsterSay(iTextEntry, pData->uiLanguage, pTarget); break; case CHAT_TYPE_YELL: pSource->MonsterYell(iTextEntry, pData->uiLanguage, pTarget); break; case CHAT_TYPE_TEXT_EMOTE: pSource->MonsterTextEmote(iTextEntry, pTarget); break; case CHAT_TYPE_BOSS_EMOTE: pSource->MonsterTextEmote(iTextEntry, pTarget, true); break; case CHAT_TYPE_WHISPER: { if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER) pSource->MonsterWhisper(iTextEntry, pTarget); else error_log("SD2: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry); break; } case CHAT_TYPE_BOSS_WHISPER: { if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER) pSource->MonsterWhisper(iTextEntry, pTarget, true); else error_log("SD2: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry); break; } case CHAT_TYPE_ZONE_YELL: pSource->MonsterYellToZone(iTextEntry, pData->uiLanguage, pTarget); break; } } /** * 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) { error_log("SD2: DoOrSimulateScriptTextForMap entry %i, invalid Map pointer.", iTextEntry); return; } if (iTextEntry >= 0) { error_log("SD2: 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) { error_log("SD2: DoOrSimulateScriptTextForMap has invalid source entry %u for map %u.", uiCreatureEntry, pMap->GetId()); return; } const StringTextData* pData = pSystemMgr.GetTextData(iTextEntry); if (!pData) { error_log("SD2: 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->uiSoundId, pData->uiType, pData->uiLanguage, pData->uiEmote); if (pData->uiType != CHAT_TYPE_ZONE_YELL) { error_log("SD2: DoSimulateScriptTextForMap entry %i has not supported chat type %u.", iTextEntry, pData->uiType); return; } if (pData->uiSoundId) { if (GetSoundEntriesStore()->LookupEntry(pData->uiSoundId)) pMap->PlayDirectSoundToMap(pData->uiSoundId); else error_log("SD2: DoOrSimulateScriptTextForMap entry %i tried to process invalid sound id %u.", iTextEntry, pData->uiSoundId); } if (pCreatureSource) // If provided pointer for sayer, use direct version pMap->MonsterYellToMap(pCreatureSource->GetObjectGuid(), iTextEntry, pData->uiLanguage, pTarget); else // Simulate yell pMap->MonsterYellToMap(pInfo, iTextEntry, pData->uiLanguage, pTarget); } //********************************* //*** Functions used internally *** void Script::RegisterSelf(bool bReportError) { if (uint32 id = GetScriptId(Name.c_str())) { m_scripts->at(id) = this; ++num_sc_scripts; } else { if (bReportError) error_log("SD2: Script registering but ScriptName %s is not assigned in database. Script will not be used.", Name.c_str()); m_scriptStorage->insert(std::make_pair(Name.c_str(), this)); } } //******************************** //*** Functions to be Exported *** MANGOS_DLL_EXPORT char const* GetScriptLibraryVersion() { return strSD2Version.c_str(); } MANGOS_DLL_EXPORT bool GossipHello(Player* pPlayer, Creature* pCreature) { if (!pCreature) return false; Script* pTempScript = m_scripts->at(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) { if (!pGo) return false; Script* pTempScript = m_scripts->at(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); if (!pCreature) return false; Script* pTempScript = m_scripts->at(pCreature->GetScriptId()); if (!pTempScript || !pTempScript->pGossipSelect) return false; // pPlayer->PlayerTalkClass->ClearMenus(); // this expression is wrong, where 'return false' from script's GossipSelect // not return menu ID (cleared in this string) and not allow to work with database-based menus 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); if (!pGo) return false; Script* pTempScript = m_scripts->at(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); if (!pCreature) return false; Script* pTempScript = m_scripts->at(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); if (!pGo) return false; Script* pTempScript = m_scripts->at(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) { if (!pCreature) return false; Script* pTempScript = m_scripts->at(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) { if (!pCreature) return false; Script* pTempScript = m_scripts->at(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->at(pCreature->GetScriptId()); if (!pTempScript || !pTempScript->pDialogStatusNPC) return 100; pPlayer->PlayerTalkClass->ClearMenus(); return pTempScript->pDialogStatusNPC(pPlayer, pCreature); } MANGOS_DLL_EXPORT uint32 GetGODialogStatus(Player* pPlayer, GameObject* pGo) { if (!pGo) return false; Script* pTempScript = m_scripts->at(pGo->GetGOInfo()->ScriptId); if (!pTempScript || !pTempScript->pDialogStatusGO) return 100; pPlayer->PlayerTalkClass->ClearMenus(); return pTempScript->pDialogStatusGO(pPlayer, pGo); } MANGOS_DLL_EXPORT bool ItemQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest) { if (!pItem) return false; Script* pTempScript = m_scripts->at(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) { if (!pGo) return false; Script* pTempScript = m_scripts->at(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) { if (!pGo) return false; Script* pTempScript = m_scripts->at(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) { if (!pGo) return false; Script* pTempScript = m_scripts->at(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->at(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->at(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) { if (!pCreature) return false; Script* pTempScript = m_scripts->at(pCreature->GetScriptId()); if (!pTempScript || !pTempScript->GetAI) return NULL; return pTempScript->GetAI(pCreature); } MANGOS_DLL_EXPORT bool ItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets) { if (!pItem) return false; Script* pTempScript = m_scripts->at(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) { if (!pTarget) return false; Script* pTempScript = m_scripts->at(pTarget->GetScriptId()); if (!pTempScript || !pTempScript->pEffectDummyNPC) return false; return pTempScript->pEffectDummyNPC(pCaster, spellId, effIndex, pTarget); } MANGOS_DLL_EXPORT bool EffectDummyGameObject(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, GameObject* pTarget) { if (!pTarget) return false; Script* pTempScript = m_scripts->at(pTarget->GetGOInfo()->ScriptId); if (!pTempScript || !pTempScript->pEffectDummyGO) return false; return pTempScript->pEffectDummyGO(pCaster, spellId, effIndex, pTarget); } MANGOS_DLL_EXPORT bool EffectDummyItem(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, Item* pTarget) { if (!pTarget) return false; Script* pTempScript = m_scripts->at(pTarget->GetProto()->ScriptId); if (!pTempScript || !pTempScript->pEffectDummyItem) return false; return pTempScript->pEffectDummyItem(pCaster, spellId, effIndex, pTarget); } MANGOS_DLL_EXPORT bool AuraDummy(Aura const* pAura, bool bApply) { Script* pTempScript = m_scripts->at(((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->at(pMap->GetScriptId()); if (!pTempScript || !pTempScript->GetInstanceData) return NULL; return pTempScript->GetInstanceData(pMap); } Script* GetScriptByName(std::string scriptName) { SDScriptMap::const_iterator itr = m_scriptStorage->find(scriptName); if (itr != m_scriptStorage->end()) return itr->second; else return NULL; }

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