/* 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 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); }