mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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* Fix CanExecuteCommand only being executed on command failure. * Updated for style guide. * Removed pointless hook call. * Modified the name of the hook to better reflect function and moved the call to trigger for non-existent commands. * Updated to OnTryExecuteCommand because Foe has a special place in my heart. * Forgot to change these 2 areas.
880 lines
48 KiB
C++
880 lines
48 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SC_SCRIPTMGR_H
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#define SC_SCRIPTMGR_H
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#include "AchievementMgr.h"
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#include "ArenaTeam.h"
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#include "AuctionHouseMgr.h"
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#include "Battleground.h"
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#include "Common.h"
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#include "DBCStores.h"
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#include "DynamicObject.h"
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#include "GameEventMgr.h"
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#include "Group.h"
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#include "InstanceScript.h"
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#include "LFGMgr.h"
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#include "ObjectMgr.h"
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#include "PetDefines.h"
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#include "QuestDef.h"
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#include "SharedDefines.h"
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#include "Tuples.h"
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#include "Types.h"
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#include "Weather.h"
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#include "World.h"
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#include <atomic>
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// Add support old api modules
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#include "AllScriptsObjects.h"
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class AuctionHouseObject;
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class AuraScript;
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class Battleground;
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class BattlegroundMap;
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class BattlegroundQueue;
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class Channel;
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class ChatHandler;
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class Creature;
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class CreatureAI;
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class DynamicObject;
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class GameObject;
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class GameObjectAI;
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class GridMap;
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class Group;
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class Guild;
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class InstanceMap;
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class InstanceScript;
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class Item;
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class Map;
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class MotionTransport;
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class OutdoorPvP;
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class Player;
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class Quest;
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class ScriptMgr;
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class Spell;
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class SpellCastTargets;
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class SpellInfo;
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class SpellScript;
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class StaticTransport;
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class Transport;
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class Unit;
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class Vehicle;
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class WorldObject;
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class WorldPacket;
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class WorldSocket;
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class CharacterCreateInfo;
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class SpellScriptLoader;
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struct AchievementCriteriaData;
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struct AuctionEntry;
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struct Condition;
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struct ConditionSourceInfo;
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struct DungeonProgressionRequirements;
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struct GroupQueueInfo;
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struct ItemTemplate;
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struct OutdoorPvPData;
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struct TargetInfo;
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struct SpellModifier;
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namespace Acore::ChatCommands
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{
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struct ChatCommandBuilder;
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}
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// Check out our guide on how to create new hooks in our wiki! https://www.azerothcore.org/wiki/hooks-script
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/*
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TODO: Add more script type classes.
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SessionScript
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CollisionScript
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ArenaTeamScript
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*/
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// Manages registration, loading, and execution of scripts.
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class ScriptMgr
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{
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friend class ScriptObject;
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private:
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ScriptMgr();
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virtual ~ScriptMgr();
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public: /* Initialization */
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static ScriptMgr* instance();
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void Initialize();
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void LoadDatabase();
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void FillSpellSummary();
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void CheckIfScriptsInDatabaseExist();
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std::string_view ScriptsVersion() const { return "Integrated Azeroth Scripts"; }
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void IncreaseScriptCount() { ++_scriptCount; }
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void DecreaseScriptCount() { --_scriptCount; }
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[[nodiscard]] uint32 GetScriptCount() const { return _scriptCount; }
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typedef void(*ScriptLoaderCallbackType)();
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typedef void(*ModulesLoaderCallbackType)();
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/// Sets the script loader callback which is invoked to load scripts
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/// (Workaround for circular dependency game <-> scripts)
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void SetScriptLoader(ScriptLoaderCallbackType script_loader_callback)
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{
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_script_loader_callback = script_loader_callback;
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}
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/// Sets the modules loader callback which is invoked to load modules
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/// (Workaround for circular dependency game <-> modules)
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void SetModulesLoader(ModulesLoaderCallbackType script_loader_callback)
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{
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_modules_loader_callback = script_loader_callback;
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}
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public: /* Unloading */
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void Unload();
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public: /* SpellScriptLoader */
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void CreateSpellScripts(uint32 spellId, std::list<SpellScript*>& scriptVector);
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void CreateAuraScripts(uint32 spellId, std::list<AuraScript*>& scriptVector);
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void CreateSpellScriptLoaders(uint32 spellId, std::vector<std::pair<SpellScriptLoader*, std::multimap<uint32, uint32>::iterator>>& scriptVector);
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public: /* ServerScript */
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void OnNetworkStart();
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void OnNetworkStop();
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void OnSocketOpen(std::shared_ptr<WorldSocket> socket);
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void OnSocketClose(std::shared_ptr<WorldSocket> socket);
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bool CanPacketReceive(WorldSession* session, WorldPacket const& packet);
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bool CanPacketSend(WorldSession* session, WorldPacket const& packet);
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public: /* WorldScript */
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void OnLoadCustomDatabaseTable();
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void OnOpenStateChange(bool open);
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void OnBeforeConfigLoad(bool reload);
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void OnAfterConfigLoad(bool reload);
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void OnBeforeFinalizePlayerWorldSession(uint32& cacheVersion);
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void OnMotdChange(std::string& newMotd);
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void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
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void OnShutdownCancel();
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void OnWorldUpdate(uint32 diff);
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void OnStartup();
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void OnShutdown();
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void OnBeforeWorldInitialized();
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void OnAfterUnloadAllMaps();
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public: /* FormulaScript */
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void OnHonorCalculation(float& honor, uint8 level, float multiplier);
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void OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel);
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void OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel);
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void OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel);
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void OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content);
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void OnGainCalculation(uint32& gain, Player* player, Unit* unit);
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void OnGroupRateCalculation(float& rate, uint32 count, bool isRaid);
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void OnAfterArenaRatingCalculation(Battleground* const bg, int32& winnerMatchmakerChange, int32& loserMatchmakerChange, int32& winnerChange, int32& loserChange);
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void OnBeforeUpdatingPersonalRating(int32& mod, uint32 type);
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public: /* MapScript */
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void OnCreateMap(Map* map);
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void OnDestroyMap(Map* map);
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void OnLoadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy);
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void OnUnloadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy);
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void OnPlayerEnterMap(Map* map, Player* player);
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void OnPlayerLeaveMap(Map* map, Player* player);
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void OnMapUpdate(Map* map, uint32 diff);
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public: /* InstanceMapScript */
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InstanceScript* CreateInstanceScript(InstanceMap* map);
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public: /* ItemScript */
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bool OnQuestAccept(Player* player, Item* item, Quest const* quest);
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bool OnItemUse(Player* player, Item* item, SpellCastTargets const& targets);
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bool OnItemExpire(Player* player, ItemTemplate const* proto);
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bool OnItemRemove(Player* player, Item* item);
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bool OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo const* spellInfo, Item* item);
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void OnGossipSelect(Player* player, Item* item, uint32 sender, uint32 action);
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void OnGossipSelectCode(Player* player, Item* item, uint32 sender, uint32 action, const char* code);
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public: /* CreatureScript */
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bool OnGossipHello(Player* player, Creature* creature);
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bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest);
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bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest);
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bool OnQuestComplete(Player* player, Creature* creature, Quest const* quest);
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bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt);
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uint32 GetDialogStatus(Player* player, Creature* creature);
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CreatureAI* GetCreatureAI(Creature* creature);
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void OnCreatureUpdate(Creature* creature, uint32 diff);
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void OnCreatureAddWorld(Creature* creature);
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void OnCreatureRemoveWorld(Creature* creature);
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void OnFfaPvpStateUpdate(Creature* creature, bool InPvp);
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public: /* GameObjectScript */
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bool OnGossipHello(Player* player, GameObject* go);
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bool OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest);
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bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt);
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uint32 GetDialogStatus(Player* player, GameObject* go);
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void OnGameObjectDestroyed(GameObject* go, Player* player);
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void OnGameObjectDamaged(GameObject* go, Player* player);
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void OnGameObjectModifyHealth(GameObject* go, Unit* attackerOrHealer, int32& change, SpellInfo const* spellInfo);
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void OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit);
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void OnGameObjectStateChanged(GameObject* go, uint32 state);
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void OnGameObjectUpdate(GameObject* go, uint32 diff);
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GameObjectAI* GetGameObjectAI(GameObject* go);
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void OnGameObjectAddWorld(GameObject* go);
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void OnGameObjectRemoveWorld(GameObject* go);
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public: /* AreaTriggerScript */
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bool OnAreaTrigger(Player* player, AreaTrigger const* trigger);
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public: /* BattlegroundScript */
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Battleground* CreateBattleground(BattlegroundTypeId typeId);
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public: /* OutdoorPvPScript */
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OutdoorPvP* CreateOutdoorPvP(OutdoorPvPData const* data);
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public: /* CommandScript */
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std::vector<Acore::ChatCommands::ChatCommandBuilder> GetChatCommands();
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public: /* WeatherScript */
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void OnWeatherChange(Weather* weather, WeatherState state, float grade);
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void OnWeatherUpdate(Weather* weather, uint32 diff);
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public: /* AuctionHouseScript */
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void OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry);
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void OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry);
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void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry);
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void OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry);
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void OnBeforeAuctionHouseMgrSendAuctionWonMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* bidder, uint32& bidder_accId, bool& sendNotification, bool& updateAchievementCriteria, bool& sendMail);
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void OnBeforeAuctionHouseMgrSendAuctionSalePendingMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* owner, uint32& owner_accId, bool& sendMail);
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void OnBeforeAuctionHouseMgrSendAuctionSuccessfulMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* owner, uint32& owner_accId, uint32& profit, bool& sendNotification, bool& updateAchievementCriteria, bool& sendMail);
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void OnBeforeAuctionHouseMgrSendAuctionExpiredMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* owner, uint32& owner_accId, bool& sendNotification, bool& sendMail);
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void OnBeforeAuctionHouseMgrSendAuctionOutbiddedMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* oldBidder, uint32& oldBidder_accId, Player* newBidder, uint32& newPrice, bool& sendNotification, bool& sendMail);
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void OnBeforeAuctionHouseMgrSendAuctionCancelledToBidderMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* bidder, uint32& bidder_accId, bool& sendMail);
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void OnBeforeAuctionHouseMgrUpdate();
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public: /* ConditionScript */
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bool OnConditionCheck(Condition* condition, ConditionSourceInfo& sourceInfo);
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public: /* VehicleScript */
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void OnInstall(Vehicle* veh);
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void OnUninstall(Vehicle* veh);
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void OnReset(Vehicle* veh);
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void OnInstallAccessory(Vehicle* veh, Creature* accessory);
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void OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId);
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void OnRemovePassenger(Vehicle* veh, Unit* passenger);
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public: /* DynamicObjectScript */
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void OnDynamicObjectUpdate(DynamicObject* dynobj, uint32 diff);
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public: /* TransportScript */
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void OnAddPassenger(Transport* transport, Player* player);
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void OnAddCreaturePassenger(Transport* transport, Creature* creature);
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void OnRemovePassenger(Transport* transport, Player* player);
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void OnTransportUpdate(Transport* transport, uint32 diff);
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void OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z);
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public: /* AchievementCriteriaScript */
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bool OnCriteriaCheck(uint32 scriptId, Player* source, Unit* target, uint32 criteria_id);
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public: /* PlayerScript */
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void OnBeforePlayerUpdate(Player* player, uint32 p_time);
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void OnPlayerUpdate(Player* player, uint32 p_time);
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void OnSendInitialPacketsBeforeAddToMap(Player* player, WorldPacket& data);
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void OnPlayerJustDied(Player* player);
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void OnPlayerReleasedGhost(Player* player);
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void OnPVPKill(Player* killer, Player* killed);
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void OnPlayerPVPFlagChange(Player* player, bool state);
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void OnCreatureKill(Player* killer, Creature* killed);
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void OnCreatureKilledByPet(Player* petOwner, Creature* killed);
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void OnPlayerKilledByCreature(Creature* killer, Player* killed);
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void OnPlayerLevelChanged(Player* player, uint8 oldLevel);
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void OnPlayerFreeTalentPointsChanged(Player* player, uint32 newPoints);
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void OnPlayerTalentsReset(Player* player, bool noCost);
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void OnAfterSpecSlotChanged(Player* player, uint8 newSlot);
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void OnPlayerMoneyChanged(Player* player, int32& amount);
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void OnBeforeLootMoney(Player* player, Loot* loot);
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void OnGivePlayerXP(Player* player, uint32& amount, Unit* victim, uint8 xpSource);
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bool OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental);
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void OnPlayerReputationRankChange(Player* player, uint32 factionID, ReputationRank newRank, ReputationRank oldRank, bool increased);
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void OnPlayerLearnSpell(Player* player, uint32 spellID);
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void OnPlayerForgotSpell(Player* player, uint32 spellID);
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void OnPlayerDuelRequest(Player* target, Player* challenger);
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void OnPlayerDuelStart(Player* player1, Player* player2);
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void OnPlayerDuelEnd(Player* winner, Player* loser, DuelCompleteType type);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg);
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void OnBeforeSendChatMessage(Player* player, uint32& type, uint32& lang, std::string& msg);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Player* receiver);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Channel* channel);
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void OnPlayerEmote(Player* player, uint32 emote);
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void OnPlayerTextEmote(Player* player, uint32 textEmote, uint32 emoteNum, ObjectGuid guid);
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void OnPlayerSpellCast(Player* player, Spell* spell, bool skipCheck);
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void OnPlayerLogin(Player* player);
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void OnPlayerLoadFromDB(Player* player);
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void OnBeforePlayerLogout(Player* player);
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void OnPlayerLogout(Player* player);
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void OnPlayerCreate(Player* player);
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void OnPlayerSave(Player* player);
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void OnPlayerDelete(ObjectGuid guid, uint32 accountId);
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void OnPlayerFailedDelete(ObjectGuid guid, uint32 accountId);
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void OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent);
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void OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea);
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void OnPlayerUpdateArea(Player* player, uint32 oldArea, uint32 newArea);
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bool OnBeforePlayerTeleport(Player* player, uint32 mapid, float x, float y, float z, float orientation, uint32 options, Unit* target);
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void OnPlayerUpdateFaction(Player* player);
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void OnPlayerAddToBattleground(Player* player, Battleground* bg);
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void OnPlayerQueueRandomDungeon(Player* player, uint32 & rDungeonId);
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void OnPlayerRemoveFromBattleground(Player* player, Battleground* bg);
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void OnAchievementComplete(Player* player, AchievementEntry const* achievement);
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bool OnBeforeAchievementComplete(Player* player, AchievementEntry const* achievement);
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void OnCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria);
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bool OnBeforeCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria);
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void OnAchievementSave(CharacterDatabaseTransaction trans, Player* player, uint16 achiId, CompletedAchievementData achiData);
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void OnCriteriaSave(CharacterDatabaseTransaction trans, Player* player, uint16 critId, CriteriaProgress criteriaData);
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void OnGossipSelect(Player* player, uint32 menu_id, uint32 sender, uint32 action);
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void OnGossipSelectCode(Player* player, uint32 menu_id, uint32 sender, uint32 action, const char* code);
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void OnPlayerBeingCharmed(Player* player, Unit* charmer, uint32 oldFactionId, uint32 newFactionId);
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void OnAfterPlayerSetVisibleItemSlot(Player* player, uint8 slot, Item* item);
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void OnAfterPlayerMoveItemFromInventory(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
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void OnEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
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void OnPlayerJoinBG(Player* player);
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void OnPlayerJoinArena(Player* player);
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void GetCustomGetArenaTeamId(Player const* player, uint8 slot, uint32& teamID) const;
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void GetCustomArenaPersonalRating(Player const* player, uint8 slot, uint32& rating) const;
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void OnGetMaxPersonalArenaRatingRequirement(Player const* player, uint32 minSlot, uint32& maxArenaRating) const;
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void OnLootItem(Player* player, Item* item, uint32 count, ObjectGuid lootguid);
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void OnBeforeFillQuestLootItem(Player* player, LootItem& item);
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void OnStoreNewItem(Player* player, Item* item, uint32 count);
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void OnCreateItem(Player* player, Item* item, uint32 count);
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void OnQuestRewardItem(Player* player, Item* item, uint32 count);
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bool CanPlaceAuctionBid(Player* player, AuctionEntry* auction);
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void OnGroupRollRewardItem(Player* player, Item* item, uint32 count, RollVote voteType, Roll* roll);
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bool OnBeforeOpenItem(Player* player, Item* item);
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bool OnBeforePlayerQuestComplete(Player* player, uint32 quest_id);
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void OnQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue);
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void OnBeforePlayerDurabilityRepair(Player* player, ObjectGuid npcGUID, ObjectGuid itemGUID, float& discountMod, uint8 guildBank);
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void OnBeforeBuyItemFromVendor(Player* player, ObjectGuid vendorguid, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot);
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void OnBeforeStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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void OnAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, Item* item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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void OnAfterUpdateMaxPower(Player* player, Powers& power, float& value);
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void OnAfterUpdateMaxHealth(Player* player, float& value);
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void OnBeforeUpdateAttackPowerAndDamage(Player* player, float& level, float& val2, bool ranged);
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void OnAfterUpdateAttackPowerAndDamage(Player* player, float& level, float& base_attPower, float& attPowerMod, float& attPowerMultiplier, bool ranged);
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void OnBeforeInitTalentForLevel(Player* player, uint8& level, uint32& talentPointsForLevel);
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void OnFirstLogin(Player* player);
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void OnSetMaxLevel(Player* player, uint32& maxPlayerLevel);
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void OnPlayerCompleteQuest(Player* player, Quest const* quest);
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void OnBattlegroundDesertion(Player* player, BattlegroundDesertionType const desertionType);
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bool CanJoinInBattlegroundQueue(Player* player, ObjectGuid BattlemasterGuid, BattlegroundTypeId BGTypeID, uint8 joinAsGroup, GroupJoinBattlegroundResult& err);
|
|
bool ShouldBeRewardedWithMoneyInsteadOfExp(Player* player);
|
|
void OnBeforeTempSummonInitStats(Player* player, TempSummon* tempSummon, uint32& duration);
|
|
void OnBeforeGuardianInitStatsForLevel(Player* player, Guardian* guardian, CreatureTemplate const* cinfo, PetType& petType);
|
|
void OnAfterGuardianInitStatsForLevel(Player* player, Guardian* guardian);
|
|
void OnBeforeLoadPetFromDB(Player* player, uint32& petentry, uint32& petnumber, bool& current, bool& forceLoadFromDB);
|
|
bool CanJoinInArenaQueue(Player* player, ObjectGuid BattlemasterGuid, uint8 arenaslot, BattlegroundTypeId BGTypeID, uint8 joinAsGroup, uint8 IsRated, GroupJoinBattlegroundResult& err);
|
|
bool CanBattleFieldPort(Player* player, uint8 arenaType, BattlegroundTypeId BGTypeID, uint8 action);
|
|
bool CanGroupInvite(Player* player, std::string& membername);
|
|
bool CanGroupAccept(Player* player, Group* group);
|
|
bool CanSellItem(Player* player, Item* item, Creature* creature);
|
|
bool CanSendMail(Player* player, ObjectGuid receiverGuid, ObjectGuid mailbox, std::string& subject, std::string& body, uint32 money, uint32 COD, Item* item);
|
|
void PetitionBuy(Player* player, Creature* creature, uint32& charterid, uint32& cost, uint32& type);
|
|
void PetitionShowList(Player* player, Creature* creature, uint32& CharterEntry, uint32& CharterDispayID, uint32& CharterCost);
|
|
void OnRewardKillRewarder(Player* player, KillRewarder* rewarder, bool isDungeon, float& rate);
|
|
bool CanGiveMailRewardAtGiveLevel(Player* player, uint8 level);
|
|
void OnDeleteFromDB(CharacterDatabaseTransaction trans, uint32 guid);
|
|
bool CanRepopAtGraveyard(Player* player);
|
|
std::optional<bool> OnPlayerIsClass(Player const* player, Classes playerClass, ClassContext context);
|
|
void OnGetMaxSkillValue(Player* player, uint32 skill, int32& result, bool IsPure);
|
|
bool OnPlayerHasActivePowerType(Player const* player, Powers power);
|
|
void OnUpdateGatheringSkill(Player* player, uint32 skillId, uint32 currentLevel, uint32 gray, uint32 green, uint32 yellow, uint32& gain);
|
|
void OnUpdateCraftingSkill(Player* player, SkillLineAbilityEntry const* skill, uint32 currentLevel, uint32& gain);
|
|
bool OnUpdateFishingSkill(Player* player, int32 skill, int32 zone_skill, int32 chance, int32 roll);
|
|
bool CanAreaExploreAndOutdoor(Player* player);
|
|
void OnVictimRewardBefore(Player* player, Player* victim, uint32& killer_title, uint32& victim_title);
|
|
void OnVictimRewardAfter(Player* player, Player* victim, uint32& killer_title, uint32& victim_rank, float& honor_f);
|
|
void OnCustomScalingStatValueBefore(Player* player, ItemTemplate const* proto, uint8 slot, bool apply, uint32& CustomScalingStatValue);
|
|
void OnCustomScalingStatValue(Player* player, ItemTemplate const* proto, uint32& statType, int32& val, uint8 itemProtoStatNumber, uint32 ScalingStatValue, ScalingStatValuesEntry const* ssv);
|
|
void OnApplyItemModsBefore(Player* player, uint8 slot, bool apply, uint8 itemProtoStatNumber, uint32 statType, int32& val);
|
|
void OnApplyEnchantmentItemModsBefore(Player* player, Item* item, EnchantmentSlot slot, bool apply, uint32 enchant_spell_id, uint32& enchant_amount);
|
|
bool CanArmorDamageModifier(Player* player);
|
|
void OnGetFeralApBonus(Player* player, int32& feral_bonus, int32 dpsMod, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv);
|
|
bool CanApplyWeaponDependentAuraDamageMod(Player* player, Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
|
|
bool CanApplyEquipSpell(Player* player, SpellInfo const* spellInfo, Item* item, bool apply, bool form_change);
|
|
bool CanApplyEquipSpellsItemSet(Player* player, ItemSetEffect* eff);
|
|
bool CanCastItemCombatSpell(Player* player, Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);
|
|
bool CanCastItemUseSpell(Player* player, Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
|
|
void OnApplyAmmoBonuses(Player* player, ItemTemplate const* proto, float& currentAmmoDPS);
|
|
bool CanEquipItem(Player* player, uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading);
|
|
bool CanUnequipItem(Player* player, uint16 pos, bool swap);
|
|
bool CanUseItem(Player* player, ItemTemplate const* proto, InventoryResult& result);
|
|
bool CanSaveEquipNewItem(Player* player, Item* item, uint16 pos, bool update);
|
|
bool CanApplyEnchantment(Player* player, Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition);
|
|
void OnGetQuestRate(Player* player, float& result);
|
|
bool PassedQuestKilledMonsterCredit(Player* player, Quest const* qinfo, uint32 entry, uint32 real_entry, ObjectGuid guid);
|
|
bool CheckItemInSlotAtLoadInventory(Player* player, Item* item, uint8 slot, uint8& err, uint16& dest);
|
|
bool NotAvoidSatisfy(Player* player, DungeonProgressionRequirements const* ar, uint32 target_map, bool report);
|
|
bool NotVisibleGloballyFor(Player* player, Player const* u);
|
|
void OnGetArenaPersonalRating(Player* player, uint8 slot, uint32& result);
|
|
void OnFfaPvpStateUpdate(Player* player, bool result);
|
|
void OnGetArenaTeamId(Player* player, uint8 slot, uint32& result);
|
|
void OnIsFFAPvP(Player* player, bool& result);
|
|
void OnIsPvP(Player* player, bool& result);
|
|
void OnGetMaxSkillValueForLevel(Player* player, uint16& result);
|
|
bool NotSetArenaTeamInfoField(Player* player, uint8 slot, ArenaTeamInfoType type, uint32 value);
|
|
bool CanJoinLfg(Player* player, uint8 roles, lfg::LfgDungeonSet& dungeons, const std::string& comment);
|
|
bool CanEnterMap(Player* player, MapEntry const* entry, InstanceTemplate const* instance, MapDifficulty const* mapDiff, bool loginCheck);
|
|
bool CanInitTrade(Player* player, Player* target);
|
|
bool CanSetTradeItem(Player* player, Item* tradedItem, uint8 tradeSlot);
|
|
void OnSetServerSideVisibility(Player* player, ServerSideVisibilityType& type, AccountTypes& sec);
|
|
void OnSetServerSideVisibilityDetect(Player* player, ServerSideVisibilityType& type, AccountTypes& sec);
|
|
void OnPlayerResurrect(Player* player, float restore_percent, bool applySickness);
|
|
void OnBeforeChooseGraveyard(Player* player, TeamId teamId, bool nearCorpse, uint32& graveyardOverride);
|
|
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg);
|
|
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Player* receiver);
|
|
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Group* group);
|
|
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Guild* guild);
|
|
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Channel* channel);
|
|
void OnPlayerLearnTalents(Player* player, uint32 talentId, uint32 talentRank, uint32 spellid);
|
|
void OnPlayerEnterCombat(Player* player, Unit* enemy);
|
|
void OnPlayerLeaveCombat(Player* player);
|
|
void OnQuestAbandon(Player* player, uint32 questId);
|
|
bool CanSendErrorAlreadyLooted(Player* player);
|
|
void OnAfterCreatureLoot(Player* player);
|
|
void OnAfterCreatureLootMoney(Player* player);
|
|
bool OnCanPlayerFlyInZone(Player* player, uint32 mapId, uint32 zoneId, SpellInfo const* bySpell);
|
|
|
|
// Anti cheat
|
|
void AnticheatSetCanFlybyServer(Player* player, bool apply);
|
|
void AnticheatSetUnderACKmount(Player* player);
|
|
void AnticheatSetRootACKUpd(Player* player);
|
|
void AnticheatUpdateMovementInfo(Player* player, MovementInfo const& movementInfo);
|
|
void AnticheatSetJumpingbyOpcode(Player* player, bool jump);
|
|
bool AnticheatHandleDoubleJump(Player* player, Unit* mover);
|
|
bool AnticheatCheckMovementInfo(Player* player, MovementInfo const& movementInfo, Unit* mover, bool jump);
|
|
|
|
public: /* AccountScript */
|
|
void OnAccountLogin(uint32 accountId);
|
|
void OnBeforeAccountDelete(uint32 accountId);
|
|
void OnLastIpUpdate(uint32 accountId, std::string ip);
|
|
void OnFailedAccountLogin(uint32 accountId);
|
|
void OnEmailChange(uint32 accountId);
|
|
void OnFailedEmailChange(uint32 accountId);
|
|
void OnPasswordChange(uint32 accountId);
|
|
void OnFailedPasswordChange(uint32 accountId);
|
|
bool CanAccountCreateCharacter(uint32 accountId, uint8 charRace, uint8 charClass);
|
|
|
|
public: /* GuildScript */
|
|
void OnGuildAddMember(Guild* guild, Player* player, uint8& plRank);
|
|
void OnGuildRemoveMember(Guild* guild, Player* player, bool isDisbanding, bool isKicked);
|
|
void OnGuildMOTDChanged(Guild* guild, const std::string& newMotd);
|
|
void OnGuildInfoChanged(Guild* guild, const std::string& newInfo);
|
|
void OnGuildCreate(Guild* guild, Player* leader, const std::string& name);
|
|
void OnGuildDisband(Guild* guild);
|
|
void OnGuildMemberWitdrawMoney(Guild* guild, Player* player, uint32& amount, bool isRepair);
|
|
void OnGuildMemberDepositMoney(Guild* guild, Player* player, uint32& amount);
|
|
void OnGuildItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId,
|
|
bool isDestBank, uint8 destContainer, uint8 destSlotId);
|
|
void OnGuildEvent(Guild* guild, uint8 eventType, ObjectGuid::LowType playerGuid1, ObjectGuid::LowType playerGuid2, uint8 newRank);
|
|
void OnGuildBankEvent(Guild* guild, uint8 eventType, uint8 tabId, ObjectGuid::LowType playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId);
|
|
bool CanGuildSendBankList(Guild const* guild, WorldSession* session, uint8 tabId, bool sendAllSlots);
|
|
|
|
public: /* GroupScript */
|
|
void OnGroupAddMember(Group* group, ObjectGuid guid);
|
|
void OnGroupInviteMember(Group* group, ObjectGuid guid);
|
|
void OnGroupRemoveMember(Group* group, ObjectGuid guid, RemoveMethod method, ObjectGuid kicker, const char* reason);
|
|
void OnGroupChangeLeader(Group* group, ObjectGuid newLeaderGuid, ObjectGuid oldLeaderGuid);
|
|
void OnGroupDisband(Group* group);
|
|
bool CanGroupJoinBattlegroundQueue(Group const* group, Player* member, Battleground const* bgTemplate, uint32 MinPlayerCount, bool isRated, uint32 arenaSlot);
|
|
void OnCreate(Group* group, Player* leader);
|
|
|
|
public: /* GlobalScript */
|
|
void OnGlobalItemDelFromDB(CharacterDatabaseTransaction trans, ObjectGuid::LowType itemGuid);
|
|
void OnGlobalMirrorImageDisplayItem(Item const* item, uint32& display);
|
|
void OnBeforeUpdateArenaPoints(ArenaTeam* at, std::map<ObjectGuid, uint32>& ap);
|
|
void OnAfterRefCount(Player const* player, Loot& loot, bool canRate, uint16 lootMode, LootStoreItem* LootStoreItem, uint32& maxcount, LootStore const& store);
|
|
void OnAfterCalculateLootGroupAmount(Player const* player, Loot& loot, uint16 lootMode, uint32& groupAmount, LootStore const& store);
|
|
void OnBeforeDropAddItem(Player const* player, Loot& loot, bool canRate, uint16 lootMode, LootStoreItem* LootStoreItem, LootStore const& store);
|
|
bool OnItemRoll(Player const* player, LootStoreItem const* LootStoreItem, float& chance, Loot& loot, LootStore const& store);
|
|
bool OnBeforeLootEqualChanced(Player const* player, LootStoreItemList EqualChanced, Loot& loot, LootStore const& store);
|
|
void OnInitializeLockedDungeons(Player* player, uint8& level, uint32& lockData, lfg::LFGDungeonData const* dungeon);
|
|
void OnAfterInitializeLockedDungeons(Player* player);
|
|
void OnAfterUpdateEncounterState(Map* map, EncounterCreditType type, uint32 creditEntry, Unit* source, Difficulty difficulty_fixed, DungeonEncounterList const* encounters, uint32 dungeonCompleted, bool updated);
|
|
void OnBeforeWorldObjectSetPhaseMask(WorldObject const* worldObject, uint32& oldPhaseMask, uint32& newPhaseMask, bool& useCombinedPhases, bool& update);
|
|
bool OnIsAffectedBySpellModCheck(SpellInfo const* affectSpell, SpellInfo const* checkSpell, SpellModifier const* mod);
|
|
bool OnSpellHealingBonusTakenNegativeModifiers(Unit const* target, Unit const* caster, SpellInfo const* spellInfo, float& val);
|
|
void OnLoadSpellCustomAttr(SpellInfo* spell);
|
|
bool OnAllowedForPlayerLootCheck(Player const* player, ObjectGuid source);
|
|
bool OnAllowedToLootContainerCheck(Player const* player, ObjectGuid source);
|
|
void OnInstanceIdRemoved(uint32 instanceId);
|
|
void OnBeforeSetBossState(uint32 id, EncounterState newState, EncounterState oldState, Map* instance);
|
|
void AfterInstanceGameObjectCreate(Map* instance, GameObject* go);
|
|
|
|
public: /* Scheduled scripts */
|
|
uint32 IncreaseScheduledScriptsCount() { return ++_scheduledScripts; }
|
|
uint32 DecreaseScheduledScriptCount() { return --_scheduledScripts; }
|
|
uint32 DecreaseScheduledScriptCount(size_t count) { return _scheduledScripts -= count; }
|
|
bool IsScriptScheduled() const { return _scheduledScripts > 0; }
|
|
|
|
public: /* UnitScript */
|
|
void OnHeal(Unit* healer, Unit* reciever, uint32& gain);
|
|
void OnDamage(Unit* attacker, Unit* victim, uint32& damage);
|
|
void ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage, SpellInfo const* spellInfo);
|
|
void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage);
|
|
void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage, SpellInfo const* spellInfo);
|
|
void ModifyHealReceived(Unit* target, Unit* healer, uint32& addHealth, SpellInfo const* spellInfo);
|
|
uint32 DealDamage(Unit* AttackerUnit, Unit* pVictim, uint32 damage, DamageEffectType damagetype);
|
|
void OnBeforeRollMeleeOutcomeAgainst(Unit const* attacker, Unit const* victim, WeaponAttackType attType, int32& attackerMaxSkillValueForLevel, int32& victimMaxSkillValueForLevel, int32& attackerWeaponSkill, int32& victimDefenseSkill, int32& crit_chance, int32& miss_chance, int32& dodge_chance, int32& parry_chance, int32& block_chance);
|
|
void OnAuraApply(Unit* /*unit*/, Aura* /*aura*/);
|
|
void OnAuraRemove(Unit* unit, AuraApplication* aurApp, AuraRemoveMode mode);
|
|
bool IfNormalReaction(Unit const* unit, Unit const* target, ReputationRank& repRank);
|
|
bool IsNeedModSpellDamagePercent(Unit const* unit, AuraEffect* auraEff, float& doneTotalMod, SpellInfo const* spellProto);
|
|
bool IsNeedModMeleeDamagePercent(Unit const* unit, AuraEffect* auraEff, float& doneTotalMod, SpellInfo const* spellProto);
|
|
bool IsNeedModHealPercent(Unit const* unit, AuraEffect* auraEff, float& doneTotalMod, SpellInfo const* spellProto);
|
|
bool CanSetPhaseMask(Unit const* unit, uint32 newPhaseMask, bool update);
|
|
bool IsCustomBuildValuesUpdate(Unit const* unit, uint8 updateType, ByteBuffer& fieldBuffer, Player const* target, uint16 index);
|
|
bool ShouldTrackValuesUpdatePosByIndex(Unit const* unit, uint8 updateType, uint16 index);
|
|
void OnPatchValuesUpdate(Unit const* unit, ByteBuffer& valuesUpdateBuf, BuildValuesCachePosPointers& posPointers, Player* target);
|
|
void OnUnitUpdate(Unit* unit, uint32 diff);
|
|
void OnDisplayIdChange(Unit* unit, uint32 displayId);
|
|
void OnUnitEnterEvadeMode(Unit* unit, uint8 why);
|
|
void OnUnitEnterCombat(Unit* unit, Unit* victim);
|
|
void OnUnitDeath(Unit* unit, Unit* killer);
|
|
|
|
public: /* MovementHandlerScript */
|
|
void OnPlayerMove(Player* player, MovementInfo movementInfo, uint32 opcode);
|
|
|
|
public: /* AllCreatureScript */
|
|
//listener function (OnAllCreatureUpdate) is called by OnCreatureUpdate
|
|
//void OnAllCreatureUpdate(Creature* creature, uint32 diff);
|
|
void OnBeforeCreatureSelectLevel(const CreatureTemplate* cinfo, Creature* creature, uint8& level);
|
|
void Creature_SelectLevel(const CreatureTemplate* cinfo, Creature* creature);
|
|
void OnCreatureSaveToDB(Creature* creature);
|
|
|
|
public: /* AllGameobjectScript */
|
|
void OnGameObjectSaveToDB(GameObject* go);
|
|
|
|
public: /* AllMapScript */
|
|
void OnBeforeCreateInstanceScript(InstanceMap* instanceMap, InstanceScript* instanceData, bool load, std::string data, uint32 completedEncounterMask);
|
|
void OnDestroyInstance(MapInstanced* mapInstanced, Map* map);
|
|
|
|
public: /* BGScript */
|
|
void OnBattlegroundStart(Battleground* bg);
|
|
void OnBattlegroundEndReward(Battleground* bg, Player* player, TeamId winnerTeamId);
|
|
void OnBattlegroundUpdate(Battleground* bg, uint32 diff);
|
|
void OnBattlegroundAddPlayer(Battleground* bg, Player* player);
|
|
void OnBattlegroundBeforeAddPlayer(Battleground* bg, Player* player);
|
|
void OnBattlegroundRemovePlayerAtLeave(Battleground* bg, Player* player);
|
|
void OnQueueUpdate(BattlegroundQueue* queue, uint32 diff, BattlegroundTypeId bgTypeId, BattlegroundBracketId bracket_id, uint8 arenaType, bool isRated, uint32 arenaRating);
|
|
void OnAddGroup(BattlegroundQueue* queue, GroupQueueInfo* ginfo, uint32& index, Player* leader, Group* group, BattlegroundTypeId bgTypeId, PvPDifficultyEntry const* bracketEntry,
|
|
uint8 arenaType, bool isRated, bool isPremade, uint32 arenaRating, uint32 matchmakerRating, uint32 arenaTeamId, uint32 opponentsArenaTeamId);
|
|
bool CanFillPlayersToBG(BattlegroundQueue* queue, Battleground* bg, BattlegroundBracketId bracket_id);
|
|
bool IsCheckNormalMatch(BattlegroundQueue* queue, Battleground* bgTemplate, BattlegroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers);
|
|
bool CanSendMessageBGQueue(BattlegroundQueue* queue, Player* leader, Battleground* bg, PvPDifficultyEntry const* bracketEntry);
|
|
bool OnBeforeSendJoinMessageArenaQueue(BattlegroundQueue* queue, Player* leader, GroupQueueInfo* ginfo, PvPDifficultyEntry const* bracketEntry, bool isRated);
|
|
bool OnBeforeSendExitMessageArenaQueue(BattlegroundQueue* queue, GroupQueueInfo* ginfo);
|
|
void OnBattlegroundEnd(Battleground* bg, TeamId winnerTeamId);
|
|
void OnBattlegroundDestroy(Battleground* bg);
|
|
void OnBattlegroundCreate(Battleground* bg);
|
|
|
|
public: /* Arena Team Script */
|
|
void OnGetSlotByType(const uint32 type, uint8& slot);
|
|
void OnGetArenaPoints(ArenaTeam* at, float& points);
|
|
void OnArenaTypeIDToQueueID(const BattlegroundTypeId bgTypeId, const uint8 arenaType, uint32& queueTypeID);
|
|
void OnArenaQueueIdToArenaType(const BattlegroundQueueTypeId bgQueueTypeId, uint8& ArenaType);
|
|
void OnSetArenaMaxPlayersPerTeam(const uint8 arenaType, uint32& maxPlayerPerTeam);
|
|
|
|
public: /* SpellSC */
|
|
void OnCalcMaxDuration(Aura const* aura, int32& maxDuration);
|
|
bool CanModAuraEffectDamageDone(AuraEffect const* auraEff, Unit* target, AuraApplication const* aurApp, uint8 mode, bool apply);
|
|
bool CanModAuraEffectModDamagePercentDone(AuraEffect const* auraEff, Unit* target, AuraApplication const* aurApp, uint8 mode, bool apply);
|
|
void OnSpellCheckCast(Spell* spell, bool strict, SpellCastResult& res);
|
|
bool CanPrepare(Spell* spell, SpellCastTargets const* targets, AuraEffect const* triggeredByAura);
|
|
bool CanScalingEverything(Spell* spell);
|
|
bool CanSelectSpecTalent(Spell* spell);
|
|
void OnScaleAuraUnitAdd(Spell* spell, Unit* target, uint32 effectMask, bool checkIfValid, bool implicit, uint8 auraScaleMask, TargetInfo& targetInfo);
|
|
void OnRemoveAuraScaleTargets(Spell* spell, TargetInfo& targetInfo, uint8 auraScaleMask, bool& needErase);
|
|
void OnBeforeAuraRankForLevel(SpellInfo const* spellInfo, SpellInfo const* latestSpellInfo, uint8 level);
|
|
void OnDummyEffect(WorldObject* caster, uint32 spellID, SpellEffIndex effIndex, GameObject* gameObjTarget);
|
|
void OnDummyEffect(WorldObject* caster, uint32 spellID, SpellEffIndex effIndex, Creature* creatureTarget);
|
|
void OnDummyEffect(WorldObject* caster, uint32 spellID, SpellEffIndex effIndex, Item* itemTarget);
|
|
|
|
public: /* GameEventScript */
|
|
void OnGameEventStart(uint16 EventID);
|
|
void OnGameEventStop(uint16 EventID);
|
|
void OnGameEventCheck(uint16 EventID);
|
|
|
|
public: /* MailScript */
|
|
void OnBeforeMailDraftSendMailTo(MailDraft* mailDraft, MailReceiver const& receiver, MailSender const& sender, MailCheckMask& checked, uint32& deliver_delay, uint32& custom_expiration, bool& deleteMailItemsFromDB, bool& sendMail);
|
|
|
|
public: /* AchievementScript */
|
|
|
|
void SetRealmCompleted(AchievementEntry const* achievement);
|
|
bool IsCompletedCriteria(AchievementMgr* mgr, AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement, CriteriaProgress const* progress);
|
|
bool IsRealmCompleted(AchievementGlobalMgr const* globalmgr, AchievementEntry const* achievement, std::chrono::system_clock::time_point completionTime);
|
|
void OnBeforeCheckCriteria(AchievementMgr* mgr, AchievementCriteriaEntryList const* achievementCriteriaList);
|
|
bool CanCheckCriteria(AchievementMgr* mgr, AchievementCriteriaEntry const* achievementCriteria);
|
|
|
|
public: /* PetScript */
|
|
|
|
void OnInitStatsForLevel(Guardian* guardian, uint8 petlevel);
|
|
void OnCalculateMaxTalentPointsForLevel(Pet* pet, uint8 level, uint8& points);
|
|
bool CanUnlearnSpellSet(Pet* pet, uint32 level, uint32 spell);
|
|
bool CanUnlearnSpellDefault(Pet* pet, SpellInfo const* spellInfo);
|
|
bool CanResetTalents(Pet* pet);
|
|
|
|
public: /* ArenaScript */
|
|
|
|
bool CanAddMember(ArenaTeam* team, ObjectGuid PlayerGuid);
|
|
void OnGetPoints(ArenaTeam* team, uint32 memberRating, float& points);
|
|
bool CanSaveToDB(ArenaTeam* team);
|
|
|
|
public: /* MiscScript */
|
|
|
|
void OnConstructObject(Object* origin);
|
|
void OnDestructObject(Object* origin);
|
|
void OnConstructPlayer(Player* origin);
|
|
void OnDestructPlayer(Player* origin);
|
|
void OnConstructGroup(Group* origin);
|
|
void OnDestructGroup(Group* origin);
|
|
void OnConstructInstanceSave(InstanceSave* origin);
|
|
void OnDestructInstanceSave(InstanceSave* origin);
|
|
void OnItemCreate(Item* item, ItemTemplate const* itemProto, Player const* owner);
|
|
bool CanApplySoulboundFlag(Item* item, ItemTemplate const* proto);
|
|
bool CanItemApplyEquipSpell(Player* player, Item* item);
|
|
bool CanSendAuctionHello(WorldSession const* session, ObjectGuid guid, Creature* creature);
|
|
void ValidateSpellAtCastSpell(Player* player, uint32& oldSpellId, uint32& spellId, uint8& castCount, uint8& castFlags);
|
|
void OnPlayerSetPhase(const AuraEffect* auraEff, AuraApplication const* aurApp, uint8 mode, bool apply, uint32& newPhase);
|
|
void ValidateSpellAtCastSpellResult(Player* player, Unit* mover, Spell* spell, uint32 oldSpellId, uint32 spellId);
|
|
void OnAfterLootTemplateProcess(Loot* loot, LootTemplate const* tab, LootStore const& store, Player* lootOwner, bool personal, bool noEmptyError, uint16 lootMode);
|
|
void OnInstanceSave(InstanceSave* instanceSave);
|
|
void GetDialogStatus(Player* player, Object* questgiver);
|
|
|
|
public: /* CommandSC */
|
|
|
|
void OnHandleDevCommand(Player* player, bool& enable);
|
|
bool OnTryExecuteCommand(ChatHandler& handler, std::string_view cmdStr);
|
|
|
|
public: /* DatabaseScript */
|
|
|
|
void OnAfterDatabasesLoaded(uint32 updateFlags);
|
|
void OnAfterDatabaseLoadCreatureTemplates(std::vector<CreatureTemplate*> creatureTemplateStore);
|
|
|
|
public: /* WorldObjectScript */
|
|
|
|
void OnWorldObjectDestroy(WorldObject* object);
|
|
void OnWorldObjectCreate(WorldObject* object);
|
|
void OnWorldObjectSetMap(WorldObject* object, Map* map);
|
|
void OnWorldObjectResetMap(WorldObject* object);
|
|
void OnWorldObjectUpdate(WorldObject* object, uint32 diff);
|
|
|
|
public: /* PetScript */
|
|
|
|
void OnPetAddToWorld(Pet* pet);
|
|
|
|
public: /* LootScript */
|
|
|
|
void OnLootMoney(Player* player, uint32 gold);
|
|
|
|
private:
|
|
uint32 _scriptCount;
|
|
|
|
//atomic op counter for active scripts amount
|
|
std::atomic<long> _scheduledScripts;
|
|
|
|
ScriptLoaderCallbackType _script_loader_callback;
|
|
ModulesLoaderCallbackType _modules_loader_callback;
|
|
};
|
|
|
|
#define sScriptMgr ScriptMgr::instance()
|
|
|
|
template<class TScript>
|
|
class ScriptRegistry
|
|
{
|
|
public:
|
|
typedef std::map<uint32, TScript*> ScriptMap;
|
|
typedef typename ScriptMap::iterator ScriptMapIterator;
|
|
|
|
typedef std::vector<std::pair<TScript*,std::vector<uint16>>> ScriptVector;
|
|
typedef typename ScriptVector::iterator ScriptVectorIterator;
|
|
|
|
typedef std::vector<std::vector<TScript*>> EnabledHooksVector;
|
|
typedef typename EnabledHooksVector::iterator EnabledHooksVectorIterator;
|
|
|
|
// The actual list of scripts. This will be accessed concurrently, so it must not be modified
|
|
// after server startup.
|
|
static ScriptMap ScriptPointerList;
|
|
// After database load scripts
|
|
static ScriptVector ALScripts;
|
|
// The list of hook types with the list of enabled scripts for this specific hook.
|
|
// With this approach, we wouldn't call all available hooks in case if we override just one hook.
|
|
static EnabledHooksVector EnabledHooks;
|
|
|
|
static void InitEnabledHooksIfNeeded(uint16 totalAvailableHooks)
|
|
{
|
|
EnabledHooks.resize(totalAvailableHooks);
|
|
}
|
|
|
|
static void AddScript(TScript* const script, std::vector<uint16> enabledHooks = {})
|
|
{
|
|
ASSERT(script);
|
|
|
|
if (!_checkMemory(script))
|
|
return;
|
|
|
|
if (EnabledHooks.empty())
|
|
InitEnabledHooksIfNeeded(script->GetTotalAvailableHooks());
|
|
|
|
if (script->isAfterLoadScript())
|
|
{
|
|
ALScripts.emplace_back(script, std::move(enabledHooks));
|
|
}
|
|
else
|
|
{
|
|
script->checkValidity();
|
|
|
|
for (uint16 v : enabledHooks)
|
|
EnabledHooks[v].emplace_back(script);
|
|
|
|
// We're dealing with a code-only script; just add it.
|
|
ScriptPointerList[_scriptIdCounter++] = script;
|
|
sScriptMgr->IncreaseScriptCount();
|
|
}
|
|
}
|
|
|
|
static void AddALScripts()
|
|
{
|
|
for (ScriptVectorIterator it = ALScripts.begin(); it != ALScripts.end(); ++it)
|
|
{
|
|
TScript* const script = (*it).first;
|
|
|
|
script->checkValidity();
|
|
|
|
if (script->IsDatabaseBound())
|
|
{
|
|
if (!_checkMemory(script))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get an ID for the script. An ID only exists if it's a script that is assigned in the database
|
|
// through a script name (or similar).
|
|
uint32 id = sObjectMgr->GetScriptId(script->GetName().c_str());
|
|
if (id)
|
|
{
|
|
// Try to find an existing script.
|
|
TScript const* oldScript = nullptr;
|
|
for (auto iterator = ScriptPointerList.begin(); iterator != ScriptPointerList.end(); ++iterator)
|
|
{
|
|
// If the script names match...
|
|
if (iterator->second->GetName() == script->GetName())
|
|
{
|
|
// ... It exists.
|
|
oldScript = iterator->second;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If the script is already assigned -> delete it!
|
|
if (oldScript)
|
|
{
|
|
for (auto& vIt : EnabledHooks)
|
|
for (size_t i = 0; i < vIt.size(); ++i)
|
|
if (vIt[i] == oldScript)
|
|
{
|
|
vIt.erase(vIt.begin() + i);
|
|
break;
|
|
}
|
|
|
|
delete oldScript;
|
|
}
|
|
|
|
// Assign new script!
|
|
ScriptPointerList[id] = script;
|
|
|
|
// Increment script count only with new scripts
|
|
if (!oldScript)
|
|
{
|
|
sScriptMgr->IncreaseScriptCount();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The script uses a script name from database, but isn't assigned to anything.
|
|
if (script->GetName().find("Smart") == std::string::npos)
|
|
LOG_ERROR("sql.sql", "Script named '{}' is not assigned in the database.",
|
|
script->GetName());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (uint16 v : (*it).second)
|
|
EnabledHooks[v].emplace_back(script);
|
|
|
|
// We're dealing with a code-only script; just add it.
|
|
ScriptPointerList[_scriptIdCounter++] = script;
|
|
sScriptMgr->IncreaseScriptCount();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gets a script by its ID (assigned by ObjectMgr).
|
|
static TScript* GetScriptById(uint32 id)
|
|
{
|
|
ScriptMapIterator it = ScriptPointerList.find(id);
|
|
if (it != ScriptPointerList.end())
|
|
return it->second;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
private:
|
|
// See if the script is using the same memory as another script. If this happens, it means that
|
|
// someone forgot to allocate new memory for a script.
|
|
static bool _checkMemory(TScript* const script)
|
|
{
|
|
// See if the script is using the same memory as another script. If this happens, it means that
|
|
// someone forgot to allocate new memory for a script.
|
|
for (ScriptMapIterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it)
|
|
{
|
|
if (it->second == script)
|
|
{
|
|
LOG_ERROR("scripts", "Script '{}' has same memory pointer as '{}'.",
|
|
script->GetName(), it->second->GetName());
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Counter used for code-only scripts.
|
|
static uint32 _scriptIdCounter;
|
|
};
|
|
|
|
// Instantiate static members of ScriptRegistry.
|
|
template<class TScript> std::map<uint32, TScript*> ScriptRegistry<TScript>::ScriptPointerList;
|
|
template<class TScript> std::vector<std::pair<TScript*,std::vector<uint16>>> ScriptRegistry<TScript>::ALScripts;
|
|
template<class TScript> std::vector<std::vector<TScript*>> ScriptRegistry<TScript>::EnabledHooks;
|
|
template<class TScript> uint32 ScriptRegistry<TScript>::_scriptIdCounter = 0;
|
|
|
|
#endif
|