/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #ifndef SC_SCRIPTMGR_H #define SC_SCRIPTMGR_H #include "AchievementMgr.h" #include "ArenaTeam.h" #include "AuctionHouseMgr.h" #include "Battleground.h" #include "Common.h" #include "DBCStores.h" #include "DynamicObject.h" #include "GameEventMgr.h" #include "LFGMgr.h" #include "ObjectMgr.h" #include "PetDefines.h" #include "QuestDef.h" #include "SharedDefines.h" #include "Weather.h" #include "World.h" #include class AuctionHouseObject; class AuraScript; class Battleground; class BattlegroundMap; class BattlegroundQueue; class Channel; class ChatCommand; class Creature; class CreatureAI; class DynamicObject; class GameObject; class GameObjectAI; class Guild; class GridMap; class Group; class InstanceMap; class InstanceScript; class Item; class Map; class OutdoorPvP; class Player; class Quest; class ScriptMgr; class Spell; class SpellScript; class SpellInfo; class SpellCastTargets; class Transport; class StaticTransport; class MotionTransport; class Unit; class Vehicle; class WorldPacket; class WorldSocket; class WorldObject; struct AchievementCriteriaData; struct AuctionEntry; struct ConditionSourceInfo; struct Condition; struct DungeonProgressionRequirements; struct ItemTemplate; struct OutdoorPvPData; struct GroupQueueInfo; struct TargetInfo; #define VISIBLE_RANGE 166.0f //MAX visible range (size of grid) // Check out our guide on how to create new hooks in our wiki! https://www.azerothcore.org/wiki/hooks-script /* TODO: Add more script type classes. SessionScript CollisionScript ArenaTeamScript */ class ScriptObject { friend class ScriptMgr; public: // Do not override this in scripts; it should be overridden by the various script type classes. It indicates // whether or not this script type must be assigned in the database. [[nodiscard]] virtual bool IsDatabaseBound() const { return false; } [[nodiscard]] virtual bool isAfterLoadScript() const { return IsDatabaseBound(); } virtual void checkValidity() { } [[nodiscard]] const std::string& GetName() const { return _name; } protected: ScriptObject(const char* name) : _name(std::string(name)) { } virtual ~ScriptObject() = default; private: const std::string _name; }; template class UpdatableScript { protected: UpdatableScript() = default; public: virtual void OnUpdate(TObject* /*obj*/, uint32 /*diff*/) { } }; class SpellScriptLoader : public ScriptObject { protected: SpellScriptLoader(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Should return a fully valid SpellScript pointer. [[nodiscard]] virtual SpellScript* GetSpellScript() const { return nullptr; } // Should return a fully valid AuraScript pointer. [[nodiscard]] virtual AuraScript* GetAuraScript() const { return nullptr; } }; class ServerScript : public ScriptObject { protected: ServerScript(const char* name); public: // Called when reactive socket I/O is started (WorldSocketMgr). virtual void OnNetworkStart() { } // Called when reactive I/O is stopped. virtual void OnNetworkStop() { } // Called when a remote socket establishes a connection to the server. Do not store the socket object. virtual void OnSocketOpen(WorldSocket* /*socket*/) { } // Called when a socket is closed. Do not store the socket object, and do not rely on the connection // being open; it is not. virtual void OnSocketClose(WorldSocket* /*socket*/, bool /*wasNew*/) { } // Called when a packet is sent to a client. The packet object is a copy of the original packet, so reading // and modifying it is safe. virtual void OnPacketSend(WorldSession* /*session*/, WorldPacket& /*packet*/) { } // Called when a (valid) packet is received by a client. The packet object is a copy of the original packet, so // reading and modifying it is safe. Make sure to check WorldSession pointer before usage, it might be null in case of auth packets virtual void OnPacketReceive(WorldSession* /*session*/, WorldPacket& /*packet*/) { } }; class WorldScript : public ScriptObject { protected: WorldScript(const char* name); public: // Called when the open/closed state of the world changes. virtual void OnOpenStateChange(bool /*open*/) { } // Called after the world configuration is (re)loaded. virtual void OnAfterConfigLoad(bool /*reload*/) { } // Called when loading custom database tables virtual void OnLoadCustomDatabaseTable() { } // Called before the world configuration is (re)loaded. virtual void OnBeforeConfigLoad(bool /*reload*/) { } // Called before the message of the day is changed. virtual void OnMotdChange(std::string& /*newMotd*/) { } // Called when a world shutdown is initiated. virtual void OnShutdownInitiate(ShutdownExitCode /*code*/, ShutdownMask /*mask*/) { } // Called when a world shutdown is cancelled. virtual void OnShutdownCancel() { } // Called on every world tick (don't execute too heavy code here). virtual void OnUpdate(uint32 /*diff*/) { } // Called when the world is started. virtual void OnStartup() { } // Called when the world is actually shut down. virtual void OnShutdown() { } }; class FormulaScript : public ScriptObject { protected: FormulaScript(const char* name); public: // Called after calculating honor. virtual void OnHonorCalculation(float& /*honor*/, uint8 /*level*/, float /*multiplier*/) { } // Called after gray level calculation. virtual void OnGrayLevelCalculation(uint8& /*grayLevel*/, uint8 /*playerLevel*/) { } // Called after calculating experience color. virtual void OnColorCodeCalculation(XPColorChar& /*color*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/) { } // Called after calculating zero difference. virtual void OnZeroDifferenceCalculation(uint8& /*diff*/, uint8 /*playerLevel*/) { } // Called after calculating base experience gain. virtual void OnBaseGainCalculation(uint32& /*gain*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/, ContentLevels /*content*/) { } // Called after calculating experience gain. virtual void OnGainCalculation(uint32& /*gain*/, Player* /*player*/, Unit* /*unit*/) { } // Called when calculating the experience rate for group experience. virtual void OnGroupRateCalculation(float& /*rate*/, uint32 /*count*/, bool /*isRaid*/) { } // Called after calculating arena rating changes virtual void OnAfterArenaRatingCalculation(Battleground* const /*bg*/, int32& /*winnerMatchmakerChange*/, int32& /*loserMatchmakerChange*/, int32& /*winnerChange*/, int32& /*loserChange*/) { }; // Called before modifying a player's personal rating virtual void OnBeforeUpdatingPersonalRating(int32& /*mod*/, uint32 /*type*/) { } }; template class MapScript : public UpdatableScript { MapEntry const* _mapEntry; uint32 _mapId; protected: MapScript(uint32 mapId) : _mapId(mapId) { } public: void checkMap() { _mapEntry = sMapStore.LookupEntry(_mapId); if (!_mapEntry) LOG_ERROR("maps.script", "Invalid MapScript for %u; no such map ID.", _mapId); } // Gets the MapEntry structure associated with this script. Can return nullptr. MapEntry const* GetEntry() { return _mapEntry; } // Called when the map is created. virtual void OnCreate(TMap* /*map*/) { } // Called just before the map is destroyed. virtual void OnDestroy(TMap* /*map*/) { } // Called when a grid map is loaded. virtual void OnLoadGridMap(TMap* /*map*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { } // Called when a grid map is unloaded. virtual void OnUnloadGridMap(TMap* /*map*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { } // Called when a player enters the map. virtual void OnPlayerEnter(TMap* /*map*/, Player* /*player*/) { } // Called when a player leaves the map. virtual void OnPlayerLeave(TMap* /*map*/, Player* /*player*/) { } // Called on every map update tick. void OnUpdate(TMap* /*map*/, uint32 /*diff*/) override { } }; class WorldMapScript : public ScriptObject, public MapScript { protected: WorldMapScript(const char* name, uint32 mapId); public: [[nodiscard]] bool isAfterLoadScript() const override { return true; } void checkValidity() override { checkMap(); if (GetEntry() && !GetEntry()->IsWorldMap()) LOG_ERROR("maps.script", "WorldMapScript for map %u is invalid.", GetEntry()->MapID); } }; class InstanceMapScript : public ScriptObject, public MapScript { protected: InstanceMapScript(const char* name, uint32 mapId); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } void checkValidity() override { checkMap(); if (GetEntry() && !GetEntry()->IsDungeon()) LOG_ERROR("maps.script", "InstanceMapScript for map %u is invalid.", GetEntry()->MapID); } // Gets an InstanceScript object for this instance. virtual InstanceScript* GetInstanceScript(InstanceMap* /*map*/) const { return nullptr; } }; class BattlegroundMapScript : public ScriptObject, public MapScript { protected: BattlegroundMapScript(const char* name, uint32 mapId); public: [[nodiscard]] bool isAfterLoadScript() const override { return true; } void checkValidity() override { checkMap(); if (GetEntry() && !GetEntry()->IsBattleground()) LOG_ERROR("maps.script", "BattlegroundMapScript for map %u is invalid.", GetEntry()->MapID); } }; class ItemScript : public ScriptObject { protected: ItemScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when a player accepts a quest from the item. [[nodiscard]] virtual bool OnQuestAccept(Player* /*player*/, Item* /*item*/, Quest const* /*quest*/) { return false; } // Called when a player uses the item. [[nodiscard]] virtual bool OnUse(Player* /*player*/, Item* /*item*/, SpellCastTargets const& /*targets*/) { return false; } // Called when the item is destroyed. [[nodiscard]] virtual bool OnRemove(Player* /*player*/, Item* /*item*/) { return false; } // Called before casting a combat spell from this item (chance on hit spells of item template, can be used to prevent cast if returning false) [[nodiscard]] virtual bool OnCastItemCombatSpell(Player* /*player*/, Unit* /*victim*/, SpellInfo const* /*spellInfo*/, Item* /*item*/) { return true; } // Called when the item expires (is destroyed). [[nodiscard]] virtual bool OnExpire(Player* /*player*/, ItemTemplate const* /*proto*/) { return false; } // Called when a player selects an option in an item gossip window virtual void OnGossipSelect(Player* /*player*/, Item* /*item*/, uint32 /*sender*/, uint32 /*action*/) { } // Called when a player selects an option in an item gossip window virtual void OnGossipSelectCode(Player* /*player*/, Item* /*item*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { } }; class UnitScript : public ScriptObject { protected: UnitScript(const char* name, bool addToScripts = true); public: // Called when a unit deals healing to another unit virtual void OnHeal(Unit* /*healer*/, Unit* /*reciever*/, uint32& /*gain*/) { } // Called when a unit deals damage to another unit virtual void OnDamage(Unit* /*attacker*/, Unit* /*victim*/, uint32& /*damage*/) { } // Called when DoT's Tick Damage is being Dealt // Attacker can be nullptr if he is despawned while the aura still exists on target virtual void ModifyPeriodicDamageAurasTick(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { } // Called when Melee Damage is being Dealt virtual void ModifyMeleeDamage(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { } // Called when Spell Damage is being Dealt virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { } // Called when Heal is Recieved virtual void ModifyHealRecieved(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { } //Called when Damage is Dealt virtual uint32 DealDamage(Unit* /*AttackerUnit*/, Unit* /*pVictim*/, uint32 damage, DamageEffectType /*damagetype*/) { return damage; } virtual void OnBeforeRollMeleeOutcomeAgainst(const Unit* /*attacker*/, const Unit* /*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*/ ) { }; virtual void OnAuraRemove(Unit* /*unit*/, AuraApplication* /*aurApp*/, AuraRemoveMode /*mode*/) { } [[nodiscard]] virtual bool IfNormalReaction(Unit const* /*unit*/, Unit const* /*target*/, ReputationRank& /*repRank*/) { return true; } [[nodiscard]] virtual bool IsNeedModSpellDamagePercent(Unit const* /*unit*/, AuraEffect* /*auraEff*/, float& /*doneTotalMod*/, SpellInfo const* /*spellProto*/) { return true; } [[nodiscard]] virtual bool IsNeedModMeleeDamagePercent(Unit const* /*unit*/, AuraEffect* /*auraEff*/, float& /*doneTotalMod*/, SpellInfo const* /*spellProto*/) { return true; } [[nodiscard]] virtual bool IsNeedModHealPercent(Unit const* /*unit*/, AuraEffect* /*auraEff*/, float& /*doneTotalMod*/, SpellInfo const* /*spellProto*/) { return true; } [[nodiscard]] virtual bool CanSetPhaseMask(Unit const* /*unit*/, uint32 /*newPhaseMask*/, bool /*update*/) { return true; } [[nodiscard]] virtual bool IsCustomBuildValuesUpdate(Unit const* /*unit*/, uint8 /*updateType*/, ByteBuffer& /*fieldBuffer*/, Player const* /*target*/, uint16 /*index*/) { return false; } }; class MovementHandlerScript : public ScriptObject { protected: MovementHandlerScript(const char* name); public: //Called whenever a player moves virtual void OnPlayerMove(Player* /*player*/, MovementInfo /*movementInfo*/, uint32 /*opcode*/) { } }; class AllMapScript : public ScriptObject { protected: AllMapScript(const char* name); public: // Called when a player enters any Map virtual void OnPlayerEnterAll(Map* /*map*/, Player* /*player*/) { } // Called when a player leave any Map virtual void OnPlayerLeaveAll(Map* /*map*/, Player* /*player*/) { } }; class AllCreatureScript : public ScriptObject { protected: AllCreatureScript(const char* name); public: // Called from End of Creature Update. virtual void OnAllCreatureUpdate(Creature* /*creature*/, uint32 /*diff*/) { } // Called from End of Creature SelectLevel. virtual void Creature_SelectLevel(const CreatureTemplate* /*cinfo*/, Creature* /*creature*/) { } }; class CreatureScript : public ScriptObject, public UpdatableScript { protected: CreatureScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when a player opens a gossip dialog with the creature. [[nodiscard]] virtual bool OnGossipHello(Player* /*player*/, Creature* /*creature*/) { return false; } // Called when a player selects a gossip item in the creature's gossip menu. [[nodiscard]] virtual bool OnGossipSelect(Player* /*player*/, Creature* /*creature*/, uint32 /*sender*/, uint32 /*action*/) { return false; } // Called when a player selects a gossip with a code in the creature's gossip menu. [[nodiscard]] virtual bool OnGossipSelectCode(Player* /*player*/, Creature* /*creature*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; } // Called when a player accepts a quest from the creature. [[nodiscard]] virtual bool OnQuestAccept(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; } // Called when a player selects a quest in the creature's quest menu. [[nodiscard]] virtual bool OnQuestSelect(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; } // Called when a player completes a quest with the creature. [[nodiscard]] virtual bool OnQuestComplete(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; } // Called when a player selects a quest reward. [[nodiscard]] virtual bool OnQuestReward(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; } // Called when the dialog status between a player and the creature is requested. virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; } // Called when a CreatureAI object is needed for the creature. virtual CreatureAI* GetAI(Creature* /*creature*/) const { return nullptr; } }; class GameObjectScript : public ScriptObject, public UpdatableScript { protected: GameObjectScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when a player opens a gossip dialog with the gameobject. [[nodiscard]] virtual bool OnGossipHello(Player* /*player*/, GameObject* /*go*/) { return false; } // Called when a player selects a gossip item in the gameobject's gossip menu. [[nodiscard]] virtual bool OnGossipSelect(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/) { return false; } // Called when a player selects a gossip with a code in the gameobject's gossip menu. [[nodiscard]] virtual bool OnGossipSelectCode(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; } // Called when a player accepts a quest from the gameobject. [[nodiscard]] virtual bool OnQuestAccept(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/) { return false; } // Called when a player selects a quest reward. [[nodiscard]] virtual bool OnQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; } // Called when the dialog status between a player and the gameobject is requested. virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; } // Called when the game object is destroyed (destructible buildings only). virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { } // Called when the game object is damaged (destructible buildings only). virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { } // Called when the game object loot state is changed. virtual void OnLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { } // Called when the game object state is changed. virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { } // Called when a GameObjectAI object is needed for the gameobject. virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return nullptr; } }; class AreaTriggerScript : public ScriptObject { protected: AreaTriggerScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when the area trigger is activated by a player. [[nodiscard]] virtual bool OnTrigger(Player* /*player*/, AreaTrigger const* /*trigger*/) { return false; } }; class BattlegroundScript : public ScriptObject { protected: BattlegroundScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Should return a fully valid Battleground object for the type ID. [[nodiscard]] virtual Battleground* GetBattleground() const = 0; }; class OutdoorPvPScript : public ScriptObject { protected: OutdoorPvPScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Should return a fully valid OutdoorPvP object for the type ID. [[nodiscard]] virtual OutdoorPvP* GetOutdoorPvP() const = 0; }; class CommandScript : public ScriptObject { protected: CommandScript(const char* name); public: // Should return a pointer to a valid command table (ChatCommand array) to be used by ChatHandler. [[nodiscard]] virtual std::vector GetCommands() const = 0; }; class WeatherScript : public ScriptObject, public UpdatableScript { protected: WeatherScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when the weather changes in the zone this script is associated with. virtual void OnChange(Weather* /*weather*/, WeatherState /*state*/, float /*grade*/) { } }; class AuctionHouseScript : public ScriptObject { protected: AuctionHouseScript(const char* name); public: // Called when an auction is added to an auction house. virtual void OnAuctionAdd(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } // Called when an auction is removed from an auction house. virtual void OnAuctionRemove(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } // Called when an auction was succesfully completed. virtual void OnAuctionSuccessful(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } // Called when an auction expires. virtual void OnAuctionExpire(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } // Called before sending the mail concerning a won auction virtual void OnBeforeAuctionHouseMgrSendAuctionWonMail(AuctionHouseMgr* /*auctionHouseMgr*/, AuctionEntry* /*auction*/, Player* /*bidder*/, uint32& /*bidder_accId*/, bool& /*sendNotification*/, bool& /*updateAchievementCriteria*/, bool& /*sendMail*/) { } // Called before sending the mail concerning a pending sale virtual void OnBeforeAuctionHouseMgrSendAuctionSalePendingMail(AuctionHouseMgr* /*auctionHouseMgr*/, AuctionEntry* /*auction*/, Player* /*owner*/, uint32& /*owner_accId*/, bool& /*sendMail*/) { } // Called before sending the mail concerning a successful auction virtual void OnBeforeAuctionHouseMgrSendAuctionSuccessfulMail(AuctionHouseMgr* /*auctionHouseMgr*/, AuctionEntry* /*auction*/, Player* /*owner*/, uint32& /*owner_accId*/, uint32& /*profit*/, bool& /*sendNotification*/, bool& /*updateAchievementCriteria*/, bool& /*sendMail*/) { } // Called before sending the mail concerning an expired auction virtual void OnBeforeAuctionHouseMgrSendAuctionExpiredMail(AuctionHouseMgr* /*auctionHouseMgr*/, AuctionEntry* /*auction*/, Player* /*owner*/, uint32& /*owner_accId*/, bool& /*sendNotification*/, bool& /*sendMail*/) { } // Called before sending the mail concerning an outbidded auction virtual void OnBeforeAuctionHouseMgrSendAuctionOutbiddedMail(AuctionHouseMgr* /*auctionHouseMgr*/, AuctionEntry* /*auction*/, Player* /*oldBidder*/, uint32& /*oldBidder_accId*/, Player* /*newBidder*/, uint32& /*newPrice*/, bool& /*sendNotification*/, bool& /*sendMail*/) { } // Called before sending the mail concerning an cancelled auction virtual void OnBeforeAuctionHouseMgrSendAuctionCancelledToBidderMail(AuctionHouseMgr* /*auctionHouseMgr*/, AuctionEntry* /*auction*/, Player* /*bidder*/, uint32& /*bidder_accId*/, bool& /*sendMail*/) { } // Called before updating the auctions virtual void OnBeforeAuctionHouseMgrUpdate() { } }; class ConditionScript : public ScriptObject { protected: ConditionScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when a single condition is checked for a player. [[nodiscard]] virtual bool OnConditionCheck(Condition* /*condition*/, ConditionSourceInfo& /*sourceInfo*/) { return true; } }; class VehicleScript : public ScriptObject { protected: VehicleScript(const char* name); public: // Called after a vehicle is installed. virtual void OnInstall(Vehicle* /*veh*/) { } // Called after a vehicle is uninstalled. virtual void OnUninstall(Vehicle* /*veh*/) { } // Called when a vehicle resets. virtual void OnReset(Vehicle* /*veh*/) { } // Called after an accessory is installed in a vehicle. virtual void OnInstallAccessory(Vehicle* /*veh*/, Creature* /*accessory*/) { } // Called after a passenger is added to a vehicle. virtual void OnAddPassenger(Vehicle* /*veh*/, Unit* /*passenger*/, int8 /*seatId*/) { } // Called after a passenger is removed from a vehicle. virtual void OnRemovePassenger(Vehicle* /*veh*/, Unit* /*passenger*/) { } }; class DynamicObjectScript : public ScriptObject, public UpdatableScript { protected: DynamicObjectScript(const char* name); }; class TransportScript : public ScriptObject, public UpdatableScript { protected: TransportScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } // Called when a player boards the transport. virtual void OnAddPassenger(Transport* /*transport*/, Player* /*player*/) { } // Called when a creature boards the transport. virtual void OnAddCreaturePassenger(Transport* /*transport*/, Creature* /*creature*/) { } // Called when a player exits the transport. virtual void OnRemovePassenger(Transport* /*transport*/, Player* /*player*/) { } // Called when a transport moves. virtual void OnRelocate(Transport* /*transport*/, uint32 /*waypointId*/, uint32 /*mapId*/, float /*x*/, float /*y*/, float /*z*/) { } }; class AchievementCriteriaScript : public ScriptObject { protected: AchievementCriteriaScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return true; } [[nodiscard]] virtual bool OnCheck(Player* /*source*/, Unit* /*target*/, uint32 /*criteria_id*/) { return true; }; }; class PlayerScript : public ScriptObject { protected: PlayerScript(const char* name); public: virtual void OnPlayerReleasedGhost(Player* /*player*/) { } // Called on Send Initial Packets Before Add To Map virtual void OnSendInitialPacketsBeforeAddToMap(Player* /*player*/, WorldPacket& /*data*/) {} // Called when a player does a desertion action (see BattlegroundDesertionType) virtual void OnBattlegroundDesertion(Player* /*player*/, BattlegroundDesertionType const /*desertionType*/) { } // Called when a player completes a quest virtual void OnPlayerCompleteQuest(Player* /*player*/, Quest const* /*quest_id*/) { } // Called when a player kills another player virtual void OnPVPKill(Player* /*killer*/, Player* /*killed*/) { } // Called when a player kills a creature virtual void OnCreatureKill(Player* /*killer*/, Creature* /*killed*/) { } // Called when a player's pet kills a creature virtual void OnCreatureKilledByPet(Player* /*PetOwner*/, Creature* /*killed*/) { } // Called when a player is killed by a creature virtual void OnPlayerKilledByCreature(Creature* /*killer*/, Player* /*killed*/) { } // Called when a player's level changes (right after the level is applied) virtual void OnLevelChanged(Player* /*player*/, uint8 /*oldlevel*/) { } // Called when a player's free talent points change (right before the change is applied) virtual void OnFreeTalentPointsChanged(Player* /*player*/, uint32 /*points*/) { } // Called when a player's talent points are reset (right before the reset is done) virtual void OnTalentsReset(Player* /*player*/, bool /*noCost*/) { } // Called for player::update virtual void OnBeforeUpdate(Player* /*player*/, uint32 /*p_time*/) { } virtual void OnUpdate(Player* /*player*/, uint32 /*p_time*/) { } // Called when a player's money is modified (before the modification is done) virtual void OnMoneyChanged(Player* /*player*/, int32& /*amount*/) { } // Called when a player gains XP (before anything is given) virtual void OnGiveXP(Player* /*player*/, uint32& /*amount*/, Unit* /*victim*/) { } // Called when a player's reputation changes (before it is actually changed) virtual void OnReputationChange(Player* /*player*/, uint32 /*factionId*/, int32& /*standing*/, bool /*incremental*/) { } // Called when a player's reputation rank changes (before it is actually changed) virtual void OnReputationRankChange(Player* /*player*/, uint32 /*factionID*/, ReputationRank /*newRank*/, ReputationRank /*olRank*/, bool /*increased*/) { } // Called when a player learned new spell virtual void OnLearnSpell(Player* /*player*/, uint32 /*spellID*/) {} // Called when a player forgot spell virtual void OnForgotSpell(Player* /*player*/, uint32 /*spellID*/) {} // Called when a duel is requested virtual void OnDuelRequest(Player* /*target*/, Player* /*challenger*/) { } // Called when a duel starts (after 3s countdown) virtual void OnDuelStart(Player* /*player1*/, Player* /*player2*/) { } // Called when a duel ends virtual void OnDuelEnd(Player* /*winner*/, Player* /*loser*/, DuelCompleteType /*type*/) { } // The following methods are called when a player sends a chat message. virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/) { } virtual void OnBeforeSendChatMessage(Player* /*player*/, uint32& /*type*/, uint32& /*lang*/, std::string& /*msg*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Player* /*receiver*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Group* /*group*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Guild* /*guild*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Channel* /*channel*/) { } // Both of the below are called on emote opcodes. virtual void OnEmote(Player* /*player*/, uint32 /*emote*/) { } virtual void OnTextEmote(Player* /*player*/, uint32 /*textEmote*/, uint32 /*emoteNum*/, ObjectGuid /*guid*/) { } // Called in Spell::Cast. virtual void OnSpellCast(Player* /*player*/, Spell* /*spell*/, bool /*skipCheck*/) { } // Called during data loading virtual void OnLoadFromDB(Player* /*player*/) { }; // Called when a player logs in. virtual void OnLogin(Player* /*player*/) { } // Called when a player logs out. virtual void OnLogout(Player* /*player*/) { } // Called when a player is created. virtual void OnCreate(Player* /*player*/) { } // Called when a player is deleted. virtual void OnDelete(ObjectGuid /*guid*/, uint32 /*accountId*/) { } // Called when a player delete failed. virtual void OnFailedDelete(ObjectGuid /*guid*/, uint32 /*accountId*/) { } // Called when a player is about to be saved. virtual void OnSave(Player* /*player*/) { } // Called when a player is bound to an instance virtual void OnBindToInstance(Player* /*player*/, Difficulty /*difficulty*/, uint32 /*mapId*/, bool /*permanent*/) { } // Called when a player switches to a new zone virtual void OnUpdateZone(Player* /*player*/, uint32 /*newZone*/, uint32 /*newArea*/) { } // Called when a player switches to a new area (more accurate than UpdateZone) virtual void OnUpdateArea(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) { } // Called when a player changes to a new map (after moving to new map) virtual void OnMapChanged(Player* /*player*/) { } // Called before a player is being teleported to new coords [[nodiscard]] virtual bool OnBeforeTeleport(Player* /*player*/, uint32 /*mapid*/, float /*x*/, float /*y*/, float /*z*/, float /*orientation*/, uint32 /*options*/, Unit* /*target*/) { return true; } // Called when team/faction is set on player virtual void OnUpdateFaction(Player* /*player*/) { } // Called when a player is added to battleground virtual void OnAddToBattleground(Player* /*player*/, Battleground* /*bg*/) { } // Called when a player is removed from battleground virtual void OnRemoveFromBattleground(Player* /*player*/, Battleground* /*bg*/) { } // Called when a player complete an achievement virtual void OnAchiComplete(Player* /*player*/, AchievementEntry const* /*achievement*/) { } // Called before player complete an achievement, can be used to disable achievements in certain conditions virtual bool OnBeforeAchiComplete(Player* /*player*/, AchievementEntry const* /*achievement*/) { return true; } // Called when a player complete an achievement criteria virtual void OnCriteriaProgress(Player* /*player*/, AchievementCriteriaEntry const* /*criteria*/) { } // Called before player complete an achievement criteria, can be used to disable achievement criteria in certain conditions virtual bool OnBeforeCriteriaProgress(Player* /*player*/, AchievementCriteriaEntry const* /*criteria*/) { return true; } // Called when an Achievement is saved to DB virtual void OnAchiSave(CharacterDatabaseTransaction /*trans*/, Player* /*player*/, uint16 /*achId*/, CompletedAchievementData /*achiData*/) { } // Called when an Criteria is saved to DB virtual void OnCriteriaSave(CharacterDatabaseTransaction /*trans*/, Player* /*player*/, uint16 /*achId*/, CriteriaProgress /*criteriaData*/) { } // Called when a player selects an option in a player gossip window virtual void OnGossipSelect(Player* /*player*/, uint32 /*menu_id*/, uint32 /*sender*/, uint32 /*action*/) { } // Called when a player selects an option in a player gossip window virtual void OnGossipSelectCode(Player* /*player*/, uint32 /*menu_id*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { } // On player getting charmed virtual void OnBeingCharmed(Player* /*player*/, Unit* /*charmer*/, uint32 /*oldFactionId*/, uint32 /*newFactionId*/) { } // To change behaviour of set visible item slot virtual void OnAfterSetVisibleItemSlot(Player* /*player*/, uint8 /*slot*/, Item* /*item*/) { } // After an item has been moved from inventory virtual void OnAfterMoveItemFromInventory(Player* /*player*/, Item* /*it*/, uint8 /*bag*/, uint8 /*slot*/, bool /*update*/) { } // After an item has been equipped virtual void OnEquip(Player* /*player*/, Item* /*it*/, uint8 /*bag*/, uint8 /*slot*/, bool /*update*/) { } // After player enters queue for BG virtual void OnPlayerJoinBG(Player* /*player*/) { } // After player enters queue for Arena virtual void OnPlayerJoinArena(Player* /*player*/) { } //Called when trying to get a team ID of a slot > 2 (This is for custom teams created by modules) virtual void GetCustomGetArenaTeamId(const Player* /*player*/, uint8 /*slot*/, uint32& /*teamID*/) const { } //Called when trying to get players personal rating of an arena slot > 2 (This is for custom teams created by modules) virtual void GetCustomArenaPersonalRating(const Player* /*player*/, uint8 /*slot*/, uint32& /*rating*/) const { } //Called after the normal slots (0..2) for arena have been evaluated so that custom arena teams could modify it if nececasry virtual void OnGetMaxPersonalArenaRatingRequirement(const Player* /*player*/, uint32 /*minSlot*/, uint32& /*maxArenaRating*/) const {} //After looting item virtual void OnLootItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/, ObjectGuid /*lootguid*/) { } //After creating item (eg profession item creation) virtual void OnCreateItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { } // After receiving item as a quest reward virtual void OnQuestRewardItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { } // After completed a quest [[nodiscard]] virtual bool OnBeforeQuestComplete(Player* /*player*/, uint32 /*quest_id*/) { return true; } // Before durability repair action, you can even modify the discount value virtual void OnBeforeDurabilityRepair(Player* /*player*/, ObjectGuid /*npcGUID*/, ObjectGuid /*itemGUID*/, float&/*discountMod*/, uint8 /*guildBank*/) { } //Before buying something from any vendor virtual void OnBeforeBuyItemFromVendor(Player* /*player*/, ObjectGuid /*vendorguid*/, uint32 /*vendorslot*/, uint32& /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/) { }; //Before buying something from any vendor virtual void OnBeforeStoreOrEquipNewItem(Player* /*player*/, uint32 /*vendorslot*/, uint32& /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/, ItemTemplate const* /*pProto*/, Creature* /*pVendor*/, VendorItem const* /*crItem*/, bool /*bStore*/) { }; //After buying something from any vendor virtual void OnAfterStoreOrEquipNewItem(Player* /*player*/, uint32 /*vendorslot*/, Item* /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/, ItemTemplate const* /*pProto*/, Creature* /*pVendor*/, VendorItem const* /*crItem*/, bool /*bStore*/) { }; virtual void OnAfterUpdateMaxPower(Player* /*player*/, Powers& /*power*/, float& /*value*/) { } virtual void OnAfterUpdateMaxHealth(Player* /*player*/, float& /*value*/) { } virtual void OnBeforeUpdateAttackPowerAndDamage(Player* /*player*/, float& /*level*/, float& /*val2*/, bool /*ranged*/) { } virtual void OnAfterUpdateAttackPowerAndDamage(Player* /*player*/, float& /*level*/, float& /*base_attPower*/, float& /*attPowerMod*/, float& /*attPowerMultiplier*/, bool /*ranged*/) { } virtual void OnBeforeInitTalentForLevel(Player* /*player*/, uint8& /*level*/, uint32& /*talentPointsForLevel*/) { } virtual void OnFirstLogin(Player* /*player*/) { } [[nodiscard]] virtual bool CanJoinInBattlegroundQueue(Player* /*player*/, ObjectGuid /*BattlemasterGuid*/, BattlegroundTypeId /*BGTypeID*/, uint8 /*joinAsGroup*/, GroupJoinBattlegroundResult& /*err*/) { return true; } virtual bool ShouldBeRewardedWithMoneyInsteadOfExp(Player* /*player*/) { return false; } // Called before the player's temporary summoned creature has initialized it's stats virtual void OnBeforeTempSummonInitStats(Player* /*player*/, TempSummon* /*tempSummon*/, uint32& /*duration*/) { } // Called before the player's guardian / pet has initialized it's stats for the player's level virtual void OnBeforeGuardianInitStatsForLevel(Player* /*player*/, Guardian* /*guardian*/, CreatureTemplate const* /*cinfo*/, PetType& /*petType*/) { } // Called after the player's guardian / pet has initialized it's stats for the player's level virtual void OnAfterGuardianInitStatsForLevel(Player* /*player*/, Guardian* /*guardian*/) { } // Called before loading a player's pet from the DB virtual void OnBeforeLoadPetFromDB(Player* /*player*/, uint32& /*petentry*/, uint32& /*petnumber*/, bool& /*current*/, bool& /*forceLoadFromDB*/) { } [[nodiscard]] virtual bool CanJoinInArenaQueue(Player* /*player*/, ObjectGuid /*BattlemasterGuid*/, uint8 /*arenaslot*/, BattlegroundTypeId /*BGTypeID*/, uint8 /*joinAsGroup*/, uint8 /*IsRated*/, GroupJoinBattlegroundResult& /*err*/) { return true; } [[nodiscard]] virtual bool CanBattleFieldPort(Player* /*player*/, uint8 /*arenaType*/, BattlegroundTypeId /*BGTypeID*/, uint8 /*action*/) { return true; } [[nodiscard]] virtual bool CanGroupInvite(Player* /*player*/, std::string& /*membername*/) { return true; } [[nodiscard]] virtual bool CanGroupAccept(Player* /*player*/, Group* /*group*/) { return true; } [[nodiscard]] virtual bool CanSellItem(Player* /*player*/, Item* /*item*/, Creature* /*creature*/) { return true; } [[nodiscard]] virtual bool CanSendMail(Player* /*player*/, ObjectGuid /*receiverGuid*/, ObjectGuid /*mailbox*/, std::string& /*subject*/, std::string& /*body*/, uint32 /*money*/, uint32 /*COD*/, Item* /*item*/) { return true; } virtual void PetitionBuy(Player* /*player*/, Creature* /*creature*/, uint32& /*charterid*/, uint32& /*cost*/, uint32& /*type*/) { } virtual void PetitionShowList(Player* /*player*/, Creature* /*creature*/, uint32& /*CharterEntry*/, uint32& /*CharterDispayID*/, uint32& /*CharterCost*/) { } virtual void OnRewardKillRewarder(Player* /*player*/, bool /*isDungeon*/, float& /*rate*/) { } [[nodiscard]] virtual bool CanGiveMailRewardAtGiveLevel(Player* /*player*/, uint8 /*level*/) { return true; } virtual void OnDeleteFromDB(CharacterDatabaseTransaction /*trans*/, uint32 /*guid*/) { } [[nodiscard]] virtual bool CanRepopAtGraveyard(Player* /*player*/) { return true; } virtual void OnGetMaxSkillValue(Player* /*player*/, uint32 /*skill*/, int32& /*result*/, bool /*IsPure*/) { } [[nodiscard]] virtual bool CanAreaExploreAndOutdoor(Player* /*player*/) { return true; } virtual void OnVictimRewardBefore(Player* /*player*/, Player* /*victim*/, uint32& /*killer_title*/, uint32& /*victim_title*/) { } virtual void OnVictimRewardAfter(Player* /*player*/, Player* /*victim*/, uint32& /*killer_title*/, uint32& /*victim_rank*/, float& /*honor_f*/) { } virtual void OnCustomScalingStatValueBefore(Player* /*player*/, ItemTemplate const* /*proto*/, uint8 /*slot*/, bool /*apply*/, uint32& /*CustomScalingStatValue*/) { } virtual void OnCustomScalingStatValue(Player* /*player*/, ItemTemplate const* /*proto*/, uint32& /*statType*/, int32& /*val*/, uint8 /*itemProtoStatNumber*/, uint32 /*ScalingStatValue*/, ScalingStatValuesEntry const* /*ssv*/) { } [[nodiscard]] virtual bool CanArmorDamageModifier(Player* /*player*/) { return true; } virtual void OnGetFeralApBonus(Player* /*player*/, int32& /*feral_bonus*/, int32 /*dpsMod*/, ItemTemplate const* /*proto*/, ScalingStatValuesEntry const* /*ssv*/) { } [[nodiscard]] virtual bool CanApplyWeaponDependentAuraDamageMod(Player* /*player*/, Item* /*item*/, WeaponAttackType /*attackType*/, AuraEffect const* /*aura*/, bool /*apply*/) { return true; } [[nodiscard]] virtual bool CanApplyEquipSpell(Player* /*player*/, SpellInfo const* /*spellInfo*/, Item* /*item*/, bool /*apply*/, bool /*form_change*/) { return true; } [[nodiscard]] virtual bool CanApplyEquipSpellsItemSet(Player* /*player*/, ItemSetEffect* /*eff*/) { return true; } [[nodiscard]] virtual bool CanCastItemCombatSpell(Player* /*player*/, Unit* /*target*/, WeaponAttackType /*attType*/, uint32 /*procVictim*/, uint32 /*procEx*/, Item* /*item*/, ItemTemplate const* /*proto*/) { return true; } [[nodiscard]] virtual bool CanCastItemUseSpell(Player* /*player*/, Item* /*item*/, SpellCastTargets const& /*targets*/, uint8 /*cast_count*/, uint32 /*glyphIndex*/) { return true; } virtual void OnApplyAmmoBonuses(Player* /*player*/, ItemTemplate const* /*proto*/, float& /*currentAmmoDPS*/) { } [[nodiscard]] virtual bool CanEquipItem(Player* /*player*/, uint8 /*slot*/, uint16& /*dest*/, Item* /*pItem*/, bool /*swap*/, bool /*not_loading*/) { return true; } [[nodiscard]] virtual bool CanUnequipItem(Player* /*player*/, uint16 /*pos*/, bool /*swap*/) { return true; } [[nodiscard]] virtual bool CanUseItem(Player* /*player*/, ItemTemplate const* /*proto*/, InventoryResult& /*result*/) { return true; } [[nodiscard]] virtual bool CanSaveEquipNewItem(Player* /*player*/, Item* /*item*/, uint16 /*pos*/, bool /*update*/) { return true; } [[nodiscard]] virtual bool CanApplyEnchantment(Player* /*player*/, Item* /*item*/, EnchantmentSlot /*slot*/, bool /*apply*/, bool /*apply_dur*/, bool /*ignore_condition*/) { return true; } virtual void OnGetQuestRate(Player* /*player*/, float& /*result*/) { } [[nodiscard]] virtual bool PassedQuestKilledMonsterCredit(Player* /*player*/, Quest const* /*qinfo*/, uint32 /*entry*/, uint32 /*real_entry*/, ObjectGuid /*guid*/) { return true; } [[nodiscard]] virtual bool CheckItemInSlotAtLoadInventory(Player* /*player*/, Item* /*item*/, uint8 /*slot*/, uint8& /*err*/, uint16& /*dest*/) { return true; } [[nodiscard]] virtual bool NotAvoidSatisfy(Player* /*player*/, DungeonProgressionRequirements const* /*ar*/, uint32 /*target_map*/, bool /*report*/) { return true; } [[nodiscard]] virtual bool NotVisibleGloballyFor(Player* /*player*/, Player const* /*u*/) { return true; } virtual void OnGetArenaPersonalRating(Player* /*player*/, uint8 /*slot*/, uint32& /*result*/) { } virtual void OnGetArenaTeamId(Player* /*player*/, uint8 /*slot*/, uint32& /*result*/) { } virtual void OnIsFFAPvP(Player* /*player*/, bool& /*result*/) { } virtual void OnIsPvP(Player* /*player*/, bool& /*result*/) { } virtual void OnGetMaxSkillValueForLevel(Player* /*player*/, uint16& /*result*/) { } [[nodiscard]] virtual bool NotSetArenaTeamInfoField(Player* /*player*/, uint8 /*slot*/, ArenaTeamInfoType /*type*/, uint32 /*value*/) { return true; } [[nodiscard]] virtual bool CanJoinLfg(Player* /*player*/, uint8 /*roles*/, lfg::LfgDungeonSet& /*dungeons*/, const std::string& /*comment*/) { return true; } [[nodiscard]] virtual bool CanEnterMap(Player* /*player*/, MapEntry const* /*entry*/, InstanceTemplate const* /*instance*/, MapDifficulty const* /*mapDiff*/, bool /*loginCheck*/) { return true; } [[nodiscard]] virtual bool CanInitTrade(Player* /*player*/, Player* /*target*/) { return true; } virtual void OnSetServerSideVisibility(Player* /*player*/, ServerSideVisibilityType& /*type*/, AccountTypes& /*sec*/) { } virtual void OnSetServerSideVisibilityDetect(Player* /*player*/, ServerSideVisibilityType& /*type*/, AccountTypes& /*sec*/) { } // Passive Anticheat System virtual void AnticheatSetSkipOnePacketForASH(Player* /*player*/, bool /*apply*/) { } virtual void AnticheatSetCanFlybyServer(Player* /*player*/, bool /*apply*/) { } virtual void AnticheatSetUnderACKmount(Player* /*player*/) { } virtual void AnticheatSetRootACKUpd(Player* /*player*/) { } virtual void AnticheatSetJumpingbyOpcode(Player* /*player*/, bool /*jump*/) { } virtual void AnticheatUpdateMovementInfo(Player* /*player*/, MovementInfo const& /*movementInfo*/) { } [[nodiscard]] virtual bool AnticheatHandleDoubleJump(Player* /*player*/, Unit* /*mover*/) { return true; } [[nodiscard]] virtual bool AnticheatCheckMovementInfo(Player* /*player*/, MovementInfo const& /*movementInfo*/, Unit* /*mover*/, bool /*jump*/) { return true; } }; class AccountScript : public ScriptObject { protected: AccountScript(const char* name); public: // Called when an account logged in successfully virtual void OnAccountLogin(uint32 /*accountId*/) { } // Called when an ip logged in successfully virtual void OnLastIpUpdate(uint32 /*accountId*/, std::string /*ip*/) { } // Called when an account login failed virtual void OnFailedAccountLogin(uint32 /*accountId*/) { } // Called when Email is successfully changed for Account virtual void OnEmailChange(uint32 /*accountId*/) { } // Called when Email failed to change for Account virtual void OnFailedEmailChange(uint32 /*accountId*/) { } // Called when Password is successfully changed for Account virtual void OnPasswordChange(uint32 /*accountId*/) { } // Called when Password failed to change for Account virtual void OnFailedPasswordChange(uint32 /*accountId*/) { } }; class GuildScript : public ScriptObject { protected: GuildScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return false; } // Called when a member is added to the guild. virtual void OnAddMember(Guild* /*guild*/, Player* /*player*/, uint8& /*plRank*/) { } // Called when a member is removed from the guild. virtual void OnRemoveMember(Guild* /*guild*/, Player* /*player*/, bool /*isDisbanding*/, bool /*isKicked*/) { } // Called when the guild MOTD (message of the day) changes. virtual void OnMOTDChanged(Guild* /*guild*/, const std::string& /*newMotd*/) { } // Called when the guild info is altered. virtual void OnInfoChanged(Guild* /*guild*/, const std::string& /*newInfo*/) { } // Called when a guild is created. virtual void OnCreate(Guild* /*guild*/, Player* /*leader*/, const std::string& /*name*/) { } // Called when a guild is disbanded. virtual void OnDisband(Guild* /*guild*/) { } // Called when a guild member withdraws money from a guild bank. virtual void OnMemberWitdrawMoney(Guild* /*guild*/, Player* /*player*/, uint32& /*amount*/, bool /*isRepair*/) { } // Called when a guild member deposits money in a guild bank. virtual void OnMemberDepositMoney(Guild* /*guild*/, Player* /*player*/, uint32& /*amount*/) { } // Called when a guild member moves an item in a guild bank. virtual void OnItemMove(Guild* /*guild*/, Player* /*player*/, Item* /*pItem*/, bool /*isSrcBank*/, uint8 /*srcContainer*/, uint8 /*srcSlotId*/, bool /*isDestBank*/, uint8 /*destContainer*/, uint8 /*destSlotId*/) { } virtual void OnEvent(Guild* /*guild*/, uint8 /*eventType*/, ObjectGuid::LowType /*playerGuid1*/, ObjectGuid::LowType /*playerGuid2*/, uint8 /*newRank*/) { } virtual void OnBankEvent(Guild* /*guild*/, uint8 /*eventType*/, uint8 /*tabId*/, ObjectGuid::LowType /*playerGuid*/, uint32 /*itemOrMoney*/, uint16 /*itemStackCount*/, uint8 /*destTabId*/) { } [[nodiscard]] virtual bool CanGuildSendBankList(Guild const* /*guild*/, WorldSession* /*session*/, uint8 /*tabId*/, bool /*sendAllSlots*/) { return true; } }; class GroupScript : public ScriptObject { protected: GroupScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return false; } // Called when a member is added to a group. virtual void OnAddMember(Group* /*group*/, ObjectGuid /*guid*/) { } // Called when a member is invited to join a group. virtual void OnInviteMember(Group* /*group*/, ObjectGuid /*guid*/) { } // Called when a member is removed from a group. virtual void OnRemoveMember(Group* /*group*/, ObjectGuid /*guid*/, RemoveMethod /*method*/, ObjectGuid /*kicker*/, const char* /*reason*/) { } // Called when the leader of a group is changed. virtual void OnChangeLeader(Group* /*group*/, ObjectGuid /*newLeaderGuid*/, ObjectGuid /*oldLeaderGuid*/) { } // Called when a group is disbanded. virtual void OnDisband(Group* /*group*/) { } [[nodiscard]] virtual bool CanGroupJoinBattlegroundQueue(Group const* /*group*/, Player* /*member*/, Battleground const* /*bgTemplate*/, uint32 /*MinPlayerCount*/, bool /*isRated*/, uint32 /*arenaSlot*/) { return true; } virtual void OnCreate(Group* /*group*/, Player* /*leader*/) { } }; // following hooks can be used anywhere and are not db bounded class GlobalScript : public ScriptObject { protected: GlobalScript(const char* name); public: // items virtual void OnItemDelFromDB(CharacterDatabaseTransaction /*trans*/, ObjectGuid::LowType /*itemGuid*/) { } virtual void OnMirrorImageDisplayItem(const Item* /*item*/, uint32& /*display*/) { } // loot virtual void OnAfterRefCount(Player const* /*player*/, LootStoreItem* /*LootStoreItem*/, Loot& /*loot*/, bool /*canRate*/, uint16 /*lootMode*/, uint32& /*maxcount*/, LootStore const& /*store*/) { } virtual void OnBeforeDropAddItem(Player const* /*player*/, Loot& /*loot*/, bool /*canRate*/, uint16 /*lootMode*/, LootStoreItem* /*LootStoreItem*/, LootStore const& /*store*/) { } virtual bool OnItemRoll(Player const* /*player*/, LootStoreItem const* /*LootStoreItem*/, float& /*chance*/, Loot& /*loot*/, LootStore const& /*store*/) { return true; }; virtual bool OnBeforeLootEqualChanced(Player const* /*player*/, LootStoreItemList /*EqualChanced*/, Loot& /*loot*/, LootStore const& /*store*/) { return true; } virtual void OnInitializeLockedDungeons(Player* /*player*/, uint8& /*level*/, uint32& /*lockData*/, lfg::LFGDungeonData const* /*dungeon*/) { } virtual void OnAfterInitializeLockedDungeons(Player* /*player*/) { } // On Before arena points distribution virtual void OnBeforeUpdateArenaPoints(ArenaTeam* /*at*/, std::map& /*ap*/) { } // Called when a dungeon encounter is updated. virtual void OnAfterUpdateEncounterState(Map* /*map*/, EncounterCreditType /*type*/, uint32 /*creditEntry*/, Unit* /*source*/, Difficulty /*difficulty_fixed*/, DungeonEncounterList const* /*encounters*/, uint32 /*dungeonCompleted*/, bool /*updated*/) { } // Called before the phase for a WorldObject is set virtual void OnBeforeWorldObjectSetPhaseMask(WorldObject const* /*worldObject*/, uint32& /*oldPhaseMask*/, uint32& /*newPhaseMask*/, bool& /*useCombinedPhases*/, bool& /*update*/) { } }; class BGScript : public ScriptObject { protected: BGScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return false; } // Start Battlegroud virtual void OnBattlegroundStart(Battleground* /*bg*/) { } // End Battleground virtual void OnBattlegroundEndReward(Battleground* /*bg*/, Player* /*player*/, TeamId /*winnerTeamId*/) { } // Update Battlegroud virtual void OnBattlegroundUpdate(Battleground* /*bg*/, uint32 /*diff*/) { } // Add Player in Battlegroud virtual void OnBattlegroundAddPlayer(Battleground* /*bg*/, Player* /*player*/) { } // Before added player in Battlegroud virtual void OnBattlegroundBeforeAddPlayer(Battleground* /*bg*/, Player* /*player*/) { } // Remove player at leave BG virtual void OnBattlegroundRemovePlayerAtLeave(Battleground* /*bg*/, Player* /*player*/) { } virtual void OnQueueUpdate(BattlegroundQueue* /*queue*/, BattlegroundBracketId /*bracket_id*/, bool /*isRated*/, uint32 /*arenaRatedTeamId*/) { } virtual void OnAddGroup(BattlegroundQueue* /*queue*/, GroupQueueInfo* /*ginfo*/, uint32& /*index*/, Player* /*leader*/, Group* /*grp*/, PvPDifficultyEntry const* /*bracketEntry*/, bool /*isPremade*/) { } [[nodiscard]] virtual bool CanFillPlayersToBG(BattlegroundQueue* /*queue*/, Battleground* /*bg*/, const int32 /*aliFree*/, const int32 /*hordeFree*/, BattlegroundBracketId /*bracket_id*/) { return true; } [[nodiscard]] virtual bool CanFillPlayersToBGWithSpecific(BattlegroundQueue* /*queue*/, Battleground* /*bg*/, const int32 /*aliFree*/, const int32 /*hordeFree*/, BattlegroundBracketId /*thisBracketId*/, BattlegroundQueue* /*specificQueue*/, BattlegroundBracketId /*specificBracketId*/) { return true; } virtual void OnCheckNormalMatch(BattlegroundQueue* /*queue*/, uint32& /*Coef*/, Battleground* /*bgTemplate*/, BattlegroundBracketId /*bracket_id*/, uint32& /*minPlayers*/, uint32& /*maxPlayers*/) { } [[nodiscard]] virtual bool CanSendMessageBGQueue(BattlegroundQueue* /*queue*/, Player* /*leader*/, Battleground* /*bg*/, PvPDifficultyEntry const* /*bracketEntry*/) { return true; } [[nodiscard]] bool CanSendJoinMessageArenaQueue(BattlegroundQueue* /*queue*/, Player* /*leader*/, GroupQueueInfo* /*ginfo*/, PvPDifficultyEntry const* /*bracketEntry*/, bool /*isRated*/) { return true; } [[nodiscard]] bool CanExitJoinMessageArenaQueue(BattlegroundQueue* /*queue*/, GroupQueueInfo* /*ginfo*/) { return true; } }; class ArenaTeamScript : public ScriptObject { protected: ArenaTeamScript(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return false; }; virtual void OnGetSlotByType(const uint32 /*type*/, uint8& /*slot*/) {} virtual void OnGetArenaPoints(ArenaTeam* /*team*/, float& /*points*/) {} virtual void OnTypeIDToQueueID(const BattlegroundTypeId /*bgTypeId*/, const uint8 /*arenaType*/, uint32& /*queueTypeID*/) {} virtual void OnQueueIdToArenaType(const BattlegroundQueueTypeId /*bgQueueTypeId*/, uint8& /*ArenaType*/) {} virtual void OnSetArenaMaxPlayersPerTeam(const uint8 /*arenaType*/, uint32& /*maxPlayerPerTeam*/) {} }; class SpellSC : public ScriptObject { protected: SpellSC(const char* name); public: [[nodiscard]] bool IsDatabaseBound() const override { return false; } // Calculate max duration in applying aura virtual void OnCalcMaxDuration(Aura const* /*aura*/, int32& /*maxDuration*/) { } [[nodiscard]] virtual bool CanModAuraEffectDamageDone(AuraEffect const* /*auraEff*/, Unit* /*target*/, AuraApplication const* /*aurApp*/, uint8 /*mode*/, bool /*apply*/) { return true; } [[nodiscard]] virtual bool CanModAuraEffectModDamagePercentDone(AuraEffect const* /*auraEff*/, Unit* /*target*/, AuraApplication const* /*aurApp*/, uint8 /*mode*/, bool /*apply*/) { return true; } virtual void OnSpellCheckCast(Spell* /*spell*/, bool /*strict*/, SpellCastResult& /*res*/) { } [[nodiscard]] virtual bool CanPrepare(Spell* /*spell*/, SpellCastTargets const* /*targets*/, AuraEffect const* /*triggeredByAura*/) { return true; } [[nodiscard]] virtual bool CanScalingEverything(Spell* /*spell*/) { return false; } [[nodiscard]] virtual bool CanSelectSpecTalent(Spell* /*spell*/) { return true; } virtual void OnScaleAuraUnitAdd(Spell* /*spell*/, Unit* /*target*/, uint32 /*effectMask*/, bool /*checkIfValid*/, bool /*implicit*/, uint8 /*auraScaleMask*/, TargetInfo& /*targetInfo*/) { } virtual void OnRemoveAuraScaleTargets(Spell* /*spell*/, TargetInfo& /*targetInfo*/, uint8 /*auraScaleMask*/, bool& /*needErase*/) { } virtual void OnBeforeAuraRankForLevel(SpellInfo const* /*spellInfo*/, SpellInfo const* /*latestSpellInfo*/, uint8 /*level*/) { } }; // this class can be used to be extended by Modules // creating their own custom hooks inside module itself class ModuleScript : public ScriptObject { protected: ModuleScript(const char* name); }; class GameEventScript : public ScriptObject { protected: GameEventScript(const char* name); public: // Runs on start event virtual void OnStart(uint16 /*EventID*/) { } // Runs on stop event virtual void OnStop(uint16 /*EventID*/) { } }; class MailScript : public ScriptObject { protected: MailScript(const char* name); public: // Called before mail is sent virtual void OnBeforeMailDraftSendMailTo(MailDraft* /*mailDraft*/, MailReceiver const& /*receiver*/, MailSender const& /*sender*/, MailCheckMask& /*checked*/, uint32& /*deliver_delay*/, uint32& /*custom_expiration*/, bool& /*deleteMailItemsFromDB*/, bool& /*sendMail*/) { } }; class AchievementScript : public ScriptObject { protected: AchievementScript(const char* name); public: bool IsDatabaseBound() const { return false; } // After complete global acvievement virtual void SetRealmCompleted(AchievementEntry const* /*achievement*/) { } [[nodiscard]] virtual bool IsCompletedCriteria(AchievementMgr* /*mgr*/, AchievementCriteriaEntry const* /*achievementCriteria*/, AchievementEntry const* /*achievement*/, CriteriaProgress const* /*progress*/) { return true; } [[nodiscard]] virtual bool IsRealmCompleted(AchievementGlobalMgr const* /*globalmgr*/, AchievementEntry const* /*achievement*/, std::chrono::system_clock::time_point /*completionTime*/) { return true; } virtual void OnBeforeCheckCriteria(AchievementMgr* /*mgr*/, AchievementCriteriaEntryList const* /*achievementCriteriaList*/) { } [[nodiscard]] virtual bool CanCheckCriteria(AchievementMgr* /*mgr*/, AchievementCriteriaEntry const* /*achievementCriteria*/) { return true; } }; class PetScript : public ScriptObject { protected: PetScript(const char* name); public: bool IsDatabaseBound() const { return false; } virtual void OnInitStatsForLevel(Guardian* /*guardian*/, uint8 /*petlevel*/) { } virtual void OnCalculateMaxTalentPointsForLevel(Pet* /*pet*/, uint8 /*level*/, uint8& /*points*/) { } [[nodiscard]] virtual bool CanUnlearnSpellSet(Pet* /*pet*/, uint32 /*level*/, uint32 /*spell*/) { return true; } [[nodiscard]] virtual bool CanUnlearnSpellDefault(Pet* /*pet*/, SpellInfo const* /*spellEntry*/) { return true; } [[nodiscard]] virtual bool CanResetTalents(Pet* /*pet*/) { return true; } }; class ArenaScript : public ScriptObject { protected: ArenaScript(const char* name); public: bool IsDatabaseBound() const { return false; } [[nodiscard]] virtual bool CanAddMember(ArenaTeam* /*team*/, ObjectGuid /*PlayerGuid*/) { return true; } virtual void OnGetPoints(ArenaTeam* /*team*/, uint32 /*memberRating*/, float& /*points*/) { } [[nodiscard]] virtual bool CanSaveToDB(ArenaTeam* /*team*/) { return true; } }; class MiscScript : public ScriptObject { protected: MiscScript(const char* name); public: bool IsDatabaseBound() const { return false; } virtual void OnConstructObject(Object* /*origin*/) { } virtual void OnDestructObject(Object* /*origin*/) { } virtual void OnConstructPlayer(Player* /*origin*/) { } virtual void OnDestructPlayer(Player* /*origin*/) { } virtual void OnConstructGroup(Group* /*origin*/) { } virtual void OnDestructGroup(Group* /*origin*/) { } virtual void OnConstructInstanceSave(InstanceSave* /*origin*/) { } virtual void OnDestructInstanceSave(InstanceSave* /*origin*/) { } virtual void OnItemCreate(Item* /*item*/, ItemTemplate const* /*itemProto*/, Player const* /*owner*/) { } [[nodiscard]] virtual bool CanApplySoulboundFlag(Item* /*item*/, ItemTemplate const* /*proto*/) { return true; } [[nodiscard]] virtual bool CanItemApplyEquipSpell(Player* /*player*/, Item* /*item*/) { return true; } [[nodiscard]] virtual bool CanSendAuctionHello(WorldSession const* /*session*/, ObjectGuid /*guid*/, Creature* /*creature*/) { return true; } virtual void ValidateSpellAtCastSpell(Player* /*player*/, uint32& /*oldSpellId*/, uint32& /*spellId*/, uint8& /*castCount*/, uint8& /*castFlags*/) { } virtual void ValidateSpellAtCastSpellResult(Player* /*player*/, Unit* /*mover*/, Spell* /*spell*/, uint32 /*oldSpellId*/, uint32 /*spellId*/) { } virtual void OnAfterLootTemplateProcess(Loot* /*loot*/, LootTemplate const* /*tab*/, LootStore const& /*store*/, Player* /*lootOwner*/, bool /*personal*/, bool /*noEmptyError*/, uint16 /*lootMode*/) { } virtual void OnPlayerSetPhase(const AuraEffect* /*auraEff*/, AuraApplication const* /*aurApp*/, uint8 /*mode*/, bool /*apply*/, uint32& /*newPhase*/) { } virtual void OnInstanceSave(InstanceSave* /*instanceSave*/) { } }; class CommandSC : public ScriptObject { protected: CommandSC(const char* name); public: bool IsDatabaseBound() const { return false; } virtual void OnHandleDevCommand(Player* /*player*/, std::string& /*argstr*/) { } }; // Manages registration, loading, and execution of scripts. class ScriptMgr { friend class ScriptObject; private: ScriptMgr(); virtual ~ScriptMgr(); public: /* Initialization */ static ScriptMgr* instance(); void Initialize(); void LoadDatabase(); void FillSpellSummary(); void CheckIfScriptsInDatabaseExist(); const char* ScriptsVersion() const { return "Integrated Azeroth Scripts"; } void IncrementScriptCount() { ++_scriptCount; } uint32 GetScriptCount() const { return _scriptCount; } typedef void(*ScriptLoaderCallbackType)(); /// Sets the script loader callback which is invoked to load scripts /// (Workaround for circular dependency game <-> scripts) void SetScriptLoader(ScriptLoaderCallbackType script_loader_callback) { _script_loader_callback = script_loader_callback; } public: /* Unloading */ void Unload(); public: /* SpellScriptLoader */ void CreateSpellScripts(uint32 spellId, std::list& scriptVector); void CreateAuraScripts(uint32 spellId, std::list& scriptVector); void CreateSpellScriptLoaders(uint32 spellId, std::vector::iterator> >& scriptVector); public: /* ServerScript */ void OnNetworkStart(); void OnNetworkStop(); void OnSocketOpen(WorldSocket* socket); void OnSocketClose(WorldSocket* socket, bool wasNew); void OnPacketReceive(WorldSession* session, WorldPacket const& packet); void OnPacketSend(WorldSession* session, WorldPacket const& packet); public: /* WorldScript */ void OnLoadCustomDatabaseTable(); void OnOpenStateChange(bool open); void OnBeforeConfigLoad(bool reload); void OnAfterConfigLoad(bool reload); void OnMotdChange(std::string& newMotd); void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask); void OnShutdownCancel(); void OnWorldUpdate(uint32 diff); void OnStartup(); void OnShutdown(); public: /* FormulaScript */ void OnHonorCalculation(float& honor, uint8 level, float multiplier); void OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel); void OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel); void OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel); void OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content); void OnGainCalculation(uint32& gain, Player* player, Unit* unit); void OnGroupRateCalculation(float& rate, uint32 count, bool isRaid); void OnAfterArenaRatingCalculation(Battleground* const bg, int32& winnerMatchmakerChange, int32& loserMatchmakerChange, int32& winnerChange, int32& loserChange); void OnBeforeUpdatingPersonalRating(int32& mod, uint32 type); public: /* MapScript */ void OnCreateMap(Map* map); void OnDestroyMap(Map* map); void OnLoadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy); void OnUnloadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy); void OnPlayerEnterMap(Map* map, Player* player); void OnPlayerLeaveMap(Map* map, Player* player); void OnMapUpdate(Map* map, uint32 diff); public: /* InstanceMapScript */ InstanceScript* CreateInstanceScript(InstanceMap* map); public: /* ItemScript */ bool OnQuestAccept(Player* player, Item* item, Quest const* quest); bool OnItemUse(Player* player, Item* item, SpellCastTargets const& targets); bool OnItemExpire(Player* player, ItemTemplate const* proto); bool OnItemRemove(Player* player, Item* item); bool OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo const* spellInfo, Item* item); void OnGossipSelect(Player* player, Item* item, uint32 sender, uint32 action); void OnGossipSelectCode(Player* player, Item* item, uint32 sender, uint32 action, const char* code); public: /* CreatureScript */ bool OnGossipHello(Player* player, Creature* creature); bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action); bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code); bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest); bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest); bool OnQuestComplete(Player* player, Creature* creature, Quest const* quest); bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt); uint32 GetDialogStatus(Player* player, Creature* creature); CreatureAI* GetCreatureAI(Creature* creature); void OnCreatureUpdate(Creature* creature, uint32 diff); public: /* GameObjectScript */ bool OnGossipHello(Player* player, GameObject* go); bool OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action); bool OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code); bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest); bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt); uint32 GetDialogStatus(Player* player, GameObject* go); void OnGameObjectDestroyed(GameObject* go, Player* player); void OnGameObjectDamaged(GameObject* go, Player* player); void OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit); void OnGameObjectStateChanged(GameObject* go, uint32 state); void OnGameObjectUpdate(GameObject* go, uint32 diff); GameObjectAI* GetGameObjectAI(GameObject* go); public: /* AreaTriggerScript */ bool OnAreaTrigger(Player* player, AreaTrigger const* trigger); public: /* BattlegroundScript */ Battleground* CreateBattleground(BattlegroundTypeId typeId); public: /* OutdoorPvPScript */ OutdoorPvP* CreateOutdoorPvP(OutdoorPvPData const* data); public: /* CommandScript */ std::vector GetChatCommands(); public: /* WeatherScript */ void OnWeatherChange(Weather* weather, WeatherState state, float grade); void OnWeatherUpdate(Weather* weather, uint32 diff); public: /* AuctionHouseScript */ void OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry); void OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry); void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry); void OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry); void OnBeforeAuctionHouseMgrSendAuctionWonMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* bidder, uint32& bidder_accId, bool& sendNotification, bool& updateAchievementCriteria, bool& sendMail); void OnBeforeAuctionHouseMgrSendAuctionSalePendingMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* owner, uint32& owner_accId, bool& sendMail); void OnBeforeAuctionHouseMgrSendAuctionSuccessfulMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* owner, uint32& owner_accId, uint32& profit, bool& sendNotification, bool& updateAchievementCriteria, bool& sendMail); void OnBeforeAuctionHouseMgrSendAuctionExpiredMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* owner, uint32& owner_accId, bool& sendNotification, bool& sendMail); void OnBeforeAuctionHouseMgrSendAuctionOutbiddedMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* oldBidder, uint32& oldBidder_accId, Player* newBidder, uint32& newPrice, bool& sendNotification, bool& sendMail); void OnBeforeAuctionHouseMgrSendAuctionCancelledToBidderMail(AuctionHouseMgr* auctionHouseMgr, AuctionEntry* auction, Player* bidder, uint32& bidder_accId, bool& sendMail); void OnBeforeAuctionHouseMgrUpdate(); public: /* ConditionScript */ bool OnConditionCheck(Condition* condition, ConditionSourceInfo& sourceInfo); public: /* VehicleScript */ void OnInstall(Vehicle* veh); void OnUninstall(Vehicle* veh); void OnReset(Vehicle* veh); void OnInstallAccessory(Vehicle* veh, Creature* accessory); void OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId); void OnRemovePassenger(Vehicle* veh, Unit* passenger); public: /* DynamicObjectScript */ void OnDynamicObjectUpdate(DynamicObject* dynobj, uint32 diff); public: /* TransportScript */ void OnAddPassenger(Transport* transport, Player* player); void OnAddCreaturePassenger(Transport* transport, Creature* creature); void OnRemovePassenger(Transport* transport, Player* player); void OnTransportUpdate(Transport* transport, uint32 diff); void OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z); public: /* AchievementCriteriaScript */ bool OnCriteriaCheck(uint32 scriptId, Player* source, Unit* target, uint32 criteria_id); public: /* PlayerScript */ void OnBeforePlayerUpdate(Player* player, uint32 p_time); void OnPlayerUpdate(Player* player, uint32 p_time); void OnSendInitialPacketsBeforeAddToMap(Player* player, WorldPacket& data); void OnPlayerReleasedGhost(Player* player); void OnPVPKill(Player* killer, Player* killed); void OnCreatureKill(Player* killer, Creature* killed); void OnCreatureKilledByPet(Player* petOwner, Creature* killed); void OnPlayerKilledByCreature(Creature* killer, Player* killed); void OnPlayerLevelChanged(Player* player, uint8 oldLevel); void OnPlayerFreeTalentPointsChanged(Player* player, uint32 newPoints); void OnPlayerTalentsReset(Player* player, bool noCost); void OnPlayerMoneyChanged(Player* player, int32& amount); void OnGivePlayerXP(Player* player, uint32& amount, Unit* victim); void OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental); void OnPlayerReputationRankChange(Player* player, uint32 factionID, ReputationRank newRank, ReputationRank oldRank, bool increased); void OnPlayerLearnSpell(Player* player, uint32 spellID); void OnPlayerForgotSpell(Player* player, uint32 spellID); void OnPlayerDuelRequest(Player* target, Player* challenger); void OnPlayerDuelStart(Player* player1, Player* player2); void OnPlayerDuelEnd(Player* winner, Player* loser, DuelCompleteType type); void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg); void OnBeforeSendChatMessage(Player* player, uint32& type, uint32& lang, std::string& msg); void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Player* receiver); void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group); void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild); void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Channel* channel); void OnPlayerEmote(Player* player, uint32 emote); void OnPlayerTextEmote(Player* player, uint32 textEmote, uint32 emoteNum, ObjectGuid guid); void OnPlayerSpellCast(Player* player, Spell* spell, bool skipCheck); void OnPlayerLogin(Player* player); void OnPlayerLoadFromDB(Player* player); void OnPlayerLogout(Player* player); void OnPlayerCreate(Player* player); void OnPlayerSave(Player* player); void OnPlayerDelete(ObjectGuid guid, uint32 accountId); void OnPlayerFailedDelete(ObjectGuid guid, uint32 accountId); void OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent); void OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea); void OnPlayerUpdateArea(Player* player, uint32 oldArea, uint32 newArea); bool OnBeforePlayerTeleport(Player* player, uint32 mapid, float x, float y, float z, float orientation, uint32 options, Unit* target); void OnPlayerUpdateFaction(Player* player); void OnPlayerAddToBattleground(Player* player, Battleground* bg); void OnPlayerRemoveFromBattleground(Player* player, Battleground* bg); void OnAchievementComplete(Player* player, AchievementEntry const* achievement); bool OnBeforeAchievementComplete(Player* player, AchievementEntry const* achievement); void OnCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria); bool OnBeforeCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria); void OnAchievementSave(CharacterDatabaseTransaction trans, Player* player, uint16 achiId, CompletedAchievementData achiData); void OnCriteriaSave(CharacterDatabaseTransaction trans, Player* player, uint16 critId, CriteriaProgress criteriaData); void OnGossipSelect(Player* player, uint32 menu_id, uint32 sender, uint32 action); void OnGossipSelectCode(Player* player, uint32 menu_id, uint32 sender, uint32 action, const char* code); void OnPlayerBeingCharmed(Player* player, Unit* charmer, uint32 oldFactionId, uint32 newFactionId); void OnAfterPlayerSetVisibleItemSlot(Player* player, uint8 slot, Item* item); void OnAfterPlayerMoveItemFromInventory(Player* player, Item* it, uint8 bag, uint8 slot, bool update); void OnEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update); void OnPlayerJoinBG(Player* player); void OnPlayerJoinArena(Player* player); void GetCustomGetArenaTeamId(const Player* player, uint8 slot, uint32& teamID) const; void GetCustomArenaPersonalRating(const Player* player, uint8 slot, uint32& rating) const; void OnGetMaxPersonalArenaRatingRequirement(const Player* player, uint32 minSlot, uint32& maxArenaRating) const; void OnLootItem(Player* player, Item* item, uint32 count, ObjectGuid lootguid); void OnCreateItem(Player* player, Item* item, uint32 count); void OnQuestRewardItem(Player* player, Item* item, uint32 count); bool OnBeforePlayerQuestComplete(Player* player, uint32 quest_id); void OnBeforePlayerDurabilityRepair(Player* player, ObjectGuid npcGUID, ObjectGuid itemGUID, float& discountMod, uint8 guildBank); void OnBeforeBuyItemFromVendor(Player* player, ObjectGuid vendorguid, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot); void OnBeforeStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore); void OnAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, Item* item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore); void OnAfterUpdateMaxPower(Player* player, Powers& power, float& value); void OnAfterUpdateMaxHealth(Player* player, float& value); void OnBeforeUpdateAttackPowerAndDamage(Player* player, float& level, float& val2, bool ranged); void OnAfterUpdateAttackPowerAndDamage(Player* player, float& level, float& base_attPower, float& attPowerMod, float& attPowerMultiplier, bool ranged); void OnBeforeInitTalentForLevel(Player* player, uint8& level, uint32& talentPointsForLevel); void OnFirstLogin(Player* player); void OnPlayerCompleteQuest(Player* player, Quest const* quest); void OnBattlegroundDesertion(Player* player, BattlegroundDesertionType const desertionType); 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, bool isDungeon, float& rate); bool CanGiveMailRewardAtGiveLevel(Player* player, uint8 level); void OnDeleteFromDB(CharacterDatabaseTransaction trans, uint32 guid); bool CanRepopAtGraveyard(Player* player); void OnGetMaxSkillValue(Player* player, uint32 skill, int32& result, bool IsPure); 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); 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 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); void OnSetServerSideVisibility(Player* player, ServerSideVisibilityType& type, AccountTypes& sec); void OnSetServerSideVisibilityDetect(Player* player, ServerSideVisibilityType& type, AccountTypes& sec); void AnticheatSetSkipOnePacketForASH(Player* player, bool apply); 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 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); 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(const Item* item, uint32& display); void OnBeforeUpdateArenaPoints(ArenaTeam* at, std::map& ap); void OnAfterRefCount(Player const* player, Loot& loot, bool canRate, uint16 lootMode, LootStoreItem* LootStoreItem, uint32& maxcount, 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); 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); void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage); void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage); void ModifyHealRecieved(Unit* target, Unit* attacker, uint32& addHealth); uint32 DealDamage(Unit* AttackerUnit, Unit* pVictim, uint32 damage, DamageEffectType damagetype); void OnBeforeRollMeleeOutcomeAgainst(const Unit* attacker, const Unit* 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 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); 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 Creature_SelectLevel(const CreatureTemplate* cinfo, Creature* creature); public: /* AllMapScript */ //listener functions are called by OnPlayerEnterMap and OnPlayerLeaveMap //void OnPlayerEnterAll(Map* map, Player* player); //void OnPlayerLeaveAll(Map* map, Player* player); 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, BattlegroundBracketId bracket_id, bool isRated, uint32 arenaRatedTeamId); void OnAddGroup(BattlegroundQueue* queue, GroupQueueInfo* ginfo, uint32& index, Player* leader, Group* grp, PvPDifficultyEntry const* bracketEntry, bool isPremade); bool CanFillPlayersToBG(BattlegroundQueue* queue, Battleground* bg, const int32 aliFree, const int32 hordeFree, BattlegroundBracketId bracket_id); bool CanFillPlayersToBGWithSpecific(BattlegroundQueue* queue, Battleground* bg, const int32 aliFree, const int32 hordeFree, BattlegroundBracketId thisBracketId, BattlegroundQueue* specificQueue, BattlegroundBracketId specificBracketId); void OnCheckNormalMatch(BattlegroundQueue* queue, uint32& Coef, Battleground* bgTemplate, BattlegroundBracketId bracket_id, uint32& minPlayers, uint32& maxPlayers); bool CanSendMessageBGQueue(BattlegroundQueue* queue, Player* leader, Battleground* bg, PvPDifficultyEntry const* bracketEntry); bool CanSendJoinMessageArenaQueue(BattlegroundQueue* queue, Player* leader, GroupQueueInfo* ginfo, PvPDifficultyEntry const* bracketEntry, bool isRated); bool CanExitJoinMessageArenaQueue(BattlegroundQueue* queue, GroupQueueInfo* ginfo); 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); public: /* GameEventScript */ void OnGameEventStart(uint16 EventID); void OnGameEventStop(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* spellEntry); 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); public: /* CommandSC */ void OnHandleDevCommand(Player* player, std::string& argstr); private: uint32 _scriptCount; //atomic op counter for active scripts amount std::atomic _scheduledScripts; ScriptLoaderCallbackType _script_loader_callback; }; #define sScriptMgr ScriptMgr::instance() template class ScriptRegistry { public: typedef std::map ScriptMap; typedef typename ScriptMap::iterator ScriptMapIterator; typedef std::vector ScriptVector; typedef typename ScriptVector::iterator ScriptVectorIterator; // 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; static void AddScript(TScript* const script) { ASSERT(script); if (!_checkMemory(script)) return; if (script->isAfterLoadScript()) { ALScripts.push_back(script); } else { script->checkValidity(); // We're dealing with a code-only script; just add it. ScriptPointerList[_scriptIdCounter++] = script; sScriptMgr->IncrementScriptCount(); } } static void AddALScripts() { for(ScriptVectorIterator it = ALScripts.begin(); it != ALScripts.end(); ++it) { TScript* const script = *it; 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. bool existing = false; for (auto iterator = ScriptPointerList.begin(); iterator != ScriptPointerList.end(); ++iterator) { // If the script names match... if (iterator->second->GetName() == script->GetName()) { // ... It exists. existing = true; break; } } // If the script isn't assigned -> assign it! if (!existing) { ScriptPointerList[id] = script; sScriptMgr->IncrementScriptCount(); } else { // If the script is already assigned -> delete it! LOG_ERROR("scripts", "Script named '%s' is already assigned (two or more scripts have the same name), so the script can't work, aborting...", script->GetName().c_str()); ABORT(); // Error that should be fixed ASAP. } } 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 '%s' is not assigned in the database.", script->GetName().c_str()); } } else { // We're dealing with a code-only script; just add it. ScriptPointerList[_scriptIdCounter++] = script; sScriptMgr->IncrementScriptCount(); } } } // 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 '%s' has same memory pointer as '%s'.", script->GetName().c_str(), it->second->GetName().c_str()); return false; } } return true; } // Counter used for code-only scripts. static uint32 _scriptIdCounter; }; // Instantiate static members of ScriptRegistry. template std::map ScriptRegistry::ScriptPointerList; template std::vector ScriptRegistry::ALScripts; template uint32 ScriptRegistry::_scriptIdCounter = 0; #endif