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sapphire/src/servers/sapphire_zone/Script/NativeScriptApi.h

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#ifndef NATIVE_SCRIPT_API
#define NATIVE_SCRIPT_API
#include <string>
#include <Actor/Actor.h>
#include <Actor/Player.h>
#include <StatusEffect/StatusEffect.h>
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#ifdef _MSC_VER
#define EXPORT __declspec( dllexport )
#else
#define EXPORT __attribute__((visibility("default")))
#endif
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using namespace Core;
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// constant script ids for certain events
#define EVENTSCRIPT_AETHERYTE_ID 0x50000
#define EVENTSCRIPT_AETHERNET_ID 0x50001
enum ScriptType
{
None,
ScriptedStatusEffect,
ScriptedAction,
ScriptedEvent,
ScriptedBattleNpc,
ScriptedZone
};
class ScriptObject
{
protected:
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std::string m_scriptName;
uint32_t m_id;
ScriptType m_type;
public:
ScriptObject( std::string name, uint32_t id, ScriptType type ) :
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m_scriptName( name ),
m_id( id ),
m_type( type )
{ }
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virtual const std::string& getName() const
{
return m_scriptName;
}
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virtual uint32_t getId() const
{
return m_id;
}
virtual ScriptType getType() const
{
return m_type;
}
};
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class StatusEffectScript : public ScriptObject
{
public:
StatusEffectScript( std::string name, uint32_t effectId ) :
ScriptObject( name, effectId, ScriptType::ScriptedStatusEffect )
{ }
virtual void onTick( Entity::Actor& actor ) { }
virtual void onApply( Entity::Actor& actor ) { }
virtual void onRemove( Entity::Actor& actor ) { }
virtual void onExpire( Entity::Actor& actor ) { }
virtual void onPlayerCollision( Entity::Actor& actor, Entity::Actor& actorHit ) { }
virtual void onPlayerFinishCast( Entity::Actor& actor ) { }
virtual void onPlayerDamaged( Entity::Actor& actor ) { }
virtual void onPlayerDeath( Entity::Actor& actor ) { }
};
class ActionScript : public ScriptObject
{
public:
ActionScript( std::string name, uint32_t abilityId ) :
ScriptObject( name, abilityId, ScriptType::ScriptedAction )
{ }
virtual void onStart( Entity::Actor& sourceActor, Entity::Actor& targetActor ) { }
virtual void onCastFinish( Entity::Player& player, Entity::Actor& targetActor ) { }
virtual void onInterrupt( Entity::Actor& sourceActor/*, Core::Entity::Actor targetActor*/ ) { }
};
class EventScript : public ScriptObject
{
public:
EventScript( std::string name, uint32_t questId ) :
ScriptObject( name, questId, ScriptType::ScriptedEvent )
{ }
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virtual void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) { }
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virtual void onNpcKill( uint32_t npcId, Entity::Player& player ) { }
virtual void onEmote( uint64_t actorId, uint32_t eventId, uint32_t emoteId, Entity::Player& player ) { }
virtual void onEnterZone( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 ) { }
virtual void onWithinRange( Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) { }
virtual void onOutsideRange( Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) { }
virtual void onEventItem( Entity::Player& player, uint32_t eventItemId, uint32_t eventId, uint32_t castTime, uint64_t targetId ) { }
virtual void onEventHandlerTradeReturn( Entity::Player& player, uint32_t eventId, uint16_t subEvent, uint16_t param, uint32_t catalogId ) { }
};
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class BattleNpcScript : public ScriptObject
{
public:
BattleNpcScript( std::string name, uint32_t npcId ) :
ScriptObject( name, npcId, ScriptType::ScriptedBattleNpc )
{ }
};
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class ZoneScript : public ScriptObject
{
public:
ZoneScript( std::string name, uint32_t zoneId ) :
ScriptObject( name, zoneId, ScriptType::ScriptedZone )
{ }
virtual void onZoneInit() { }
};
#endif