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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>
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#include "ForwardsZone.h"
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#ifdef _MSC_VER
#define EXPORT __declspec( dllexport )
#else
#define EXPORT __attribute__((visibility("default")))
#endif
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// todo: this is shit
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// constant script ids for certain events
#define EVENTSCRIPT_AETHERYTE_ID 0x50000
#define EVENTSCRIPT_AETHERNET_ID 0x50001
/*!
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* @brief The base class that any script should inherit from and set the type param accordingly
*/
class ScriptObject
{
protected:
uint32_t m_id;
std::size_t m_type;
public:
/*!
* @param id an ID which uniquely identifies this script in relation to it's type
* @param type The RTTI hash code of the implementing type to uniquely identify it
*/
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ScriptObject( uint32_t id, std::size_t type );
/*!
* @brief Gets the ID set for this script
*
* @return The allocated ID of the script set during object construction
*/
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virtual uint32_t getId() const;
/*!
* @brief Gets the unique identifier (hash_code) of the script
*
* @return The hash_code of the script
*/
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virtual std::size_t getType() const;
};
/*!
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* @brief The base class for any scripts that implement behaviour related to status effects.
*/
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class StatusEffectScript : public ScriptObject
{
public:
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explicit StatusEffectScript( uint32_t effectId );
/*!
* @brief Called on each tick that a status effect is active on an actor
*
* @param actor the actor the status effect is ticking on
*/
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virtual void onTick( Core::Entity::Chara& actor );
/*!
* @brief Called when the status effect is applied to an actor
*
* @param actor the actor on which the status effect was applied to
*/
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virtual void onApply( Core::Entity::Chara& actor );
/*!
* @brief Called when the actor (usually a player) removes the status effect by right clicking it
*
* @param actor The actor on which the effect was removed from
*/
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virtual void onRemove( Core::Entity::Chara& actor );
/*!
* @brief Called when the status effect expires
*
* @param actor The actor on which the efect expired on
*/
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virtual void onExpire( Core::Entity::Chara& actor );
/*!
* @brief Called when the player with the status effect collides with another player, eg. hot potato
*
* @param actor The actor which has status effect
* @param actorHit The actor who collided with the status effect owner
*/
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virtual void onPlayerCollision( Core::Entity::Chara& actor, Core::Entity::Chara& actorHit );
/*!
* @brief Called when the owner finishes a cast
*
* @param actor The actor who finished a cast
*/
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virtual void onPlayerFinishCast( Core::Entity::Chara& actor );
/*!
* @brief Called when the status effect owner was damaged
*
* @param actor The actor that was damaged
*/
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virtual void onPlayerDamaged( Core::Entity::Chara& actor );
/*!
* @brief Called when the status effect owner dies
*
* @param actor The actor that died
*/
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virtual void onPlayerDeath( Core::Entity::Chara& actor );
};
/*!
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* @brief The base class for any scripts that implement behaviour related to actions
*/
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class ActionScript : public ScriptObject
{
public:
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explicit ActionScript( uint32_t abilityId );
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virtual void onStart( Core::Entity::Chara& sourceActor, Core::Entity::Chara& targetActor );
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virtual void onCastFinish( Core::Entity::Player& player, Core::Entity::Chara& targetActor );
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virtual void onInterrupt( Core::Entity::Chara& sourceActor/*, Core::Entity::Chara targetActor*/ );
};
/*!
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* @brief The base class for any scripts that implement behaviour related to the event system.
* This includes but is not limited to: NPCs, shops, some world objects
*/
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class EventScript : public ScriptObject
{
protected:
template< typename Ret, class Obj >
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inline std::function< void( Core::Entity::Player& ) > bindScene( Ret ( Obj::*f )( Core::Entity::Player& ) )
{
return std::bind( f, static_cast< Obj* >( this ), std::placeholders::_1 );
}
public:
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explicit EventScript( uint32_t questId );
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virtual void onTalk( uint32_t eventId, Core::Entity::Player& player, uint64_t actorId );
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virtual void onNpcKill( uint32_t npcId, Core::Entity::Player& player );
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virtual void onEmote( uint64_t actorId, uint32_t eventId, uint32_t emoteId, Core::Entity::Player& player );
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virtual void onEnterTerritory( Core::Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 );
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virtual void onWithinRange( Core::Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z );
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virtual void onOutsideRange( Core::Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z );
virtual void
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onEventItem( Core::Entity::Player& player, uint32_t eventItemId, uint32_t eventId, uint32_t castTime, uint64_t targetId );
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virtual void onEventHandlerTradeReturn( Core::Entity::Player& player, uint32_t eventId, uint16_t subEvent, uint16_t param,
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uint32_t catalogId );
};
/*!
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* @brief The base class for any scripts that implement behaviour related to BattleNPCs
*/
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class BattleNpcScript : public ScriptObject
{
public:
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explicit BattleNpcScript( uint32_t npcId );
};
/*!
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* @brief The base class for any scripts that implement behaviour related to zones
*/
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class ZoneScript : public ScriptObject
{
public:
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explicit ZoneScript( uint32_t zoneId );
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virtual void onZoneInit();
};
/*!
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* @brief The base class for any scripts that implement behaviour related to instance content zones
*/
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class InstanceContentScript : public ScriptObject
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{
public:
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explicit InstanceContentScript( uint32_t instanceContentId );
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virtual void onInit( Core::InstanceContentPtr instance );
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virtual void onUpdate( Core::InstanceContentPtr instance, uint32_t currTime );
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virtual void onEnterTerritory( Core::InstanceContentPtr instance, Core::Entity::Player& player, uint32_t eventId,
uint16_t param1, uint16_t param2 );
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};
#endif