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EObjs are special so they get their own scripts

This commit is contained in:
NotAdam 2018-11-30 23:15:58 +11:00
parent 0a5b71a320
commit 9f2c8daab5
4 changed files with 41 additions and 14 deletions

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@ -1,38 +1,30 @@
#include <ScriptObject.h>
#include <Actor/Player.h>
#include "Zone/HousingZone.h"
#include "Actor/EventObject.h"
using namespace Sapphire;
class HousingEstateEntranceWarpTaxi :
public Sapphire::ScriptAPI::EventScript
public Sapphire::ScriptAPI::EventObjectScript
{
public:
HousingEstateEntranceWarpTaxi() :
Sapphire::ScriptAPI::EventScript( 0x0002004c )
Sapphire::ScriptAPI::EventObjectScript( 2002737 )
{
}
void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
void onTalk( uint32_t eventId, Entity::Player& player, Entity::EventObject& eobj ) override
{
auto zone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() );
if( !zone )
return;
player.sendDebug( "Found plot entrance for plot: " + std::to_string( eobj.getHousingLink() >> 8 ) );
auto eobj = zone->getEObj( actorId );
if( !eobj )
return;
player.sendDebug( "Found plot entrance for plot: " + std::to_string( eobj->getHousingLink() >> 8 ) );
player.playScene( getId(), 0, 0, []( Entity::Player& player, const Event::SceneResult& result )
player.playScene( eventId, 0, 0, []( Entity::Player& player, const Event::SceneResult& result )
{
if( result.param2 != 1 )
return;
// param2 == 1, zone into instance
} );
}
};

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@ -143,6 +143,17 @@ namespace Sapphire::ScriptAPI
///////////////////////////////////////////////////////////////////
EventObjectScript::EventObjectScript( uint32_t eobjId ) :
ScriptObject( eobjId, typeid( EventObjectScript ).hash_code() )
{
}
void EventObjectScript::onTalk( uint32_t eventId, Sapphire::Entity::Player& player, Entity::EventObject& eobj )
{
}
///////////////////////////////////////////////////////////////////
BattleNpcScript::BattleNpcScript( uint32_t npcId ) :
ScriptObject( npcId, typeid( BattleNpcScript ).hash_code() )
{

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@ -182,6 +182,16 @@ namespace Sapphire::ScriptAPI
uint32_t catalogId );
};
/*!
* @brief The base class for scripts that implement behaviour related to Event Objects (EObjs)
*/
class EventObjectScript : public ScriptObject
{
public:
explicit EventObjectScript( uint32_t eobjId );
virtual void onTalk( uint32_t eventId, Sapphire::Entity::Player& player, Entity::EventObject& eobj );
};
/*!
* @brief The base class for any scripts that implement behaviour related to BattleNPCs

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@ -7,6 +7,7 @@
#include "Zone/Zone.h"
#include "Zone/InstanceContent.h"
#include "Actor/Player.h"
#include "Actor/EventObject.h"
#include "ServerMgr.h"
#include "Event/EventHandler.h"
#include "Event/EventHelper.h"
@ -168,6 +169,19 @@ void Sapphire::Scripting::ScriptMgr::onPlayerFirstEnterWorld( Entity::Player& pl
bool Sapphire::Scripting::ScriptMgr::onTalk( Entity::Player& player, uint64_t actorId, uint32_t eventId )
{
// check if the actor is an eobj and call its script if we have one
auto zone = player.getCurrentZone();
if( auto eobj = zone->getEObj( actorId ) )
{
auto script = m_nativeScriptMgr->getScript< Sapphire::ScriptAPI::EventObjectScript >( eobj->getObjectId() );
if( script )
{
script->onTalk( eventId, player, *eobj );
return true;
}
}
// check for a direct eventid match first, otherwise default to base type
auto script = m_nativeScriptMgr->getScript< Sapphire::ScriptAPI::EventScript >( eventId );
if( script )
{