#ifndef NATIVE_SCRIPT_API #define NATIVE_SCRIPT_API #include #include #include #include #ifdef _MSC_VER #define EXPORT __declspec( dllexport ) #else #define EXPORT __attribute__((visibility("default"))) #endif using namespace Core; // 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: std::string m_scriptName; uint32_t m_id; ScriptType m_type; public: ScriptObject( std::string name, uint32_t id, ScriptType type ) : m_scriptName( name ), m_id( id ), m_type( type ) { } virtual const std::string& getName() const { return m_scriptName; } virtual uint32_t getId() const { return m_id; } virtual ScriptType getType() const { return m_type; } }; 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 ) { } virtual void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) { } 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 ) { } }; class BattleNpcScript : public ScriptObject { public: BattleNpcScript( std::string name, uint32_t npcId ) : ScriptObject( name, npcId, ScriptType::ScriptedBattleNpc ) { } }; class ZoneScript : public ScriptObject { public: ZoneScript( std::string name, uint32_t zoneId ) : ScriptObject( name, zoneId, ScriptType::ScriptedZone ) { } virtual void onZoneInit() { } }; #endif