#pragma once #include #include #include class User; class Entity; class NiPoint3; enum class eMissionState : int32_t; enum class ePetTamingNotifyType : uint32_t; enum class eQuickBuildState : uint32_t; namespace CppScripts { /** * Base class for all scripts. Includes virtual methods to be overridden to handle LUA equivelent events. * * All methods pass 'self' as the first parameter, this is the associated parent entity for the event. * There will only ever be one instance of each script. * * Do not use class members as entity specific variables unless you're sure there will only event be one instance of this script. * Do use class members as script wide variables, variables all entities which this script will access. * * Use self->GetVar(u"variable_name") and self->SetVar(u"variable_name", value) to manage variables. * * Designed to yield as close to a 1:1 mapping as possible with LUA. * There will be events which are not implemented or inheritetly LUA features not easily translated to C++. * Most of the time these can be worked around or ignored. */ class Script { public: /** * Invoked one frame after the script is loaded. * * Equivalent to 'function onStartup(self)' */ virtual void OnStartup(Entity* self) {}; /** * Invoked upon an entity entering the phantom collider on self. * * Equivalent to 'function onCollisionPhantom(self, msg)' */ virtual void OnCollisionPhantom(Entity* self, Entity* target) {}; /** * Invoked upon an entity leaving the phantom collider on self. * * Equivalent to 'function onOffCollisionPhantom(self, msg)' */ virtual void OnOffCollisionPhantom(Entity* self, Entity* target) {}; /** * Invoked when a player accepted a mission. * * Equivalent to 'function onMissionDialogueOK(self, msg)' */ virtual void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {}; /** * Invoked when the client or the server invoked an event server-side. * * Equivalent to 'function onFireEventServerSide(self, msg)' */ virtual void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {}; /** * Invoked upon sending a object notification. * * Equivalent to 'function onNotifyObject(self, msg)' */ virtual void OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1 = 0, int32_t param2 = 0) {}; /** * Invoked upon a player exiting the modular build minigame. * * Equivalent to 'function onModularBuildExit(self, msg)' */ virtual void OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector modules) {}; /** * Invoked when a player has loaded into the zone. * * Equivalent to 'function onPlayerLoaded(self, msg)' */ virtual void OnPlayerLoaded(Entity* self, Entity* player) {}; /** * Invoked when a player has died. * * Equivalent to 'function onPlayerDied(self, msg)' */ virtual void OnPlayerDied(Entity* self, Entity* player) {}; /** * Invoked when a player has resurrected. * * Equivalent to 'function onPlayerResurrected(self, msg)' */ virtual void OnPlayerResurrected(Entity* self, Entity* player) {}; /** * Invoked when a player has left the zone. * * Equivalent to 'function onPlayerExit(self, msg)' */ virtual void OnPlayerExit(Entity* self, Entity* player) {}; /** * Invoked when a player has interacted with the proximity collider on self. * * Equivalent to 'function onProximityUpdate(self, msg)' * * @param name The name of the proximity collider recviving an interaction. * @param status "ENTER" if a player has entered the proximity collider; "LEAVE" if a player has left the proximity collider */ virtual void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {}; /** * Invoked when a timer on self has expired. * * Equivalent to 'function onTimerDone(self, msg)' */ virtual void OnTimerDone(Entity* self, std::string timerName) {}; /** * Invoked when a player interactions with self. * * Equivalent to 'function onUse(self, msg)' */ virtual void OnUse(Entity* self, Entity* user) {}; /** * Invoked when self has died. * * Equivalent to 'function onDie(self, msg)' */ virtual void OnDie(Entity* self, Entity* killer) {}; /** * Invoked when self has received a hit. * * Equivalent to 'function onHit(self, msg)' */ virtual void OnHit(Entity* self, Entity* attacker) {}; /** * Invoked when self has received an emote from a player. * * Equivalent to 'function onEmoteReceived(self, msg)' */ virtual void OnEmoteReceived(Entity* self, int32_t emote, Entity* target) {}; /** * Invoked when a player has started building this quickbuild. * * Equivalent to 'function onQuickBuildStart(self, msg)' */ virtual void OnQuickBuildStart(Entity* self, Entity* target) {}; /** * Invoked when this quickbuild has changed state. * * Equivalent to 'function onQuickBuildNotifyState(self, msg)' */ virtual void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {}; /** * Invoked when this quickbuild has been completed. * * Equivalent to 'function OnQuickBuildComplete(self, msg)' */ virtual void OnQuickBuildComplete(Entity* self, Entity* target) {}; /** * Invoked when self has received either a hit or heal. * * Equivalent to 'function onHitOrHealResult(self, msg)' */ virtual void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {}; /** * Invoked when self has received either a hit or heal. Only used for scripts subscribed to an entity. * * Equivalent to 'function notifyHitOrHealResult(self, msg)' */ virtual void NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {}; /** * Invoked when a player has responsed to a mission. * * Equivalent to 'function onRespondToMission(self, msg)' */ virtual void OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {}; /** * Invoked once per frame. * * No LUA eqivalent. */ virtual void OnUpdate(Entity* self) {}; /** * Invoked when this property has been rented. * * Equivalent to 'function onZonePropertyRented(self, msg)' */ virtual void OnZonePropertyRented(Entity* self, Entity* renter) {}; /** * Invoked when a player has begun to edit this property. * * Equivalent to 'function onZonePropertyEditBegin(self, msg)' */ virtual void OnZonePropertyEditBegin(Entity* self) {}; /** * Invoked when a player has concluded editing this property. * * Equivalent to 'function onZonePropertyEditEnd(self, msg)' */ virtual void OnZonePropertyEditEnd(Entity* self) {}; /** * Invoked when a player has equipped a model while editing this property. * * Equivalent to 'function onZonePropertyModelEquipped(self, msg)' */ virtual void OnZonePropertyModelEquipped(Entity* self) {}; /** * Invoked when a player has placed a model while editing this property. * * Equivalent to 'function onZonePropertyModelPlaced(self, msg)' */ virtual void OnZonePropertyModelPlaced(Entity* self, Entity* player) {}; /** * Invoked when a player has picked up a model while editing this property. * * Equivalent to 'function onZonePropertyModelPickedUp(self, msg)' */ virtual void OnZonePropertyModelPickedUp(Entity* self, Entity* player) {}; /** * Invoked when a player removed a model while editing this property. * * Equivalent to 'function onZonePropertyModelRemoved(self, msg)' */ virtual void OnZonePropertyModelRemoved(Entity* self, Entity* player) {}; /** * Invoked when a player removed a model while holding it when editing this property. * * Equivalent to 'function onZonePropertyModelRemoved(self, msg)' */ virtual void OnZonePropertyModelRemovedWhileEquipped(Entity* self, Entity* player) {}; /** * Invoked when a player rotated a model while editing this property. * * Equivalent to 'function onZonePropertyModelRotated(self, msg)' */ virtual void OnZonePropertyModelRotated(Entity* self, Entity* player) {}; /** * Invoked when the pet taming minigame encounted an event. * * Equivalent to 'function onNotifyPetTamingMinigame(self, msg)' */ virtual void OnNotifyPetTamingMinigame(Entity* self, Entity* tamer, ePetTamingNotifyType type) {}; /** * Invoked when a player responded to a message box. * * Equivalent to 'function onMessageBoxResponse(self, msg)' */ virtual void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {}; /** * Invoked when a player responded to a choice box. * * Equivalent to 'function onChoiceBoxResponse(self, msg)' */ virtual void OnChoiceBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {}; /** * Invoked when self arrived at a moving platform waypoint. * * Equivalent to 'function onWaypointReached(self, msg)' */ virtual void OnWaypointReached(Entity* self, uint32_t waypointIndex) {}; /** * Invoked when a player fired a skill event on self. * * Equivalent to 'function onSkillEventFired(self, msg)' */ virtual void OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {}; /** * Invoked when self casted a skill. * * Equivalent to 'function onSkillCast(self, msg)' */ virtual void OnSkillCast(Entity* self, uint32_t skillID) {}; /** * Invoked when a player on a rail reaches a waypoint * Equivalent to: 'onPlayerRailArrivedNotification(self, msg)' * @param self the parent of the script * @param sender the entity that sent the event * @param pathName the name of the path the entity was on * @param waypoint the waypoint number of the path the entity was on */ virtual void OnPlayerRailArrived(Entity* self, Entity* sender, const std::u16string& pathName, int32_t waypoint) {}; /** * Used by legacy minigames to indicate something has changed about the activity * @param self the entity the script belongs to * @param senderID the sender of the message * @param value1 some value to represent the change * @param value2 some other value to represent the change * @param stringValue some string value to represent the change */ virtual void OnActivityStateChangeRequest(Entity* self, const LWOOBJID senderID, const int32_t value1, const int32_t value2, const std::u16string& stringValue) { }; virtual void OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName, float_t pathTime, float_t totalTime, int32_t waypoint) { }; /** * Used by items to tell their owner that they were equipped. * * @param itemOwner The owner of the item * @param itemObjId The items Object ID */ virtual void OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {}; /** * Used by items to tell their owner that they were unequipped. * * @param itemOwner The owner of the item * @param itemObjId The items Object ID */ virtual void OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {}; /** * Handles exiting a scripted activity * * @param sender * @param player the player to remove * @param canceled if it was done via the cancel button */ virtual void OnRequestActivityExit(Entity* sender, LWOOBJID player, bool canceled){}; }; Script* const GetScript(Entity* parent, const std::string& scriptName); // Get the invalid script. Would be a static variable of the namespace, but that would be // more cluttery to use. Also this allows us to control where this invalid script is defined and initialized // since we dont want anyone externally modifying it. Script* const GetInvalidScript(); };