feat(Core/Scripting): move all script objects to separated files (#17860)

* feat(Core/Scripts): move all script objects to separated files

* Apply 5bfeabde81

* try gcc build

* again
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Winfidonarleyan 2023-12-03 03:13:20 +07:00 committed by GitHub
parent fe9bda1bc4
commit eb1ecc38a5
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717 changed files with 5832 additions and 3579 deletions

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/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPT_OBJECT_GAMEOBJECT_SCRIPT_H_
#define SCRIPT_OBJECT_GAMEOBJECT_SCRIPT_H_
#include "QuestDef.h"
#include "ScriptObject.h"
class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
{
protected:
GameObjectScript(const char* name);
public:
[[nodiscard]] bool IsDatabaseBound() const override { return true; }
// Called when a player opens a gossip dialog with the gameobject.
[[nodiscard]] virtual bool OnGossipHello(Player* /*player*/, GameObject* /*go*/) { return false; }
// Called when a player selects a gossip item in the gameobject's gossip menu.
[[nodiscard]] virtual bool OnGossipSelect(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
// Called when a player selects a gossip with a code in the gameobject's gossip menu.
[[nodiscard]] virtual bool OnGossipSelectCode(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; }
// Called when a player accepts a quest from the gameobject.
[[nodiscard]] virtual bool OnQuestAccept(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/) { return false; }
// Called when a player selects a quest reward.
[[nodiscard]] virtual bool OnQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the dialog status between a player and the gameobject is requested.
virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
// Called when the game object is destroyed (destructible buildings only).
virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }
// Called when the game object is damaged (destructible buildings only).
virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { }
// Called when the health of a game object is modified (destructible buildings only).
virtual void OnModifyHealth(GameObject* /*go*/, Unit* /*attackerOrHealer*/, int32& /*change*/, SpellInfo const* /*spellInfo*/) { }
// Called when the game object loot state is changed.
virtual void OnLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { }
// Called when the game object state is changed.
virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { }
// Called when a GameObjectAI object is needed for the gameobject.
virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return nullptr; }
};
// Cannot be used due gob scripts not working like this
template <class AI>
class GenericGameObjectScript : public GameObjectScript
{
public:
GenericGameObjectScript(char const* name) : GameObjectScript(name) { }
GameObjectAI* GetAI(GameObject* me) const override { return new AI(me); }
};
#define RegisterGameObjectAI(ai_name) new GenericGameObjectScript<ai_name>(#ai_name)
// Cannot be used due gob scripts not working like this
template <class AI, AI* (*AIFactory)(GameObject*)> class FactoryGameObjectScript : public GameObjectScript
{
public:
FactoryGameObjectScript(char const* name) : GameObjectScript(name) {}
GameObjectAI* GetAI(GameObject* me) const override { return AIFactory(me); }
};
#define RegisterGameObjectAIWithFactory(ai_name, factory_fn) new FactoryGameObjectScript<ai_name, &factory_fn>(#ai_name)
#endif