/* * 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 . */ #ifndef SCRIPT_OBJECT_PLAYER_SCRIPT_H_ #define SCRIPT_OBJECT_PLAYER_SCRIPT_H_ #include "ScriptObject.h" // TODO to remove #include "AchievementMgr.h" #include "KillRewarder.h" class PlayerScript : public ScriptObject { protected: PlayerScript(const char* name); public: // Called when a player dies virtual void OnPlayerJustDied(Player* /*player*/) { } // Called when clicking the release button virtual void OnPlayerReleasedGhost(Player* /*player*/) { } // Called on Send Initial Packets Before Add To Map virtual void OnSendInitialPacketsBeforeAddToMap(Player* /*player*/, WorldPacket& /*data*/) {} // Called when a player does a desertion action (see BattlegroundDesertionType) virtual void OnBattlegroundDesertion(Player* /*player*/, BattlegroundDesertionType const /*desertionType*/) { } // Called when a player completes a quest virtual void OnPlayerCompleteQuest(Player* /*player*/, Quest const* /*quest_id*/) { } // Called when a player kills another player virtual void OnPVPKill(Player* /*killer*/, Player* /*killed*/) { } // Called when a player toggles pvp virtual void OnPlayerPVPFlagChange(Player* /*player*/, bool /*state*/) { } // Called when a player kills a creature virtual void OnCreatureKill(Player* /*killer*/, Creature* /*killed*/) { } // Called when a player's pet kills a creature virtual void OnCreatureKilledByPet(Player* /*PetOwner*/, Creature* /*killed*/) { } // Called when a player is killed by a creature virtual void OnPlayerKilledByCreature(Creature* /*killer*/, Player* /*killed*/) { } // Called when a player's level changes (right after the level is applied) virtual void OnLevelChanged(Player* /*player*/, uint8 /*oldlevel*/) { } // Called when a player's free talent points change (right before the change is applied) virtual void OnFreeTalentPointsChanged(Player* /*player*/, uint32 /*points*/) { } // Called when a player's talent points are reset (right before the reset is done) virtual void OnTalentsReset(Player* /*player*/, bool /*noCost*/) { } // Called after a player switches specs using the dual spec system virtual void OnAfterSpecSlotChanged(Player* /*player*/, uint8 /*newSlot*/) { } // Called for player::update virtual void OnBeforeUpdate(Player* /*player*/, uint32 /*p_time*/) { } virtual void OnUpdate(Player* /*player*/, uint32 /*p_time*/) { } // Called when a player's money is modified (before the modification is done) virtual void OnMoneyChanged(Player* /*player*/, int32& /*amount*/) { } // Called before looted money is added to a player virtual void OnBeforeLootMoney(Player* /*player*/, Loot* /*loot*/) {} // Called when a player gains XP (before anything is given) virtual void OnGiveXP(Player* /*player*/, uint32& /*amount*/, Unit* /*victim*/, uint8 /*xpSource*/) { } // Called when a player's reputation changes (before it is actually changed) virtual bool OnReputationChange(Player* /*player*/, uint32 /*factionID*/, int32& /*standing*/, bool /*incremental*/) { return true; } // Called when a player's reputation rank changes (before it is actually changed) virtual void OnReputationRankChange(Player* /*player*/, uint32 /*factionID*/, ReputationRank /*newRank*/, ReputationRank /*olRank*/, bool /*increased*/) { } // Called when a player learned new spell virtual void OnLearnSpell(Player* /*player*/, uint32 /*spellID*/) {} // Called when a player forgot spell virtual void OnForgotSpell(Player* /*player*/, uint32 /*spellID*/) {} // Called when a duel is requested virtual void OnDuelRequest(Player* /*target*/, Player* /*challenger*/) { } // Called when a duel starts (after 3s countdown) virtual void OnDuelStart(Player* /*player1*/, Player* /*player2*/) { } // Called when a duel ends virtual void OnDuelEnd(Player* /*winner*/, Player* /*loser*/, DuelCompleteType /*type*/) { } // The following methods are called when a player sends a chat message. virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/) { } virtual void OnBeforeSendChatMessage(Player* /*player*/, uint32& /*type*/, uint32& /*lang*/, std::string& /*msg*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Player* /*receiver*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Group* /*group*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Guild* /*guild*/) { } virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Channel* /*channel*/) { } // Both of the below are called on emote opcodes. virtual void OnEmote(Player* /*player*/, uint32 /*emote*/) { } virtual void OnTextEmote(Player* /*player*/, uint32 /*textEmote*/, uint32 /*emoteNum*/, ObjectGuid /*guid*/) { } // Called in Spell::Cast. virtual void OnSpellCast(Player* /*player*/, Spell* /*spell*/, bool /*skipCheck*/) { } // Called during data loading virtual void OnLoadFromDB(Player* /*player*/) { }; // Called when a player logs in. virtual void OnLogin(Player* /*player*/) { } // Called before the player is logged out virtual void OnBeforeLogout(Player* /*player*/) { } // Called when a player logs out. virtual void OnLogout(Player* /*player*/) { } // Called when a player is created. virtual void OnCreate(Player* /*player*/) { } // Called when a player is deleted. virtual void OnDelete(ObjectGuid /*guid*/, uint32 /*accountId*/) { } // Called when a player delete failed. virtual void OnFailedDelete(ObjectGuid /*guid*/, uint32 /*accountId*/) { } // Called when a player is about to be saved. virtual void OnSave(Player* /*player*/) { } // Called when a player is bound to an instance virtual void OnBindToInstance(Player* /*player*/, Difficulty /*difficulty*/, uint32 /*mapId*/, bool /*permanent*/) { } // Called when a player switches to a new zone virtual void OnUpdateZone(Player* /*player*/, uint32 /*newZone*/, uint32 /*newArea*/) { } // Called when a player switches to a new area (more accurate than UpdateZone) virtual void OnUpdateArea(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) { } // Called when a player changes to a new map (after moving to new map) virtual void OnMapChanged(Player* /*player*/) { } // Called before a player is being teleported to new coords [[nodiscard]] virtual bool OnBeforeTeleport(Player* /*player*/, uint32 /*mapid*/, float /*x*/, float /*y*/, float /*z*/, float /*orientation*/, uint32 /*options*/, Unit* /*target*/) { return true; } // Called when team/faction is set on player virtual void OnUpdateFaction(Player* /*player*/) { } // Called when a player is added to battleground virtual void OnAddToBattleground(Player* /*player*/, Battleground* /*bg*/) { } // Called when a player queues a Random Dungeon using the RDF (Random Dungeon Finder) virtual void OnQueueRandomDungeon(Player* /*player*/, uint32 & /*rDungeonId*/) { } // Called when a player is removed from battleground virtual void OnRemoveFromBattleground(Player* /*player*/, Battleground* /*bg*/) { } // Called when a player complete an achievement virtual void OnAchiComplete(Player* /*player*/, AchievementEntry const* /*achievement*/) { } // Called before player complete an achievement, can be used to disable achievements in certain conditions virtual bool OnBeforeAchiComplete(Player* /*player*/, AchievementEntry const* /*achievement*/) { return true; } // Called when a player complete an achievement criteria virtual void OnCriteriaProgress(Player* /*player*/, AchievementCriteriaEntry const* /*criteria*/) { } // Called before player complete an achievement criteria, can be used to disable achievement criteria in certain conditions virtual bool OnBeforeCriteriaProgress(Player* /*player*/, AchievementCriteriaEntry const* /*criteria*/) { return true; } // Called when an Achievement is saved to DB virtual void OnAchiSave(CharacterDatabaseTransaction /*trans*/, Player* /*player*/, uint16 /*achId*/, CompletedAchievementData /*achiData*/) { } // Called when an Criteria is saved to DB virtual void OnCriteriaSave(CharacterDatabaseTransaction /*trans*/, Player* /*player*/, uint16 /*achId*/, CriteriaProgress /*criteriaData*/) { } // Called when a player selects an option in a player gossip window virtual void OnGossipSelect(Player* /*player*/, uint32 /*menu_id*/, uint32 /*sender*/, uint32 /*action*/) { } // Called when a player selects an option in a player gossip window virtual void OnGossipSelectCode(Player* /*player*/, uint32 /*menu_id*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { } // On player getting charmed virtual void OnBeingCharmed(Player* /*player*/, Unit* /*charmer*/, uint32 /*oldFactionId*/, uint32 /*newFactionId*/) { } // To change behaviour of set visible item slot virtual void OnAfterSetVisibleItemSlot(Player* /*player*/, uint8 /*slot*/, Item* /*item*/) { } // After an item has been moved from inventory virtual void OnAfterMoveItemFromInventory(Player* /*player*/, Item* /*it*/, uint8 /*bag*/, uint8 /*slot*/, bool /*update*/) { } // After an item has been equipped virtual void OnEquip(Player* /*player*/, Item* /*it*/, uint8 /*bag*/, uint8 /*slot*/, bool /*update*/) { } // After player enters queue for BG virtual void OnPlayerJoinBG(Player* /*player*/) { } // After player enters queue for Arena virtual void OnPlayerJoinArena(Player* /*player*/) { } //Called when trying to get a team ID of a slot > 2 (This is for custom teams created by modules) virtual void GetCustomGetArenaTeamId(Player const* /*player*/, uint8 /*slot*/, uint32& /*teamID*/) const { } //Called when trying to get players personal rating of an arena slot > 2 (This is for custom teams created by modules) virtual void GetCustomArenaPersonalRating(Player const* /*player*/, uint8 /*slot*/, uint32& /*rating*/) const { } //Called after the normal slots (0..2) for arena have been evaluated so that custom arena teams could modify it if nececasry virtual void OnGetMaxPersonalArenaRatingRequirement(Player const* /*player*/, uint32 /*minSlot*/, uint32& /*maxArenaRating*/) const {} //After looting item virtual void OnLootItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/, ObjectGuid /*lootguid*/) { } //Before looting item virtual void OnBeforeFillQuestLootItem(Player* /*player*/, LootItem& /*item*/) { } //After looting item (includes master loot). virtual void OnStoreNewItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { } //After creating item (eg profession item creation) virtual void OnCreateItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { } // After receiving item as a quest reward virtual void OnQuestRewardItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/) { } // When placing a bid or buying out an auction [[nodiscard]] virtual bool CanPlaceAuctionBid(Player* /*player*/, AuctionEntry* /*auction*/) { return true; } // After receiving item as a group roll reward virtual void OnGroupRollRewardItem(Player* /*player*/, Item* /*item*/, uint32 /*count*/, RollVote /*voteType*/, Roll* /*roll*/) { } //Before opening an item [[nodiscard]] virtual bool OnBeforeOpenItem(Player* /*player*/, Item* /*item*/) { return true; } // After completed a quest [[nodiscard]] virtual bool OnBeforeQuestComplete(Player* /*player*/, uint32 /*quest_id*/) { return true; } // Called after computing the XP reward value for a quest virtual void OnQuestComputeXP(Player* /*player*/, Quest const* /*quest*/, uint32& /*xpValue*/) { } // Before durability repair action, you can even modify the discount value virtual void OnBeforeDurabilityRepair(Player* /*player*/, ObjectGuid /*npcGUID*/, ObjectGuid /*itemGUID*/, float&/*discountMod*/, uint8 /*guildBank*/) { } //Before buying something from any vendor virtual void OnBeforeBuyItemFromVendor(Player* /*player*/, ObjectGuid /*vendorguid*/, uint32 /*vendorslot*/, uint32& /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/) { }; //Before buying something from any vendor virtual void OnBeforeStoreOrEquipNewItem(Player* /*player*/, uint32 /*vendorslot*/, uint32& /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/, ItemTemplate const* /*pProto*/, Creature* /*pVendor*/, VendorItem const* /*crItem*/, bool /*bStore*/) { }; //After buying something from any vendor virtual void OnAfterStoreOrEquipNewItem(Player* /*player*/, uint32 /*vendorslot*/, Item* /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/, ItemTemplate const* /*pProto*/, Creature* /*pVendor*/, VendorItem const* /*crItem*/, bool /*bStore*/) { }; virtual void OnAfterUpdateMaxPower(Player* /*player*/, Powers& /*power*/, float& /*value*/) { } virtual void OnAfterUpdateMaxHealth(Player* /*player*/, float& /*value*/) { } virtual void OnBeforeUpdateAttackPowerAndDamage(Player* /*player*/, float& /*level*/, float& /*val2*/, bool /*ranged*/) { } virtual void OnAfterUpdateAttackPowerAndDamage(Player* /*player*/, float& /*level*/, float& /*base_attPower*/, float& /*attPowerMod*/, float& /*attPowerMultiplier*/, bool /*ranged*/) { } virtual void OnBeforeInitTalentForLevel(Player* /*player*/, uint8& /*level*/, uint32& /*talentPointsForLevel*/) { } virtual void OnFirstLogin(Player* /*player*/) { } virtual void OnSetMaxLevel(Player* /*player*/, uint32& /*maxPlayerLevel*/) { } [[nodiscard]] virtual bool CanJoinInBattlegroundQueue(Player* /*player*/, ObjectGuid /*BattlemasterGuid*/, BattlegroundTypeId /*BGTypeID*/, uint8 /*joinAsGroup*/, GroupJoinBattlegroundResult& /*err*/) { return true; } virtual bool ShouldBeRewardedWithMoneyInsteadOfExp(Player* /*player*/) { return false; } // Called before the player's temporary summoned creature has initialized it's stats virtual void OnBeforeTempSummonInitStats(Player* /*player*/, TempSummon* /*tempSummon*/, uint32& /*duration*/) { } // Called before the player's guardian / pet has initialized it's stats for the player's level virtual void OnBeforeGuardianInitStatsForLevel(Player* /*player*/, Guardian* /*guardian*/, CreatureTemplate const* /*cinfo*/, PetType& /*petType*/) { } // Called after the player's guardian / pet has initialized it's stats for the player's level virtual void OnAfterGuardianInitStatsForLevel(Player* /*player*/, Guardian* /*guardian*/) { } // Called before loading a player's pet from the DB virtual void OnBeforeLoadPetFromDB(Player* /*player*/, uint32& /*petentry*/, uint32& /*petnumber*/, bool& /*current*/, bool& /*forceLoadFromDB*/) { } [[nodiscard]] virtual bool CanJoinInArenaQueue(Player* /*player*/, ObjectGuid /*BattlemasterGuid*/, uint8 /*arenaslot*/, BattlegroundTypeId /*BGTypeID*/, uint8 /*joinAsGroup*/, uint8 /*IsRated*/, GroupJoinBattlegroundResult& /*err*/) { return true; } [[nodiscard]] virtual bool CanBattleFieldPort(Player* /*player*/, uint8 /*arenaType*/, BattlegroundTypeId /*BGTypeID*/, uint8 /*action*/) { return true; } [[nodiscard]] virtual bool CanGroupInvite(Player* /*player*/, std::string& /*membername*/) { return true; } [[nodiscard]] virtual bool CanGroupAccept(Player* /*player*/, Group* /*group*/) { return true; } [[nodiscard]] virtual bool CanSellItem(Player* /*player*/, Item* /*item*/, Creature* /*creature*/) { return true; } [[nodiscard]] virtual bool CanSendMail(Player* /*player*/, ObjectGuid /*receiverGuid*/, ObjectGuid /*mailbox*/, std::string& /*subject*/, std::string& /*body*/, uint32 /*money*/, uint32 /*COD*/, Item* /*item*/) { return true; } virtual void PetitionBuy(Player* /*player*/, Creature* /*creature*/, uint32& /*charterid*/, uint32& /*cost*/, uint32& /*type*/) { } virtual void PetitionShowList(Player* /*player*/, Creature* /*creature*/, uint32& /*CharterEntry*/, uint32& /*CharterDispayID*/, uint32& /*CharterCost*/) { } virtual void OnRewardKillRewarder(Player* /*player*/, KillRewarder* /*rewarder*/, bool /*isDungeon*/, float& /*rate*/) { } [[nodiscard]] virtual bool CanGiveMailRewardAtGiveLevel(Player* /*player*/, uint8 /*level*/) { return true; } virtual void OnDeleteFromDB(CharacterDatabaseTransaction /*trans*/, uint32 /*guid*/) { } [[nodiscard]] virtual bool CanRepopAtGraveyard(Player* /*player*/) { return true; } [[nodiscard]] virtual Optional OnPlayerIsClass(Player const* /*player*/, Classes /*playerClass*/, ClassContext /*context*/) { return std::nullopt; } virtual void OnGetMaxSkillValue(Player* /*player*/, uint32 /*skill*/, int32& /*result*/, bool /*IsPure*/) { } [[nodiscard]] virtual bool OnPlayerHasActivePowerType(Player const* /*player*/, Powers /*power*/) { return false; } /** * @brief This hook called before gathering skill gain is applied to the character. * * @param player Contains information about the Player sender * @param skill_id Contains information about the skill line * @param current Contains the current skill level for skill * @param gray Contains the gray skill level for current application * @param green Contains the green skill level for current application * @param yellow Contains the yellow skill level for current application * @param gain Contains the amount of points that should be added to the Player */ virtual void OnUpdateGatheringSkill(Player* /*player*/, uint32 /*skill_id*/, uint32 /*current*/, uint32 /*gray*/, uint32 /*green*/, uint32 /*yellow*/, uint32& /*gain*/) { } /** * @brief This hook is called before crafting skill gain is applied to the character. * * @param player Contains information about the Player sender * @param skill Contains information about the skill line * @param current_level Contains the current skill level for skill * @param gain Contains the amount of points that should be added to the Player */ virtual void OnUpdateCraftingSkill(Player* /*player*/, SkillLineAbilityEntry const* /*skill*/, uint32 /*current_level*/, uint32& /*gain*/) { } [[nodiscard]] virtual bool OnUpdateFishingSkill(Player* /*player*/, int32 /*skill*/, int32 /*zone_skill*/, int32 /*chance*/, int32 /*roll*/) { return true; } [[nodiscard]] virtual bool CanAreaExploreAndOutdoor(Player* /*player*/) { return true; } virtual void OnVictimRewardBefore(Player* /*player*/, Player* /*victim*/, uint32& /*killer_title*/, uint32& /*victim_title*/) { } virtual void OnVictimRewardAfter(Player* /*player*/, Player* /*victim*/, uint32& /*killer_title*/, uint32& /*victim_rank*/, float& /*honor_f*/) { } virtual void OnCustomScalingStatValueBefore(Player* /*player*/, ItemTemplate const* /*proto*/, uint8 /*slot*/, bool /*apply*/, uint32& /*CustomScalingStatValue*/) { } virtual void OnCustomScalingStatValue(Player* /*player*/, ItemTemplate const* /*proto*/, uint32& /*statType*/, int32& /*val*/, uint8 /*itemProtoStatNumber*/, uint32 /*ScalingStatValue*/, ScalingStatValuesEntry const* /*ssv*/) { } [[nodiscard]] virtual bool CanArmorDamageModifier(Player* /*player*/) { return true; } virtual void OnGetFeralApBonus(Player* /*player*/, int32& /*feral_bonus*/, int32 /*dpsMod*/, ItemTemplate const* /*proto*/, ScalingStatValuesEntry const* /*ssv*/) { } [[nodiscard]] virtual bool CanApplyWeaponDependentAuraDamageMod(Player* /*player*/, Item* /*item*/, WeaponAttackType /*attackType*/, AuraEffect const* /*aura*/, bool /*apply*/) { return true; } [[nodiscard]] virtual bool CanApplyEquipSpell(Player* /*player*/, SpellInfo const* /*spellInfo*/, Item* /*item*/, bool /*apply*/, bool /*form_change*/) { return true; } [[nodiscard]] virtual bool CanApplyEquipSpellsItemSet(Player* /*player*/, ItemSetEffect* /*eff*/) { return true; } [[nodiscard]] virtual bool CanCastItemCombatSpell(Player* /*player*/, Unit* /*target*/, WeaponAttackType /*attType*/, uint32 /*procVictim*/, uint32 /*procEx*/, Item* /*item*/, ItemTemplate const* /*proto*/) { return true; } [[nodiscard]] virtual bool CanCastItemUseSpell(Player* /*player*/, Item* /*item*/, SpellCastTargets const& /*targets*/, uint8 /*cast_count*/, uint32 /*glyphIndex*/) { return true; } virtual void OnApplyAmmoBonuses(Player* /*player*/, ItemTemplate const* /*proto*/, float& /*currentAmmoDPS*/) { } [[nodiscard]] virtual bool CanEquipItem(Player* /*player*/, uint8 /*slot*/, uint16& /*dest*/, Item* /*pItem*/, bool /*swap*/, bool /*not_loading*/) { return true; } [[nodiscard]] virtual bool CanUnequipItem(Player* /*player*/, uint16 /*pos*/, bool /*swap*/) { return true; } [[nodiscard]] virtual bool CanUseItem(Player* /*player*/, ItemTemplate const* /*proto*/, InventoryResult& /*result*/) { return true; } [[nodiscard]] virtual bool CanSaveEquipNewItem(Player* /*player*/, Item* /*item*/, uint16 /*pos*/, bool /*update*/) { return true; } [[nodiscard]] virtual bool CanApplyEnchantment(Player* /*player*/, Item* /*item*/, EnchantmentSlot /*slot*/, bool /*apply*/, bool /*apply_dur*/, bool /*ignore_condition*/) { return true; } virtual void OnGetQuestRate(Player* /*player*/, float& /*result*/) { } [[nodiscard]] virtual bool PassedQuestKilledMonsterCredit(Player* /*player*/, Quest const* /*qinfo*/, uint32 /*entry*/, uint32 /*real_entry*/, ObjectGuid /*guid*/) { return true; } [[nodiscard]] virtual bool CheckItemInSlotAtLoadInventory(Player* /*player*/, Item* /*item*/, uint8 /*slot*/, uint8& /*err*/, uint16& /*dest*/) { return true; } [[nodiscard]] virtual bool NotAvoidSatisfy(Player* /*player*/, DungeonProgressionRequirements const* /*ar*/, uint32 /*target_map*/, bool /*report*/) { return true; } [[nodiscard]] virtual bool NotVisibleGloballyFor(Player* /*player*/, Player const* /*u*/) { return true; } virtual void OnGetArenaPersonalRating(Player* /*player*/, uint8 /*slot*/, uint32& /*result*/) { } virtual void OnGetArenaTeamId(Player* /*player*/, uint8 /*slot*/, uint32& /*result*/) { } virtual void OnIsFFAPvP(Player* /*player*/, bool& /*result*/) { } //Fires whenever the UNIT_BYTE2_FLAG_FFA_PVP bit is Changed on the player virtual void OnFfaPvpStateUpdate(Player* /*player*/, bool /*result*/) { } virtual void OnIsPvP(Player* /*player*/, bool& /*result*/) { } virtual void OnGetMaxSkillValueForLevel(Player* /*player*/, uint16& /*result*/) { } [[nodiscard]] virtual bool NotSetArenaTeamInfoField(Player* /*player*/, uint8 /*slot*/, ArenaTeamInfoType /*type*/, uint32 /*value*/) { return true; } [[nodiscard]] virtual bool CanJoinLfg(Player* /*player*/, uint8 /*roles*/, std::set& /*dungeons*/, const std::string& /*comment*/) { return true; } [[nodiscard]] virtual bool CanEnterMap(Player* /*player*/, MapEntry const* /*entry*/, InstanceTemplate const* /*instance*/, MapDifficulty const* /*mapDiff*/, bool /*loginCheck*/) { return true; } [[nodiscard]] virtual bool CanInitTrade(Player* /*player*/, Player* /*target*/) { return true; } virtual void OnSetServerSideVisibility(Player* /*player*/, ServerSideVisibilityType& /*type*/, AccountTypes& /*sec*/) { } virtual void OnSetServerSideVisibilityDetect(Player* /*player*/, ServerSideVisibilityType& /*type*/, AccountTypes& /*sec*/) { } virtual void OnPlayerResurrect(Player* /*player*/, float /*restore_percent*/, bool /*applySickness*/) { } // Called before selecting the graveyard when releasing spirit virtual void OnBeforeChooseGraveyard(Player* /*player*/, TeamId /*teamId*/, bool /*nearCorpse*/, uint32& /*graveyardOverride*/) { } /** * @brief This hook called before player sending message in default chat * * @param player Contains information about the Player sender * @param type Contains information about the chat message type * @param language Contains information about the language type * @param msg Contains information about the message * * @return True if you want to continue sending the message, false if you want to disable sending the message */ [[nodiscard]] virtual bool CanPlayerUseChat(Player* /*player*/, uint32 /*type*/, uint32 /*language*/, std::string& /*msg*/) { return true; } /** * @brief This hook called before player sending message to other player via private * * @param player Contains information about the Player sender * @param type Contains information about the chat message type * @param language Contains information about the language type * @param msg Contains information about the message * @param receiver Contains information about the Player receiver * * @return True if you want to continue sending the message, false if you want to disable sending the message */ [[nodiscard]] virtual bool CanPlayerUseChat(Player* /*player*/, uint32 /*type*/, uint32 /*language*/, std::string& /*msg*/, Player* /*receiver*/) { return true; } /** * @brief This hook called before player sending message to group * * @param player Contains information about the Player sender * @param type Contains information about the chat message type * @param language Contains information about the language type * @param msg Contains information about the message * @param group Contains information about the Group * * @return True if you want to continue sending the message, false if you want to disable sending the message */ [[nodiscard]] virtual bool CanPlayerUseChat(Player* /*player*/, uint32 /*type*/, uint32 /*language*/, std::string& /*msg*/, Group* /*group*/) { return true; } /** * @brief This hook called before player sending message to guild * * @param player Contains information about the Player sender * @param type Contains information about the chat message type * @param language Contains information about the language type * @param msg Contains information about the message * @param guild Contains information about the Guild * * @return True if you want to continue sending the message, false if you want to disable sending the message */ [[nodiscard]] virtual bool CanPlayerUseChat(Player* /*player*/, uint32 /*type*/, uint32 /*language*/, std::string& /*msg*/, Guild* /*guild*/) { return true; } /** * @brief This hook called before player sending message to channel * * @param player Contains information about the Player sender * @param type Contains information about the chat message type * @param language Contains information about the language type * @param msg Contains information about the message * @param channel Contains information about the Channel * * @return True if you want to continue sending the message, false if you want to disable sending the message */ [[nodiscard]] virtual bool CanPlayerUseChat(Player* /*player*/, uint32 /*type*/, uint32 /*language*/, std::string& /*msg*/, Channel* /*channel*/) { return true; } /** * @brief This hook called after player learning talents * * @param player Contains information about the Player * @param talentId Contains information about the talent id * @param talentRank Contains information about the talent rank * @param spellid Contains information about the spell id */ virtual void OnPlayerLearnTalents(Player* /*player*/, uint32 /*talentId*/, uint32 /*talentRank*/, uint32 /*spellid*/) { } /** * @brief This hook called after player entering combat * * @param player Contains information about the Player * @param Unit Contains information about the Unit */ virtual void OnPlayerEnterCombat(Player* /*player*/, Unit* /*enemy*/) { } /** * @brief This hook called after player leave combat * * @param player Contains information about the Player */ virtual void OnPlayerLeaveCombat(Player* /*player*/) { } /** * @brief This hook called after player abandoning quest * * @param player Contains information about the Player * @param questId Contains information about the quest id */ virtual void OnQuestAbandon(Player* /*player*/, uint32 /*questId*/) { } /** * @brief This hook called before other CanFlyChecks are applied * * @param player Contains information about the Player * @param mapId Contains information about the current map id * @param zoneId Contains information about the current zone * @param bySpell Contains information about the spell that invoked the check */ [[nodiscard]] virtual bool OnCanPlayerFlyInZone(Player* /*player*/, uint32 /*mapId*/, uint32 /*zoneId*/, SpellInfo const* /*bySpell*/) { return true; } // Passive Anticheat System virtual void AnticheatSetCanFlybyServer(Player* /*player*/, bool /*apply*/) { } virtual void AnticheatSetUnderACKmount(Player* /*player*/) { } virtual void AnticheatSetRootACKUpd(Player* /*player*/) { } virtual void AnticheatSetJumpingbyOpcode(Player* /*player*/, bool /*jump*/) { } virtual void AnticheatUpdateMovementInfo(Player* /*player*/, MovementInfo const& /*movementInfo*/) { } [[nodiscard]] virtual bool AnticheatHandleDoubleJump(Player* /*player*/, Unit* /*mover*/) { return true; } [[nodiscard]] virtual bool AnticheatCheckMovementInfo(Player* /*player*/, MovementInfo const& /*movementInfo*/, Unit* /*mover*/, bool /*jump*/) { return true; } /** * @brief This hook is called, to avoid displaying the error message that the body has already been stripped * * @param player Contains information about the Player * * @return true Avoiding displaying the error message that the loot has already been taken. */ virtual bool CanSendErrorAlreadyLooted(Player* /*player*/) { return true; } /** * @brief It is used when an item is taken from a creature. * * @param player Contains information about the Player * */ virtual void OnAfterCreatureLoot(Player* /*player*/) { } /** * @brief After a creature's money is taken * * @param player Contains information about the Player */ virtual void OnAfterCreatureLootMoney(Player* /*player*/) { } }; #endif