88 lines
4 KiB
C++
88 lines
4 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SCRIPT_OBJECT_GAMEOBJECT_SCRIPT_H_
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#define SCRIPT_OBJECT_GAMEOBJECT_SCRIPT_H_
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#include "QuestDef.h"
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#include "ScriptObject.h"
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class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
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{
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protected:
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GameObjectScript(const char* name);
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public:
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[[nodiscard]] bool IsDatabaseBound() const override { return true; }
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// Called when a player opens a gossip dialog with the gameobject.
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[[nodiscard]] virtual bool OnGossipHello(Player* /*player*/, GameObject* /*go*/) { return false; }
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// Called when a player selects a gossip item in the gameobject's gossip menu.
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[[nodiscard]] virtual bool OnGossipSelect(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
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// Called when a player selects a gossip with a code in the gameobject's gossip menu.
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[[nodiscard]] virtual bool OnGossipSelectCode(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; }
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// Called when a player accepts a quest from the gameobject.
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[[nodiscard]] virtual bool OnQuestAccept(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/) { return false; }
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// Called when a player selects a quest reward.
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[[nodiscard]] virtual bool OnQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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// Called when the dialog status between a player and the gameobject is requested.
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virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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// Called when the game object is destroyed (destructible buildings only).
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virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }
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// Called when the game object is damaged (destructible buildings only).
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virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { }
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// Called when the health of a game object is modified (destructible buildings only).
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virtual void OnModifyHealth(GameObject* /*go*/, Unit* /*attackerOrHealer*/, int32& /*change*/, SpellInfo const* /*spellInfo*/) { }
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// Called when the game object loot state is changed.
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virtual void OnLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { }
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// Called when the game object state is changed.
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virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { }
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// Called when a GameObjectAI object is needed for the gameobject.
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virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return nullptr; }
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};
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template <class AI>
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class GenericGameObjectScript : public GameObjectScript
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{
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public:
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GenericGameObjectScript(char const* name) : GameObjectScript(name) { }
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GameObjectAI* GetAI(GameObject* go) const override { return new AI(go); }
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};
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#define RegisterGameObjectAI(ai_name) new GenericGameObjectScript<ai_name>(#ai_name)
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template <class AI, AI* (*AIFactory)(GameObject*)> class FactoryGameObjectScript : public GameObjectScript
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{
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public:
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FactoryGameObjectScript(char const* name) : GameObjectScript(name) {}
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GameObjectAI* GetAI(GameObject* go) const override { return AIFactory(go); }
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};
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#define RegisterGameObjectAIWithFactory(ai_name, factory_fn) new FactoryGameObjectScript<ai_name, &factory_fn>(#ai_name)
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#endif
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