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https://github.com/mod-playerbots/azerothcore-wotlk.git
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* feat(Core/Scripts): move all script objects to separated files
* Apply 5bfeabde81
* try gcc build
* again
90 lines
3.9 KiB
C++
90 lines
3.9 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 it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* 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 Affero 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_ALL_GAMEOBJECT_SCRIPT_H_
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#define SCRIPT_OBJECT_ALL_GAMEOBJECT_SCRIPT_H_
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#include "ScriptObject.h"
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class AllGameObjectScript : public ScriptObject
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{
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protected:
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AllGameObjectScript(const char* name);
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public:
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/**
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* @brief This hook runs after add game object in world
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*
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* @param go Contains information about the GameObject
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*/
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virtual void OnGameObjectAddWorld(GameObject* /*go*/) { }
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/**
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* @brief This hook runs after the game object iis saved to the database
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*
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* @param go Contains information about the GameObject
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*/
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virtual void OnGameObjectSaveToDB(GameObject* /*go*/) { }
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/**
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* @brief This hook runs after remove game object in world
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*
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* @param go Contains information about the GameObject
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*/
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virtual void OnGameObjectRemoveWorld(GameObject* /*go*/) { }
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/**
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* @brief This hook runs after remove game object in world
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*
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* @param go Contains information about the GameObject
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*/
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virtual void OnGameObjectUpdate(GameObject* /*go*/, uint32 /*diff*/) { }
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// Called when a player opens a gossip dialog with the gameobject.
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[[nodiscard]] virtual bool CanGameObjectGossipHello(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 CanGameObjectGossipSelect(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 CanGameObjectGossipSelectCode(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 CanGameObjectQuestAccept(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 CanGameObjectQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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// Called when the game object is destroyed (destructible buildings only).
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virtual void OnGameObjectDestroyed(GameObject* /*go*/, Player* /*player*/) { }
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// Called when the game object is damaged (destructible buildings only).
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virtual void OnGameObjectDamaged(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 OnGameObjectModifyHealth(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 OnGameObjectLootStateChanged(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* GetGameObjectAI(GameObject* /*go*/) const { return nullptr; }
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};
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#endif
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