mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-15 23:20:36 +01:00
Core/Misc: Include cleanup, 2023 edition
This commit is contained in:
@@ -22,6 +22,7 @@
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#include "ObjectGuid.h"
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#include "Tuples.h"
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#include "Types.h"
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#include <memory>
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#include <vector>
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class AccountMgr;
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@@ -181,7 +182,7 @@ class TC_GAME_API ScriptObject
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ScriptObject& operator=(ScriptObject const& right) = delete;
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ScriptObject& operator=(ScriptObject&& right) = delete;
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const std::string& GetName() const { return _name; }
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std::string const& GetName() const;
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protected:
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@@ -190,201 +191,182 @@ class TC_GAME_API ScriptObject
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private:
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const std::string _name;
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};
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template<class TObject> class UpdatableScript
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{
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protected:
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UpdatableScript()
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{
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}
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virtual ~UpdatableScript() { }
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public:
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UpdatableScript(UpdatableScript const& right) = delete;
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UpdatableScript(UpdatableScript&& right) = delete;
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UpdatableScript& operator=(UpdatableScript const& right) = delete;
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UpdatableScript& operator=(UpdatableScript&& right) = delete;
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virtual void OnUpdate(TObject* /*obj*/, uint32 /*diff*/) { }
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std::string const _name;
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};
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class TC_GAME_API SpellScriptLoader : public ScriptObject
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{
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protected:
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SpellScriptLoader(char const* name);
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explicit SpellScriptLoader(char const* name);
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public:
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// Should return a fully valid SpellScript pointer.
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virtual SpellScript* GetSpellScript() const { return nullptr; }
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virtual SpellScript* GetSpellScript() const;
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// Should return a fully valid AuraScript pointer.
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virtual AuraScript* GetAuraScript() const { return nullptr; }
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virtual AuraScript* GetAuraScript() const;
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};
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class TC_GAME_API ServerScript : public ScriptObject
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{
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protected:
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ServerScript(char const* name);
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explicit ServerScript(char const* name);
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public:
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~ServerScript();
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// Called when reactive socket I/O is started (WorldTcpSessionMgr).
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virtual void OnNetworkStart() { }
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virtual void OnNetworkStart();
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// Called when reactive I/O is stopped.
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virtual void OnNetworkStop() { }
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virtual void OnNetworkStop();
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// Called when a remote socket establishes a connection to the server. Do not store the socket object.
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virtual void OnSocketOpen(std::shared_ptr<WorldSocket> /*socket*/) { }
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virtual void OnSocketOpen(std::shared_ptr<WorldSocket> socket);
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// Called when a socket is closed. Do not store the socket object, and do not rely on the connection
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// being open; it is not.
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virtual void OnSocketClose(std::shared_ptr<WorldSocket> /*socket*/) { }
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virtual void OnSocketClose(std::shared_ptr<WorldSocket> socket);
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// Called when a packet is sent to a client. The packet object is a copy of the original packet, so reading
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// and modifying it is safe.
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virtual void OnPacketSend(WorldSession* /*session*/, WorldPacket& /*packet*/) { }
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virtual void OnPacketSend(WorldSession* session, WorldPacket& packet);
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// Called when a (valid) packet is received by a client. The packet object is a copy of the original packet, so
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// reading and modifying it is safe. Make sure to check WorldSession pointer before usage, it might be null in case of auth packets
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virtual void OnPacketReceive(WorldSession* /*session*/, WorldPacket& /*packet*/) { }
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virtual void OnPacketReceive(WorldSession* session, WorldPacket& packet);
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};
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class TC_GAME_API WorldScript : public ScriptObject
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{
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protected:
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WorldScript(char const* name);
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explicit WorldScript(char const* name);
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public:
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~WorldScript();
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// Called when the open/closed state of the world changes.
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virtual void OnOpenStateChange(bool /*open*/) { }
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virtual void OnOpenStateChange(bool open);
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// Called after the world configuration is (re)loaded.
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virtual void OnConfigLoad(bool /*reload*/) { }
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virtual void OnConfigLoad(bool reload);
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// Called before the message of the day is changed.
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virtual void OnMotdChange(std::string& /*newMotd*/) { }
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virtual void OnMotdChange(std::string& newMotd);
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// Called when a world shutdown is initiated.
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virtual void OnShutdownInitiate(ShutdownExitCode /*code*/, ShutdownMask /*mask*/) { }
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virtual void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
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// Called when a world shutdown is cancelled.
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virtual void OnShutdownCancel() { }
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virtual void OnShutdownCancel();
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// Called on every world tick (don't execute too heavy code here).
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virtual void OnUpdate(uint32 /*diff*/) { }
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virtual void OnUpdate(uint32 diff);
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// Called when the world is started.
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virtual void OnStartup() { }
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virtual void OnStartup();
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// Called when the world is actually shut down.
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virtual void OnShutdown() { }
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virtual void OnShutdown();
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};
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class TC_GAME_API FormulaScript : public ScriptObject
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{
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protected:
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FormulaScript(char const* name);
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explicit FormulaScript(char const* name);
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public:
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~FormulaScript();
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// Called after calculating honor.
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virtual void OnHonorCalculation(float& /*honor*/, uint8 /*level*/, float /*multiplier*/) { }
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virtual void OnHonorCalculation(float& honor, uint8 level, float multiplier);
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// Called after gray level calculation.
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virtual void OnGrayLevelCalculation(uint8& /*grayLevel*/, uint8 /*playerLevel*/) { }
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virtual void OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel);
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// Called after calculating experience color.
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virtual void OnColorCodeCalculation(XPColorChar& /*color*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/) { }
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virtual void OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel);
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// Called after calculating zero difference.
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virtual void OnZeroDifferenceCalculation(uint8& /*diff*/, uint8 /*playerLevel*/) { }
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virtual void OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel);
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// Called after calculating base experience gain.
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virtual void OnBaseGainCalculation(uint32& /*gain*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/) { }
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virtual void OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel);
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// Called after calculating experience gain.
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virtual void OnGainCalculation(uint32& /*gain*/, Player* /*player*/, Unit* /*unit*/) { }
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virtual void OnGainCalculation(uint32& gain, Player* player, Unit* unit);
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// Called when calculating the experience rate for group experience.
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virtual void OnGroupRateCalculation(float& /*rate*/, uint32 /*count*/, bool /*isRaid*/) { }
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virtual void OnGroupRateCalculation(float& rate, uint32 count, bool isRaid);
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};
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template<class TMap>
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class MapScript : public UpdatableScript<TMap>
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class TC_GAME_API MapScript
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{
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MapEntry const* _mapEntry;
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MapEntry const* _mapEntry;
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protected:
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MapScript(MapEntry const* mapEntry) : _mapEntry(mapEntry) { }
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explicit MapScript(MapEntry const* mapEntry);
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public:
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// Gets the MapEntry structure associated with this script. Can return NULL.
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MapEntry const* GetEntry() { return _mapEntry; }
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MapEntry const* GetEntry() const;
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// Called when the map is created.
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virtual void OnCreate(TMap* /*map*/) { }
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virtual void OnCreate(TMap* map);
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// Called just before the map is destroyed.
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virtual void OnDestroy(TMap* /*map*/) { }
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virtual void OnDestroy(TMap* map);
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// Called when a player enters the map.
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virtual void OnPlayerEnter(TMap* /*map*/, Player* /*player*/) { }
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virtual void OnPlayerEnter(TMap* map, Player* player);
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// Called when a player leaves the map.
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virtual void OnPlayerLeave(TMap* /*map*/, Player* /*player*/) { }
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virtual void OnPlayerLeave(TMap* map, Player* player);
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virtual void OnUpdate(TMap* map, uint32 diff);
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};
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class TC_GAME_API WorldMapScript : public ScriptObject, public MapScript<Map>
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{
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protected:
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WorldMapScript(char const* name, uint32 mapId);
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explicit WorldMapScript(char const* name, uint32 mapId);
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public:
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~WorldMapScript();
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};
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class TC_GAME_API InstanceMapScript
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: public ScriptObject, public MapScript<InstanceMap>
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class TC_GAME_API InstanceMapScript : public ScriptObject, public MapScript<InstanceMap>
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{
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protected:
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InstanceMapScript(char const* name, uint32 mapId);
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explicit InstanceMapScript(char const* name, uint32 mapId);
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public:
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~InstanceMapScript();
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// Gets an InstanceScript object for this instance.
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virtual InstanceScript* GetInstanceScript(InstanceMap* /*map*/) const { return nullptr; }
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virtual InstanceScript* GetInstanceScript(InstanceMap* map) const;
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};
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class TC_GAME_API BattlegroundMapScript : public ScriptObject, public MapScript<BattlegroundMap>
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{
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protected:
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BattlegroundMapScript(char const* name, uint32 mapId);
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explicit BattlegroundMapScript(char const* name, uint32 mapId);
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public:
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@@ -395,97 +377,97 @@ class TC_GAME_API ItemScript : public ScriptObject
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{
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protected:
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ItemScript(char const* name);
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explicit ItemScript(char const* name);
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public:
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~ItemScript();
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// Called when a player accepts a quest from the item.
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virtual bool OnQuestAccept(Player* /*player*/, Item* /*item*/, Quest const* /*quest*/) { return false; }
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virtual bool OnQuestAccept(Player* player, Item* item, Quest const* quest);
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// Called when a player uses the item.
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virtual bool OnUse(Player* /*player*/, Item* /*item*/, SpellCastTargets const& /*targets*/, ObjectGuid /*castId*/) { return false; }
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virtual bool OnUse(Player* player, Item* item, SpellCastTargets const& targets, ObjectGuid castId);
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// Called when the item expires (is destroyed).
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virtual bool OnExpire(Player* /*player*/, ItemTemplate const* /*proto*/) { return false; }
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virtual bool OnExpire(Player* player, ItemTemplate const* proto);
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// Called when the item is destroyed.
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virtual bool OnRemove(Player* /*player*/, Item* /*item*/) { return false; }
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virtual bool OnRemove(Player* player, Item* item);
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// Called before casting a combat spell from this item (chance on hit spells of item template, can be used to prevent cast if returning false)
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virtual bool OnCastItemCombatSpell(Player* /*player*/, Unit* /*victim*/, SpellInfo const* /*spellInfo*/, Item* /*item*/) { return true; }
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virtual bool OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo const* spellInfo, Item* item);
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};
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class TC_GAME_API UnitScript : public ScriptObject
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{
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protected:
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UnitScript(char const* name);
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explicit UnitScript(char const* name);
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public:
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~UnitScript();
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// Called when a unit deals healing to another unit
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virtual void OnHeal(Unit* /*healer*/, Unit* /*reciever*/, uint32& /*gain*/) { }
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virtual void OnHeal(Unit* healer, Unit* reciever, uint32& gain);
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// Called when a unit deals damage to another unit
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virtual void OnDamage(Unit* /*attacker*/, Unit* /*victim*/, uint32& /*damage*/) { }
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virtual void OnDamage(Unit* attacker, Unit* victim, uint32& damage);
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// Called when DoT's Tick Damage is being Dealt
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virtual void ModifyPeriodicDamageAurasTick(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
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virtual void ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage);
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// Called when Melee Damage is being Dealt
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virtual void ModifyMeleeDamage(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { }
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virtual void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage);
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// Called when Spell Damage is being Dealt
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virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/, SpellInfo const* /*spellInfo*/) { }
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virtual void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage, SpellInfo const* spellInfo);
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};
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class TC_GAME_API CreatureScript : public ScriptObject
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{
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protected:
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CreatureScript(char const* name);
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explicit CreatureScript(char const* name);
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public:
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~CreatureScript();
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// Called when a CreatureAI object is needed for the creature.
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virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0;
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virtual CreatureAI* GetAI(Creature* creature) const = 0;
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};
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class TC_GAME_API GameObjectScript : public ScriptObject
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{
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protected:
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GameObjectScript(char const* name);
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explicit GameObjectScript(char const* name);
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public:
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~GameObjectScript();
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// Called when a GameObjectAI object is needed for the gameobject.
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virtual GameObjectAI* GetAI(GameObject* /*go*/) const = 0;
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virtual GameObjectAI* GetAI(GameObject* go) const = 0;
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};
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class TC_GAME_API AreaTriggerScript : public ScriptObject
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{
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protected:
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AreaTriggerScript(char const* name);
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explicit AreaTriggerScript(char const* name);
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public:
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~AreaTriggerScript();
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// Called when the area trigger is activated by a player.
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virtual bool OnTrigger(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) { return false; }
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virtual bool OnTrigger(Player* player, AreaTriggerEntry const* trigger);
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// Called when the area trigger is left by a player.
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virtual bool OnExit(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) { return false; }
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virtual bool OnExit(Player* player, AreaTriggerEntry const* trigger);
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};
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class TC_GAME_API OnlyOnceAreaTriggerScript : public AreaTriggerScript
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@@ -500,16 +482,16 @@ class TC_GAME_API OnlyOnceAreaTriggerScript : public AreaTriggerScript
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protected:
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// returns true if the trigger was successfully handled, false if we should try again next time
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virtual bool TryHandleOnce(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) = 0;
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void ResetAreaTriggerDone(InstanceScript* /*instance*/, uint32 /*triggerId*/);
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void ResetAreaTriggerDone(Player const* /*player*/, AreaTriggerEntry const* /*trigger*/);
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virtual bool TryHandleOnce(Player* player, AreaTriggerEntry const* trigger) = 0;
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void ResetAreaTriggerDone(InstanceScript* instance, uint32 triggerId);
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void ResetAreaTriggerDone(Player const* player, AreaTriggerEntry const* trigger);
|
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};
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class TC_GAME_API BattlefieldScript : public ScriptObject
|
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{
|
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protected:
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||||
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BattlefieldScript(char const* name);
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explicit BattlefieldScript(char const* name);
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public:
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@@ -522,7 +504,7 @@ class TC_GAME_API BattlegroundScript : public ScriptObject
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{
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protected:
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||||
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BattlegroundScript(char const* name);
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explicit BattlegroundScript(char const* name);
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||||
public:
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||||
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@@ -536,7 +518,7 @@ class TC_GAME_API OutdoorPvPScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
OutdoorPvPScript(char const* name);
|
||||
explicit OutdoorPvPScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
@@ -550,7 +532,7 @@ class TC_GAME_API CommandScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
CommandScript(char const* name);
|
||||
explicit CommandScript(char const* name);
|
||||
|
||||
public:
|
||||
|
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@@ -560,139 +542,145 @@ class TC_GAME_API CommandScript : public ScriptObject
|
||||
virtual std::vector<Trinity::ChatCommands::ChatCommandBuilder> GetCommands() const = 0;
|
||||
};
|
||||
|
||||
class TC_GAME_API WeatherScript : public ScriptObject, public UpdatableScript<Weather>
|
||||
class TC_GAME_API WeatherScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
WeatherScript(char const* name);
|
||||
explicit WeatherScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~WeatherScript();
|
||||
|
||||
// Called when the weather changes in the zone this script is associated with.
|
||||
virtual void OnChange(Weather* /*weather*/, WeatherState /*state*/, float /*grade*/) { }
|
||||
virtual void OnChange(Weather* weather, WeatherState state, float grade);
|
||||
|
||||
virtual void OnUpdate(Weather* weather, uint32 diff);
|
||||
};
|
||||
|
||||
class TC_GAME_API AuctionHouseScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
AuctionHouseScript(char const* name);
|
||||
explicit AuctionHouseScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~AuctionHouseScript();
|
||||
|
||||
// Called when an auction is added to an auction house.
|
||||
virtual void OnAuctionAdd(AuctionHouseObject* /*ah*/, AuctionPosting* /*auction*/) { }
|
||||
virtual void OnAuctionAdd(AuctionHouseObject* ah, AuctionPosting* auction);
|
||||
|
||||
// Called when an auction is removed from an auction house.
|
||||
virtual void OnAuctionRemove(AuctionHouseObject* /*ah*/, AuctionPosting* /*auction*/) { }
|
||||
virtual void OnAuctionRemove(AuctionHouseObject* ah, AuctionPosting* auction);
|
||||
|
||||
// Called when an auction was succesfully completed.
|
||||
virtual void OnAuctionSuccessful(AuctionHouseObject* /*ah*/, AuctionPosting* /*auction*/) { }
|
||||
virtual void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionPosting* auction);
|
||||
|
||||
// Called when an auction expires.
|
||||
virtual void OnAuctionExpire(AuctionHouseObject* /*ah*/, AuctionPosting* /*auction*/) { }
|
||||
virtual void OnAuctionExpire(AuctionHouseObject* ah, AuctionPosting* auction);
|
||||
};
|
||||
|
||||
class TC_GAME_API ConditionScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
ConditionScript(char const* name);
|
||||
explicit ConditionScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~ConditionScript();
|
||||
|
||||
// Called when a single condition is checked for a player.
|
||||
virtual bool OnConditionCheck(Condition const* /*condition*/, ConditionSourceInfo& /*sourceInfo*/) { return true; }
|
||||
virtual bool OnConditionCheck(Condition const* condition, ConditionSourceInfo& sourceInfo);
|
||||
};
|
||||
|
||||
class TC_GAME_API VehicleScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
VehicleScript(char const* name);
|
||||
explicit VehicleScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~VehicleScript();
|
||||
|
||||
// Called after a vehicle is installed.
|
||||
virtual void OnInstall(Vehicle* /*veh*/) { }
|
||||
virtual void OnInstall(Vehicle* veh);
|
||||
|
||||
// Called after a vehicle is uninstalled.
|
||||
virtual void OnUninstall(Vehicle* /*veh*/) { }
|
||||
virtual void OnUninstall(Vehicle* veh);
|
||||
|
||||
// Called when a vehicle resets.
|
||||
virtual void OnReset(Vehicle* /*veh*/) { }
|
||||
virtual void OnReset(Vehicle* veh);
|
||||
|
||||
// Called after an accessory is installed in a vehicle.
|
||||
virtual void OnInstallAccessory(Vehicle* /*veh*/, Creature* /*accessory*/) { }
|
||||
virtual void OnInstallAccessory(Vehicle* veh, Creature* accessory);
|
||||
|
||||
// Called after a passenger is added to a vehicle.
|
||||
virtual void OnAddPassenger(Vehicle* /*veh*/, Unit* /*passenger*/, int8 /*seatId*/) { }
|
||||
virtual void OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId);
|
||||
|
||||
// Called after a passenger is removed from a vehicle.
|
||||
virtual void OnRemovePassenger(Vehicle* /*veh*/, Unit* /*passenger*/) { }
|
||||
virtual void OnRemovePassenger(Vehicle* veh, Unit* passenger);
|
||||
};
|
||||
|
||||
class TC_GAME_API DynamicObjectScript : public ScriptObject, public UpdatableScript<DynamicObject>
|
||||
class TC_GAME_API DynamicObjectScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
DynamicObjectScript(char const* name);
|
||||
explicit DynamicObjectScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~DynamicObjectScript();
|
||||
|
||||
virtual void OnUpdate(DynamicObject* obj, uint32 diff);
|
||||
};
|
||||
|
||||
class TC_GAME_API TransportScript : public ScriptObject, public UpdatableScript<Transport>
|
||||
class TC_GAME_API TransportScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
TransportScript(char const* name);
|
||||
explicit TransportScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~TransportScript();
|
||||
|
||||
// Called when a player boards the transport.
|
||||
virtual void OnAddPassenger(Transport* /*transport*/, Player* /*player*/) { }
|
||||
virtual void OnAddPassenger(Transport* transport, Player* player);
|
||||
|
||||
// Called when a creature boards the transport.
|
||||
virtual void OnAddCreaturePassenger(Transport* /*transport*/, Creature* /*creature*/) { }
|
||||
virtual void OnAddCreaturePassenger(Transport* transport, Creature* creature);
|
||||
|
||||
// Called when a player exits the transport.
|
||||
virtual void OnRemovePassenger(Transport* /*transport*/, Player* /*player*/) { }
|
||||
virtual void OnRemovePassenger(Transport* transport, Player* player);
|
||||
|
||||
// Called when a transport moves.
|
||||
virtual void OnRelocate(Transport* /*transport*/, uint32 /*mapId*/, float /*x*/, float /*y*/, float /*z*/) { }
|
||||
virtual void OnRelocate(Transport* transport, uint32 mapId, float x, float y, float z);
|
||||
|
||||
virtual void OnUpdate(Transport* transport, uint32 diff);
|
||||
};
|
||||
|
||||
class TC_GAME_API AchievementScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
AchievementScript(char const* name);
|
||||
explicit AchievementScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~AchievementScript();
|
||||
|
||||
// Called when an achievement is completed.
|
||||
virtual void OnCompleted(Player* /*player*/, AchievementEntry const* /*achievement*/) { }
|
||||
virtual void OnCompleted(Player* player, AchievementEntry const* achievement);
|
||||
};
|
||||
|
||||
class TC_GAME_API AchievementCriteriaScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
AchievementCriteriaScript(char const* name);
|
||||
explicit AchievementCriteriaScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
@@ -706,293 +694,294 @@ class TC_GAME_API PlayerScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
PlayerScript(char const* name);
|
||||
explicit PlayerScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~PlayerScript();
|
||||
|
||||
// Called when a player kills another player
|
||||
virtual void OnPVPKill(Player* /*killer*/, Player* /*killed*/) { }
|
||||
virtual void OnPVPKill(Player* killer, Player* killed);
|
||||
|
||||
// Called when a player kills a creature
|
||||
virtual void OnCreatureKill(Player* /*killer*/, Creature* /*killed*/) { }
|
||||
virtual void OnCreatureKill(Player* killer, Creature* killed);
|
||||
|
||||
// Called when a player is killed by a creature
|
||||
virtual void OnPlayerKilledByCreature(Creature* /*killer*/, Player* /*killed*/) { }
|
||||
virtual void OnPlayerKilledByCreature(Creature* killer, Player* killed);
|
||||
|
||||
// Called when a player's level changes (after the level is applied)
|
||||
virtual void OnLevelChanged(Player* /*player*/, uint8 /*oldLevel*/) { }
|
||||
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*/) { }
|
||||
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*/) { }
|
||||
virtual void OnTalentsReset(Player* player, bool noCost);
|
||||
|
||||
// Called when a player's money is modified (before the modification is done)
|
||||
virtual void OnMoneyChanged(Player* /*player*/, int64& /*amount*/) { }
|
||||
virtual void OnMoneyChanged(Player* player, int64& amount);
|
||||
|
||||
// Called when a player's money is at limit (amount = money tried to add)
|
||||
virtual void OnMoneyLimit(Player* /*player*/, int64 /*amount*/) { }
|
||||
virtual void OnMoneyLimit(Player* player, int64 amount);
|
||||
|
||||
// Called when a player gains XP (before anything is given)
|
||||
virtual void OnGiveXP(Player* /*player*/, uint32& /*amount*/, Unit* /*victim*/) { }
|
||||
virtual void OnGiveXP(Player* player, uint32& amount, Unit* victim);
|
||||
|
||||
// Called when a player's reputation changes (before it is actually changed)
|
||||
virtual void OnReputationChange(Player* /*player*/, uint32 /*factionId*/, int32& /*standing*/, bool /*incremental*/) { }
|
||||
virtual void OnReputationChange(Player* player, uint32 factionId, int32& standing, bool incremental);
|
||||
|
||||
// Called when a duel is requested
|
||||
virtual void OnDuelRequest(Player* /*target*/, Player* /*challenger*/) { }
|
||||
virtual void OnDuelRequest(Player* target, Player* challenger);
|
||||
|
||||
// Called when a duel starts (after 3s countdown)
|
||||
virtual void OnDuelStart(Player* /*player1*/, Player* /*player2*/) { }
|
||||
virtual void OnDuelStart(Player* player1, Player* player2);
|
||||
|
||||
// Called when a duel ends
|
||||
virtual void OnDuelEnd(Player* /*winner*/, Player* /*loser*/, DuelCompleteType /*type*/) { }
|
||||
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 OnChat(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, 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, 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, Guild* guild);
|
||||
|
||||
virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Channel* /*channel*/) { }
|
||||
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 OnClearEmote(Player* /*player*/) { }
|
||||
virtual void OnClearEmote(Player* player);
|
||||
|
||||
virtual void OnTextEmote(Player* /*player*/, uint32 /*textEmote*/, uint32 /*emoteNum*/, ObjectGuid /*guid*/) { }
|
||||
virtual void OnTextEmote(Player* player, uint32 textEmote, uint32 emoteNum, ObjectGuid guid);
|
||||
|
||||
// Called in Spell::Cast.
|
||||
virtual void OnSpellCast(Player* /*player*/, Spell* /*spell*/, bool /*skipCheck*/) { }
|
||||
virtual void OnSpellCast(Player* player, Spell* spell, bool skipCheck);
|
||||
|
||||
// Called when a player logs in.
|
||||
virtual void OnLogin(Player* /*player*/, bool /*firstLogin*/) { }
|
||||
virtual void OnLogin(Player* player, bool firstLogin);
|
||||
|
||||
// Called when a player logs out.
|
||||
virtual void OnLogout(Player* /*player*/) { }
|
||||
virtual void OnLogout(Player* player);
|
||||
|
||||
// Called when a player is created.
|
||||
virtual void OnCreate(Player* /*player*/) { }
|
||||
virtual void OnCreate(Player* player);
|
||||
|
||||
// Called when a player is deleted.
|
||||
virtual void OnDelete(ObjectGuid /*guid*/, uint32 /*accountId*/) { }
|
||||
virtual void OnDelete(ObjectGuid guid, uint32 accountId);
|
||||
|
||||
// Called when a player delete failed
|
||||
virtual void OnFailedDelete(ObjectGuid /*guid*/, uint32 /*accountId*/) { }
|
||||
virtual void OnFailedDelete(ObjectGuid guid, uint32 accountId);
|
||||
|
||||
// Called when a player is about to be saved.
|
||||
virtual void OnSave(Player* /*player*/) { }
|
||||
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*/, uint8 /*extendState*/) { }
|
||||
virtual void OnBindToInstance(Player* player, Difficulty difficulty, uint32 mapId, bool permanent, uint8 extendState);
|
||||
|
||||
// Called when a player switches to a new zone
|
||||
virtual void OnUpdateZone(Player* /*player*/, uint32 /*newZone*/, uint32 /*newArea*/) { }
|
||||
virtual void OnUpdateZone(Player* player, uint32 newZone, uint32 newArea);
|
||||
|
||||
// Called when a player changes to a new map (after moving to new map)
|
||||
virtual void OnMapChanged(Player* /*player*/) { }
|
||||
virtual void OnMapChanged(Player* player);
|
||||
|
||||
// Called after a player's quest status has been changed
|
||||
virtual void OnQuestStatusChange(Player* /*player*/, uint32 /*questId*/) { }
|
||||
virtual void OnQuestStatusChange(Player* player, uint32 questId);
|
||||
|
||||
// Called when a player presses release when he died
|
||||
virtual void OnPlayerRepop(Player* /*player*/) { }
|
||||
virtual void OnPlayerRepop(Player* player);
|
||||
|
||||
// Called when a player completes a movie
|
||||
virtual void OnMovieComplete(Player* /*player*/, uint32 /*movieId*/) { }
|
||||
virtual void OnMovieComplete(Player* player, uint32 movieId);
|
||||
|
||||
// Called when a player choose a response from a PlayerChoice
|
||||
virtual void OnPlayerChoiceResponse(Player* /*player*/, uint32 /*choiceId*/, uint32 /*responseId*/) { }
|
||||
virtual void OnPlayerChoiceResponse(Player* player, uint32 choiceId, uint32 responseId);
|
||||
};
|
||||
|
||||
class TC_GAME_API AccountScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
AccountScript(char const* name);
|
||||
explicit AccountScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~AccountScript();
|
||||
|
||||
// Called when an account logged in succesfully
|
||||
virtual void OnAccountLogin(uint32 /*accountId*/) {}
|
||||
virtual void OnAccountLogin(uint32 accountId);
|
||||
|
||||
// Called when an account login failed
|
||||
virtual void OnFailedAccountLogin(uint32 /*accountId*/) {}
|
||||
virtual void OnFailedAccountLogin(uint32 accountId);
|
||||
|
||||
// Called when Email is successfully changed for Account
|
||||
virtual void OnEmailChange(uint32 /*accountId*/) {}
|
||||
virtual void OnEmailChange(uint32 accountId);
|
||||
|
||||
// Called when Email failed to change for Account
|
||||
virtual void OnFailedEmailChange(uint32 /*accountId*/) {}
|
||||
virtual void OnFailedEmailChange(uint32 accountId);
|
||||
|
||||
// Called when Password is successfully changed for Account
|
||||
virtual void OnPasswordChange(uint32 /*accountId*/) {}
|
||||
virtual void OnPasswordChange(uint32 accountId);
|
||||
|
||||
// Called when Password failed to change for Account
|
||||
virtual void OnFailedPasswordChange(uint32 /*accountId*/) {}
|
||||
virtual void OnFailedPasswordChange(uint32 accountId);
|
||||
};
|
||||
|
||||
class TC_GAME_API GuildScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
GuildScript(char const* name);
|
||||
explicit GuildScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~GuildScript();
|
||||
|
||||
// Called when a member is added to the guild.
|
||||
virtual void OnAddMember(Guild* /*guild*/, Player* /*player*/, uint8 /*plRank*/) { }
|
||||
virtual void OnAddMember(Guild* guild, Player* player, uint8 plRank);
|
||||
|
||||
// Called when a member is removed from the guild.
|
||||
virtual void OnRemoveMember(Guild* /*guild*/, ObjectGuid /*guid*/, bool /*isDisbanding*/, bool /*isKicked*/) { }
|
||||
virtual void OnRemoveMember(Guild* guild, ObjectGuid guid, bool isDisbanding, bool isKicked);
|
||||
|
||||
// Called when the guild MOTD (message of the day) changes.
|
||||
virtual void OnMOTDChanged(Guild* /*guild*/, const std::string& /*newMotd*/) { }
|
||||
virtual void OnMOTDChanged(Guild* guild, std::string const& newMotd);
|
||||
|
||||
// Called when the guild info is altered.
|
||||
virtual void OnInfoChanged(Guild* /*guild*/, const std::string& /*newInfo*/) { }
|
||||
virtual void OnInfoChanged(Guild* guild, std::string const& newInfo);
|
||||
|
||||
// Called when a guild is created.
|
||||
virtual void OnCreate(Guild* /*guild*/, Player* /*leader*/, const std::string& /*name*/) { }
|
||||
virtual void OnCreate(Guild* guild, Player* leader, std::string const& name);
|
||||
|
||||
// Called when a guild is disbanded.
|
||||
virtual void OnDisband(Guild* /*guild*/) { }
|
||||
virtual void OnDisband(Guild* guild);
|
||||
|
||||
// Called when a guild member withdraws money from a guild bank.
|
||||
virtual void OnMemberWitdrawMoney(Guild* /*guild*/, Player* /*player*/, uint64& /*amount*/, bool /*isRepair*/) { }
|
||||
virtual void OnMemberWitdrawMoney(Guild* guild, Player* player, uint64& amount, bool isRepair);
|
||||
|
||||
// Called when a guild member deposits money in a guild bank.
|
||||
virtual void OnMemberDepositMoney(Guild* /*guild*/, Player* /*player*/, uint64& /*amount*/) { }
|
||||
virtual void OnMemberDepositMoney(Guild* guild, Player* player, uint64& amount);
|
||||
|
||||
// Called when a guild member moves an item in a guild bank.
|
||||
virtual void OnItemMove(Guild* /*guild*/, Player* /*player*/, Item* /*pItem*/, bool /*isSrcBank*/, uint8 /*srcContainer*/, uint8 /*srcSlotId*/,
|
||||
bool /*isDestBank*/, uint8 /*destContainer*/, uint8 /*destSlotId*/) { }
|
||||
virtual void OnItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId,
|
||||
bool isDestBank, uint8 destContainer, uint8 destSlotId);
|
||||
|
||||
virtual void OnEvent(Guild* /*guild*/, uint8 /*eventType*/, ObjectGuid::LowType /*playerGuid1*/, ObjectGuid::LowType /*playerGuid2*/, uint8 /*newRank*/) { }
|
||||
virtual void OnEvent(Guild* guild, uint8 eventType, ObjectGuid::LowType playerGuid1, ObjectGuid::LowType playerGuid2, uint8 newRank);
|
||||
|
||||
virtual void OnBankEvent(Guild* /*guild*/, uint8 /*eventType*/, uint8 /*tabId*/, ObjectGuid::LowType /*playerGuid*/, uint64 /*itemOrMoney*/, uint16 /*itemStackCount*/, uint8 /*destTabId*/) { }
|
||||
virtual void OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, ObjectGuid::LowType playerGuid, uint64 itemOrMoney, uint16 itemStackCount, uint8 destTabId);
|
||||
};
|
||||
|
||||
class TC_GAME_API GroupScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
GroupScript(char const* name);
|
||||
explicit GroupScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~GroupScript();
|
||||
|
||||
// Called when a member is added to a group.
|
||||
virtual void OnAddMember(Group* /*group*/, ObjectGuid /*guid*/) { }
|
||||
virtual void OnAddMember(Group* group, ObjectGuid guid);
|
||||
|
||||
// Called when a member is invited to join a group.
|
||||
virtual void OnInviteMember(Group* /*group*/, ObjectGuid /*guid*/) { }
|
||||
virtual void OnInviteMember(Group* group, ObjectGuid guid);
|
||||
|
||||
// Called when a member is removed from a group.
|
||||
virtual void OnRemoveMember(Group* /*group*/, ObjectGuid /*guid*/, RemoveMethod /*method*/, ObjectGuid /*kicker*/, char const* /*reason*/) { }
|
||||
virtual void OnRemoveMember(Group* group, ObjectGuid guid, RemoveMethod method, ObjectGuid kicker, char const* reason);
|
||||
|
||||
// Called when the leader of a group is changed.
|
||||
virtual void OnChangeLeader(Group* /*group*/, ObjectGuid /*newLeaderGuid*/, ObjectGuid /*oldLeaderGuid*/) { }
|
||||
virtual void OnChangeLeader(Group* group, ObjectGuid newLeaderGuid, ObjectGuid oldLeaderGuid);
|
||||
|
||||
// Called when a group is disbanded.
|
||||
virtual void OnDisband(Group* /*group*/) { }
|
||||
virtual void OnDisband(Group* group);
|
||||
};
|
||||
|
||||
class TC_GAME_API AreaTriggerEntityScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
AreaTriggerEntityScript(char const* name);
|
||||
explicit AreaTriggerEntityScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~AreaTriggerEntityScript();
|
||||
|
||||
// Called when a AreaTriggerAI object is needed for the areatrigger.
|
||||
virtual AreaTriggerAI* GetAI(AreaTrigger* /*at*/) const { return nullptr; }
|
||||
virtual AreaTriggerAI* GetAI(AreaTrigger* at) const;
|
||||
};
|
||||
|
||||
class TC_GAME_API ConversationScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
ConversationScript(char const* name);
|
||||
|
||||
explicit ConversationScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~ConversationScript();
|
||||
|
||||
// Called when Conversation is created but not added to Map yet.
|
||||
virtual void OnConversationCreate(Conversation* /*conversation*/, Unit* /*creator*/) { }
|
||||
virtual void OnConversationCreate(Conversation* conversation, Unit* creator);
|
||||
|
||||
// Called when player sends CMSG_CONVERSATION_LINE_STARTED with valid conversation guid
|
||||
virtual void OnConversationLineStarted(Conversation* /*conversation*/, uint32 /*lineId*/, Player* /*sender*/) { }
|
||||
virtual void OnConversationLineStarted(Conversation* conversation, uint32 lineId, Player* sender);
|
||||
};
|
||||
|
||||
class TC_GAME_API SceneScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
SceneScript(char const* name);
|
||||
explicit SceneScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~SceneScript();
|
||||
|
||||
// Called when a player start a scene
|
||||
virtual void OnSceneStart(Player* /*player*/, uint32 /*sceneInstanceID*/, SceneTemplate const* /*sceneTemplate*/) { }
|
||||
virtual void OnSceneStart(Player* player, uint32 sceneInstanceID, SceneTemplate const* sceneTemplate);
|
||||
|
||||
// Called when a player receive trigger from scene
|
||||
virtual void OnSceneTriggerEvent(Player* /*player*/, uint32 /*sceneInstanceID*/, SceneTemplate const* /*sceneTemplate*/, std::string const& /*triggerName*/) { }
|
||||
virtual void OnSceneTriggerEvent(Player* player, uint32 sceneInstanceID, SceneTemplate const* sceneTemplate, std::string const& triggerName);
|
||||
|
||||
// Called when a scene is canceled
|
||||
virtual void OnSceneCancel(Player* /*player*/, uint32 /*sceneInstanceID*/, SceneTemplate const* /*sceneTemplate*/) { }
|
||||
virtual void OnSceneCancel(Player* player, uint32 sceneInstanceID, SceneTemplate const* sceneTemplate);
|
||||
|
||||
// Called when a scene is completed
|
||||
virtual void OnSceneComplete(Player* /*player*/, uint32 /*sceneInstanceID*/, SceneTemplate const* /*sceneTemplate*/) { }
|
||||
virtual void OnSceneComplete(Player* player, uint32 sceneInstanceID, SceneTemplate const* sceneTemplate);
|
||||
};
|
||||
|
||||
class TC_GAME_API QuestScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
QuestScript(char const* name);
|
||||
explicit QuestScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~QuestScript();
|
||||
|
||||
// Called when a quest status change
|
||||
virtual void OnQuestStatusChange(Player* /*player*/, Quest const* /*quest*/, QuestStatus /*oldStatus*/, QuestStatus /*newStatus*/) { }
|
||||
virtual void OnQuestStatusChange(Player* player, Quest const* quest, QuestStatus oldStatus, QuestStatus newStatus);
|
||||
|
||||
// Called for auto accept quests when player closes quest UI after seeing initial quest details
|
||||
virtual void OnAcknowledgeAutoAccept(Player* /*player*/, Quest const* /*quest*/) { }
|
||||
virtual void OnAcknowledgeAutoAccept(Player* player, Quest const* quest);
|
||||
|
||||
// Called when a quest objective data change
|
||||
virtual void OnQuestObjectiveChange(Player* /*player*/, Quest const* /*quest*/, QuestObjective const& /*objective*/, int32 /*oldAmount*/, int32 /*newAmount*/) { }
|
||||
virtual void OnQuestObjectiveChange(Player* player, Quest const* quest, QuestObjective const& objective, int32 oldAmount, int32 newAmount);
|
||||
};
|
||||
|
||||
class TC_GAME_API WorldStateScript : public ScriptObject
|
||||
{
|
||||
protected:
|
||||
|
||||
WorldStateScript(char const* name);
|
||||
explicit WorldStateScript(char const* name);
|
||||
|
||||
public:
|
||||
|
||||
~WorldStateScript();
|
||||
|
||||
// Called when worldstate changes value, map is optional
|
||||
virtual void OnValueChange([[maybe_unused]] int32 worldStateId, [[maybe_unused]] int32 oldValue, [[maybe_unused]] int32 newValue, [[maybe_unused]] Map const* map) { }
|
||||
virtual void OnValueChange(int32 worldStateId, int32 oldValue, int32 newValue, Map const* map);
|
||||
};
|
||||
|
||||
// Manages registration, loading, and execution of scripts.
|
||||
|
||||
Reference in New Issue
Block a user