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Port f913f3bb89
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Aokromes
parent
dcc4d29276
commit
a3b16c040b
@@ -403,7 +403,7 @@ class TC_GAME_API UnitScript : public ScriptObject
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virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { }
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};
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class TC_GAME_API CreatureScript : public UnitScript, public UpdatableScript<Creature>
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class TC_GAME_API CreatureScript : public UnitScript
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{
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protected:
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@@ -411,32 +411,11 @@ class TC_GAME_API CreatureScript : public UnitScript, public UpdatableScript<Cre
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public:
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// Called when a player opens a gossip dialog with the creature.
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virtual bool OnGossipHello(Player* /*player*/, Creature* /*creature*/) { return false; }
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// Called when a player selects a gossip item in the creature's gossip menu.
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virtual bool OnGossipSelect(Player* /*player*/, Creature* /*creature*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
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// Called when a player selects a gossip with a code in the creature's gossip menu.
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virtual bool OnGossipSelectCode(Player* /*player*/, Creature* /*creature*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; }
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// Called when a player accepts a quest from the creature.
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virtual bool OnQuestAccept(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; }
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// Called when a player selects a quest in the creature's quest menu.
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virtual bool OnQuestSelect(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; }
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// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
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virtual bool OnQuestReward(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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// Called when the dialog status between a player and the creature is requested.
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virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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// Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick.
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virtual bool CanSpawn(ObjectGuid::LowType /*spawnId*/, uint32 /*entry*/, CreatureTemplate const* /*baseTemplate*/, CreatureTemplate const* /*actTemplate*/, CreatureData const* /*cData*/, Map const* /*map*/) const { return true; }
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// Called when a CreatureAI object is needed for the creature.
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virtual CreatureAI* GetAI(Creature* /*creature*/) const { return NULL; }
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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, public UpdatableScript<GameObject>
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@@ -447,38 +426,8 @@ class TC_GAME_API GameObjectScript : public ScriptObject, public UpdatableScript
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public:
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// Called when a player opens a gossip dialog with the gameobject.
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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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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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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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virtual bool OnQuestAccept(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/) { return false; }
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// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
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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 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 NULL; }
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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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@@ -952,30 +901,11 @@ class TC_GAME_API ScriptMgr
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public: /* CreatureScript */
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bool OnGossipHello(Player* player, Creature* creature);
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bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest);
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bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest);
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bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt);
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uint32 GetDialogStatus(Player* player, Creature* creature);
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bool CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureTemplate const* actTemplate, CreatureData const* cData, Map const* map);
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CreatureAI* GetCreatureAI(Creature* creature);
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void OnCreatureUpdate(Creature* creature, uint32 diff);
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public: /* GameObjectScript */
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bool OnGossipHello(Player* player, GameObject* go);
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bool OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest);
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bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt);
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uint32 GetDialogStatus(Player* player, GameObject* go);
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void OnGameObjectDestroyed(GameObject* go, Player* player);
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void OnGameObjectDamaged(GameObject* go, Player* player);
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void OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit);
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void OnGameObjectStateChanged(GameObject* go, uint32 state);
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void OnGameObjectUpdate(GameObject* go, uint32 diff);
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GameObjectAI* GetGameObjectAI(GameObject* go);
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public: /* AreaTriggerScript */
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