diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r-- | src/server/game/AI/CreatureAI.h | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index 4d946f569b8..fca77f0a5a4 100644 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -21,6 +21,8 @@ #include "UnitAI.h" #include "Common.h" #include "ObjectDefines.h" +#include "Optional.h" +#include "QuestDef.h" class AreaBoundary; class AreaTrigger; @@ -30,6 +32,8 @@ class GameObject; class PlayerAI; class WorldObject; struct Position; +enum class LootItemType : uint8; +enum class QuestGiverStatus : uint32; typedef std::vector<AreaBoundary const*> CreatureBoundary; @@ -168,6 +172,27 @@ class TC_GAME_API CreatureAI : public UnitAI // Called when victim entered water and creature can not enter water //virtual bool CanReachByRangeAttack(Unit*) { return false; } + /// == Gossip system ================================ + + // Called when the dialog status between a player and the creature is requested. + virtual Optional<QuestGiverStatus> GetDialogStatus(Player* player); + + // Called when a player opens a gossip dialog with the creature. + virtual bool GossipHello(Player* /*player*/) { return false; } + + // Called when a player selects a gossip item in the creature's gossip menu. + virtual bool GossipSelect(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/) { return false; } + + // Called when a player selects a gossip with a code in the creature's gossip menu. + virtual bool GossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, char const* /*code*/) { return false; } + + // Called when a player accepts a quest from the creature. + virtual void QuestAccept(Player* /*player*/, Quest const* /*quest*/) { } + + // Called when a player completes a quest and is rewarded, opt is the selected item's index or 0 + virtual void QuestReward(Player* player, Quest const* quest, uint32 opt); + virtual void QuestReward(Player* /*player*/, Quest const* /*quest*/, LootItemType /*type*/, uint32 /*opt*/) { } + /// == Fields ======================================= virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { } |