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-rw-r--r--src/server/game/AI/CreatureAI.h22
1 files changed, 22 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index fcb0d08a040..a918ecb0559 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -22,6 +22,8 @@
#include "UnitAI.h"
#include "Common.h"
#include "ObjectDefines.h"
+#include "Optional.h"
+#include "QuestDef.h"
class AreaBoundary;
class Creature;
@@ -175,6 +177,26 @@ 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*/) { return boost::none; }
+
+ // 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*/) { }
+
/// == Fields =======================================
virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { }