diff options
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.h')
-rw-r--r-- | src/server/game/Scripting/ScriptMgr.h | 337 |
1 files changed, 167 insertions, 170 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index b0f641b80e4..d43b8e1c8b8 100644 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -22,6 +22,7 @@ #include "ObjectGuid.h" #include "Tuples.h" #include "Types.h" +#include <memory> #include <vector> class AccountMgr; @@ -172,7 +173,7 @@ class TC_GAME_API ScriptObject public: - const std::string& GetName() const { return _name; } + std::string const& GetName() const; protected: @@ -181,150 +182,136 @@ class TC_GAME_API ScriptObject private: - const std::string _name; -}; - -template<class TObject> class UpdatableScript -{ - protected: - - UpdatableScript() - { - } - - virtual ~UpdatableScript() { } - - public: - - virtual void OnUpdate(TObject* /*obj*/, uint32 /*diff*/) { } + std::string const _name; }; class TC_GAME_API SpellScriptLoader : public ScriptObject { protected: - SpellScriptLoader(char const* name); + explicit SpellScriptLoader(char const* name); public: // Should return a fully valid SpellScript pointer. - virtual SpellScript* GetSpellScript() const { return nullptr; } + virtual SpellScript* GetSpellScript() const; // Should return a fully valid AuraScript pointer. - virtual AuraScript* GetAuraScript() const { return nullptr; } + virtual AuraScript* GetAuraScript() const; }; class TC_GAME_API ServerScript : public ScriptObject { protected: - ServerScript(char const* name); + explicit ServerScript(char const* name); public: // Called when reactive socket I/O is started (WorldTcpSessionMgr). - virtual void OnNetworkStart() { } + virtual void OnNetworkStart(); // Called when reactive I/O is stopped. - virtual void OnNetworkStop() { } + virtual void OnNetworkStop(); // Called when a remote socket establishes a connection to the server. Do not store the socket object. - virtual void OnSocketOpen(std::shared_ptr<WorldSocket> /*socket*/) { } + virtual void OnSocketOpen(std::shared_ptr<WorldSocket> socket); // Called when a socket is closed. Do not store the socket object, and do not rely on the connection // being open; it is not. - virtual void OnSocketClose(std::shared_ptr<WorldSocket> /*socket*/) { } + virtual void OnSocketClose(std::shared_ptr<WorldSocket> socket); // Called when a packet is sent to a client. The packet object is a copy of the original packet, so reading // and modifying it is safe. - virtual void OnPacketSend(WorldSession* /*session*/, WorldPacket& /*packet*/) { } + virtual void OnPacketSend(WorldSession* session, WorldPacket& packet); // Called when a (valid) packet is received by a client. The packet object is a copy of the original packet, so // reading and modifying it is safe. Make sure to check WorldSession pointer before usage, it might be null in case of auth packets - virtual void OnPacketReceive(WorldSession* /*session*/, WorldPacket& /*packet*/) { } + virtual void OnPacketReceive(WorldSession* session, WorldPacket& packet); }; class TC_GAME_API WorldScript : public ScriptObject { protected: - WorldScript(char const* name); + explicit WorldScript(char const* name); public: // Called when the open/closed state of the world changes. - virtual void OnOpenStateChange(bool /*open*/) { } + virtual void OnOpenStateChange(bool open); // Called after the world configuration is (re)loaded. - virtual void OnConfigLoad(bool /*reload*/) { } + virtual void OnConfigLoad(bool reload); // Called before the message of the day is changed. - virtual void OnMotdChange(std::string& /*newMotd*/) { } + virtual void OnMotdChange(std::string& newMotd); // Called when a world shutdown is initiated. - virtual void OnShutdownInitiate(ShutdownExitCode /*code*/, ShutdownMask /*mask*/) { } + virtual void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask); // Called when a world shutdown is cancelled. - virtual void OnShutdownCancel() { } + virtual void OnShutdownCancel(); // Called on every world tick (don't execute too heavy code here). - virtual void OnUpdate(uint32 /*diff*/) { } + virtual void OnUpdate(uint32 diff); // Called when the world is started. - virtual void OnStartup() { } + virtual void OnStartup(); // Called when the world is actually shut down. - virtual void OnShutdown() { } + virtual void OnShutdown(); }; class TC_GAME_API FormulaScript : public ScriptObject { protected: - FormulaScript(char const* name); + explicit FormulaScript(char const* name); public: // Called after calculating honor. - virtual void OnHonorCalculation(float& /*honor*/, uint8 /*level*/, float /*multiplier*/) { } + virtual void OnHonorCalculation(float& honor, uint8 level, float multiplier); // Called after gray level calculation. - virtual void OnGrayLevelCalculation(uint8& /*grayLevel*/, uint8 /*playerLevel*/) { } + virtual void OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel); // Called after calculating experience color. - virtual void OnColorCodeCalculation(XPColorChar& /*color*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/) { } + virtual void OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel); // Called after calculating zero difference. - virtual void OnZeroDifferenceCalculation(uint8& /*diff*/, uint8 /*playerLevel*/) { } + virtual void OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel); // Called after calculating base experience gain. - virtual void OnBaseGainCalculation(uint32& /*gain*/, uint8 /*playerLevel*/, uint8 /*mobLevel*/, ContentLevels /*content*/) { } + virtual void OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content); // Called after calculating experience gain. - virtual void OnGainCalculation(uint32& /*gain*/, Player* /*player*/, Unit* /*unit*/) { } + virtual void OnGainCalculation(uint32& gain, Player* player, Unit* unit); // Called when calculating the experience rate for group experience. - virtual void OnGroupRateCalculation(float& /*rate*/, uint32 /*count*/, bool /*isRaid*/) { } + virtual void OnGroupRateCalculation(float& rate, uint32 count, bool isRaid); }; -template<class TMap> class MapScript : public UpdatableScript<TMap> +template<class TMap> +class TC_GAME_API MapScript { - MapEntry const* _mapEntry; + MapEntry const* _mapEntry; protected: - MapScript(MapEntry const* mapEntry) : _mapEntry(mapEntry) { } + explicit MapScript(MapEntry const* mapEntry); public: // Gets the MapEntry structure associated with this script. Can return NULL. - MapEntry const* GetEntry() { return _mapEntry; } + MapEntry const* GetEntry() const; // Called when the map is created. - virtual void OnCreate(TMap* /*map*/) { } + virtual void OnCreate(TMap* map); // Called just before the map is destroyed. - virtual void OnDestroy(TMap* /*map*/) { } + virtual void OnDestroy(TMap* map); // Called when a grid map is loaded. virtual void OnLoadGridMap(TMap* /*map*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { } @@ -333,119 +320,120 @@ template<class TMap> class MapScript : public UpdatableScript<TMap> virtual void OnUnloadGridMap(TMap* /*map*/, GridMap* /*gmap*/, uint32 /*gx*/, uint32 /*gy*/) { } // Called when a player enters the map. - virtual void OnPlayerEnter(TMap* /*map*/, Player* /*player*/) { } + virtual void OnPlayerEnter(TMap* map, Player* player); // Called when a player leaves the map. - virtual void OnPlayerLeave(TMap* /*map*/, Player* /*player*/) { } + virtual void OnPlayerLeave(TMap* map, Player* player); + + virtual void OnUpdate(TMap* map, uint32 diff); }; class TC_GAME_API WorldMapScript : public ScriptObject, public MapScript<Map> { protected: - WorldMapScript(char const* name, uint32 mapId); + explicit WorldMapScript(char const* name, uint32 mapId); }; -class TC_GAME_API InstanceMapScript - : public ScriptObject, public MapScript<InstanceMap> +class TC_GAME_API InstanceMapScript : public ScriptObject, public MapScript<InstanceMap> { protected: - InstanceMapScript(char const* name, uint32 mapId); + explicit InstanceMapScript(char const* name, uint32 mapId); public: // Gets an InstanceScript object for this instance. - virtual InstanceScript* GetInstanceScript(InstanceMap* /*map*/) const { return nullptr; } + virtual InstanceScript* GetInstanceScript(InstanceMap* map) const; }; class TC_GAME_API BattlegroundMapScript : public ScriptObject, public MapScript<BattlegroundMap> { protected: - BattlegroundMapScript(char const* name, uint32 mapId); + explicit BattlegroundMapScript(char const* name, uint32 mapId); }; class TC_GAME_API ItemScript : public ScriptObject { protected: - ItemScript(char const* name); + explicit ItemScript(char const* name); public: // Called when a player accepts a quest from the item. - virtual bool OnQuestAccept(Player* /*player*/, Item* /*item*/, Quest const* /*quest*/) { return false; } + virtual bool OnQuestAccept(Player* player, Item* item, Quest const* quest); // Called when a player uses the item. - virtual bool OnUse(Player* /*player*/, Item* /*item*/, SpellCastTargets const& /*targets*/) { return false; } + virtual bool OnUse(Player* player, Item* item, SpellCastTargets const& targets); // Called when the item expires (is destroyed). - virtual bool OnExpire(Player* /*player*/, ItemTemplate const* /*proto*/) { return false; } + virtual bool OnExpire(Player* player, ItemTemplate const* proto); // Called when the item is destroyed. - virtual bool OnRemove(Player* /*player*/, Item* /*item*/) { return false; } + virtual bool OnRemove(Player* player, Item* item); // 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) - virtual bool OnCastItemCombatSpell(Player* /*player*/, Unit* /*victim*/, SpellInfo const* /*spellInfo*/, Item* /*item*/) { return true; } + virtual bool OnCastItemCombatSpell(Player* player, Unit* victim, SpellInfo const* spellInfo, Item* item); }; class TC_GAME_API UnitScript : public ScriptObject { protected: - UnitScript(char const* name); + explicit UnitScript(char const* name); public: // Called when a unit deals healing to another unit - virtual void OnHeal(Unit* /*healer*/, Unit* /*reciever*/, uint32& /*gain*/) { } + virtual void OnHeal(Unit* healer, Unit* reciever, uint32& gain); // Called when a unit deals damage to another unit - virtual void OnDamage(Unit* /*attacker*/, Unit* /*victim*/, uint32& /*damage*/) { } + virtual void OnDamage(Unit* attacker, Unit* victim, uint32& damage); // Called when DoT's Tick Damage is being Dealt - virtual void ModifyPeriodicDamageAurasTick(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { } + virtual void ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage); // Called when Melee Damage is being Dealt - virtual void ModifyMeleeDamage(Unit* /*target*/, Unit* /*attacker*/, uint32& /*damage*/) { } + virtual void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage); // Called when Spell Damage is being Dealt - virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { } + virtual void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage); }; class TC_GAME_API CreatureScript : public ScriptObject { protected: - CreatureScript(char const* name); + explicit CreatureScript(char const* name); public: // Called when a CreatureAI object is needed for the creature. - virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0; + virtual CreatureAI* GetAI(Creature* creature) const = 0; }; class TC_GAME_API GameObjectScript : public ScriptObject { protected: - GameObjectScript(char const* name); + explicit GameObjectScript(char const* name); public: // Called when a GameObjectAI object is needed for the gameobject. - virtual GameObjectAI* GetAI(GameObject* /*go*/) const = 0; + virtual GameObjectAI* GetAI(GameObject* go) const = 0; }; class TC_GAME_API AreaTriggerScript : public ScriptObject { protected: - AreaTriggerScript(char const* name); + explicit AreaTriggerScript(char const* name); public: // Called when the area trigger is activated by a player. - virtual bool OnTrigger(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) { return false; } + virtual bool OnTrigger(Player* player, AreaTriggerEntry const* trigger); }; class TC_GAME_API OnlyOnceAreaTriggerScript : public AreaTriggerScript @@ -457,16 +445,16 @@ class TC_GAME_API OnlyOnceAreaTriggerScript : public AreaTriggerScript protected: // returns true if the trigger was successfully handled, false if we should try again next time - virtual bool TryHandleOnce(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) = 0; - void ResetAreaTriggerDone(InstanceScript* /*instance*/, uint32 /*triggerId*/); - void ResetAreaTriggerDone(Player const* /*player*/, AreaTriggerEntry const* /*trigger*/); + virtual bool TryHandleOnce(Player* player, AreaTriggerEntry const* trigger) = 0; + void ResetAreaTriggerDone(InstanceScript* instance, uint32 triggerId); + void ResetAreaTriggerDone(Player const* player, AreaTriggerEntry const* trigger); }; class TC_GAME_API BattlefieldScript : public ScriptObject { protected: - BattlefieldScript(char const* name); + explicit BattlefieldScript(char const* name); public: @@ -477,7 +465,7 @@ class TC_GAME_API BattlegroundScript : public ScriptObject { protected: - BattlegroundScript(char const* name); + explicit BattlegroundScript(char const* name); public: @@ -489,7 +477,7 @@ class TC_GAME_API OutdoorPvPScript : public ScriptObject { protected: - OutdoorPvPScript(char const* name); + explicit OutdoorPvPScript(char const* name); public: @@ -501,7 +489,7 @@ class TC_GAME_API CommandScript : public ScriptObject { protected: - CommandScript(char const* name); + explicit CommandScript(char const* name); public: @@ -509,111 +497,119 @@ 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: // 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: // Called when an auction is added to an auction house. - virtual void OnAuctionAdd(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } + virtual void OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry); // Called when an auction is removed from an auction house. - virtual void OnAuctionRemove(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } + virtual void OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry); // Called when an auction was succesfully completed. - virtual void OnAuctionSuccessful(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } + virtual void OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry); // Called when an auction expires. - virtual void OnAuctionExpire(AuctionHouseObject* /*ah*/, AuctionEntry* /*entry*/) { } + virtual void OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry); }; class TC_GAME_API ConditionScript : public ScriptObject { protected: - ConditionScript(char const* name); + explicit ConditionScript(char const* name); public: // 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: // 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: + + 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: // 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 /*waypointId*/, uint32 /*mapId*/, float /*x*/, float /*y*/, float /*z*/) { } + virtual void OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z); + + virtual void OnUpdate(Transport* transport, uint32 diff); }; class TC_GAME_API AchievementCriteriaScript : public ScriptObject { protected: - AchievementCriteriaScript(char const* name); + explicit AchievementCriteriaScript(char const* name); public: @@ -625,198 +621,199 @@ class TC_GAME_API PlayerScript : public ScriptObject { protected: - PlayerScript(char const* name); + explicit PlayerScript(char const* name); public: // 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*/, int32& /*amount*/) { } + virtual void OnMoneyChanged(Player* player, int32& amount); // Called when a player's money is at limit (amount = money tried to add) - virtual void OnMoneyLimit(Player* /*player*/, int32 /*amount*/) { } + virtual void OnMoneyLimit(Player* player, int32 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 OnEmote(Player* /*player*/, Emote /*emote*/) { } + virtual void OnEmote(Player* player, Emote emote); - 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 when a player obtains progress on a quest's objective virtual void OnQuestObjectiveProgress(Player* /*player*/, Quest const* /*quest*/, uint32 /*objectiveIndex*/, uint16 /*progress*/) { } // 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); // 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 presses release when he died - virtual void OnPlayerRepop(Player* /*player*/) { } }; class TC_GAME_API AccountScript : public ScriptObject { protected: - AccountScript(char const* name); + explicit AccountScript(char const* name); public: // 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: // 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*/, Player* /*player*/, bool /*isDisbanding*/, bool /*isKicked*/) { } + virtual void OnRemoveMember(Guild* guild, Player* player, 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*/, uint32& /*amount*/, bool /*isRepair*/) { } + virtual void OnMemberWitdrawMoney(Guild* guild, Player* player, uint32& amount, bool isRepair); // Called when a guild member deposits money in a guild bank. - virtual void OnMemberDepositMoney(Guild* /*guild*/, Player* /*player*/, uint32& /*amount*/) { } + virtual void OnMemberDepositMoney(Guild* guild, Player* player, uint32& 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*/, uint32 /*itemOrMoney*/, uint16 /*itemStackCount*/, uint8 /*destTabId*/) { } + virtual void OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, ObjectGuid::LowType playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId); }; class TC_GAME_API GroupScript : public ScriptObject { protected: - GroupScript(char const* name); + explicit GroupScript(char const* name); public: // 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); }; // Manages registration, loading, and execution of scripts. |