/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef SCRIPT_OBJECT_CREATURE_SCRIPT_H_
#define SCRIPT_OBJECT_CREATURE_SCRIPT_H_
#include "QuestDef.h"
#include "ScriptObject.h"
class CreatureScript : public ScriptObject, public UpdatableScript
{
protected:
CreatureScript(const char* name);
public:
[[nodiscard]] bool IsDatabaseBound() const override { return true; }
// Called when a player opens a gossip dialog with the creature.
[[nodiscard]] virtual bool OnGossipHello(Player* /*player*/, Creature* /*creature*/) { return false; }
// Called when a player selects a gossip item in the creature's gossip menu.
[[nodiscard]] virtual bool OnGossipSelect(Player* /*player*/, Creature* /*creature*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
// Called when a player selects a gossip with a code in the creature's gossip menu.
[[nodiscard]] virtual bool OnGossipSelectCode(Player* /*player*/, Creature* /*creature*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; }
// Called when a player accepts a quest from the creature.
[[nodiscard]] virtual bool OnQuestAccept(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; }
// Called when a player selects a quest in the creature's quest menu.
[[nodiscard]] virtual bool OnQuestSelect(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; }
// Called when a player completes a quest with the creature.
[[nodiscard]] virtual bool OnQuestComplete(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/) { return false; }
// Called when a player selects a quest reward.
[[nodiscard]] virtual bool OnQuestReward(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the dialog status between a player and the creature is requested.
virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
// Called when a CreatureAI object is needed for the creature.
virtual CreatureAI* GetAI(Creature* /*creature*/) const { return nullptr; }
//Called whenever the UNIT_BYTE2_FLAG_FFA_PVP bit is Changed on the player
virtual void OnFfaPvpStateUpdate(Creature* /*player*/, bool /*result*/) { }
};
template
class GenericCreatureScript : public CreatureScript
{
public:
GenericCreatureScript(char const* name) : CreatureScript(name) { }
CreatureAI* GetAI(Creature* me) const override { return new AI(me); }
};
#define RegisterCreatureAI(ai_name) new GenericCreatureScript(#ai_name)
template
class FactoryCreatureScript : public CreatureScript
{
public:
FactoryCreatureScript(char const* name) : CreatureScript(name) { }
CreatureAI* GetAI(Creature* me) const override { return AIFactory(me); }
};
#define RegisterCreatureAIWithFactory(ai_name, factory_fn) new FactoryCreatureScript(#ai_name)
#endif