/* * 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