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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPT_OBJECT_ALL_GAMEOBJECT_SCRIPT_H_
#define SCRIPT_OBJECT_ALL_GAMEOBJECT_SCRIPT_H_
#include "ScriptObject.h"
class AllGameObjectScript : public ScriptObject
{
protected:
AllGameObjectScript(const char* name);
public:
/**
* @brief This hook runs after add game object in world
*
* @param go Contains information about the GameObject
*/
virtual void OnGameObjectAddWorld(GameObject* /*go*/) { }
/**
* @brief This hook runs after the game object iis saved to the database
*
* @param go Contains information about the GameObject
*/
virtual void OnGameObjectSaveToDB(GameObject* /*go*/) { }
/**
* @brief This hook runs after remove game object in world
*
* @param go Contains information about the GameObject
*/
virtual void OnGameObjectRemoveWorld(GameObject* /*go*/) { }
/**
* @brief This hook runs after remove game object in world
*
* @param go Contains information about the GameObject
*/
virtual void OnGameObjectUpdate(GameObject* /*go*/, uint32 /*diff*/) { }
// Called when a player opens a gossip dialog with the gameobject.
[[nodiscard]] virtual bool CanGameObjectGossipHello(Player* /*player*/, GameObject* /*go*/) { return false; }
// Called when a player selects a gossip item in the gameobject's gossip menu.
[[nodiscard]] virtual bool CanGameObjectGossipSelect(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
// Called when a player selects a gossip with a code in the gameobject's gossip menu.
[[nodiscard]] virtual bool CanGameObjectGossipSelectCode(Player* /*player*/, GameObject* /*go*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) { return false; }
// Called when a player accepts a quest from the gameobject.
[[nodiscard]] virtual bool CanGameObjectQuestAccept(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/) { return false; }
// Called when a player selects a quest reward.
[[nodiscard]] virtual bool CanGameObjectQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the game object is destroyed (destructible buildings only).
virtual void OnGameObjectDestroyed(GameObject* /*go*/, Player* /*player*/) { }
// Called when the game object is damaged (destructible buildings only).
virtual void OnGameObjectDamaged(GameObject* /*go*/, Player* /*player*/) { }
// Called when the health of a game object is modified (destructible buildings only).
virtual void OnGameObjectModifyHealth(GameObject* /*go*/, Unit* /*attackerOrHealer*/, int32& /*change*/, SpellInfo const* /*spellInfo*/) { }
// Called when the game object loot state is changed.
virtual void OnGameObjectLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { }
// Called when the game object state is changed.
virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { }
// Called when a GameObjectAI object is needed for the gameobject.
virtual GameObjectAI* GetGameObjectAI(GameObject* /*go*/) const { return nullptr; }
};
#endif
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