/* * Copyright (C) 2010 - 2015 Eluna Lua Engine * This program is free software licensed under GPL version 3 * Please see the included DOCS/LICENSE.md for more information */ #ifndef _GAMEOBJECT_HOOKS_H #define _GAMEOBJECT_HOOKS_H #include "Hooks.h" #include "HookHelpers.h" #include "ElunaTemplate.h" #include "LuaEngine.h" #include "ElunaBinding.h" #include "ElunaIncludes.h" #include "ElunaEventMgr.h" using namespace Hooks; bool Eluna::OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_DUMMY_EFFECT, pTarget->GetEntry())) return false; LOCK_ELUNA; Push(pCaster); Push(spellId); Push(effIndex); Push(pTarget); return CallAllFunctionsBool(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_DUMMY_EFFECT, pTarget->GetEntry()); } bool Eluna::OnGossipHello(Player* pPlayer, GameObject* pGameObject) { if (!GameObjectGossipBindings->HasEvents(GOSSIP_EVENT_ON_HELLO, pGameObject->GetEntry())) return false; LOCK_ELUNA; pPlayer->PlayerTalkClass->ClearMenus(); Push(pPlayer); Push(pGameObject); return CallAllFunctionsBool(GameObjectGossipBindings, GOSSIP_EVENT_ON_HELLO, pGameObject->GetEntry(), true); } bool Eluna::OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action) { if (!GameObjectGossipBindings->HasEvents(GOSSIP_EVENT_ON_SELECT, pGameObject->GetEntry())) return false; LOCK_ELUNA; pPlayer->PlayerTalkClass->ClearMenus(); Push(pPlayer); Push(pGameObject); Push(sender); Push(action); return CallAllFunctionsBool(GameObjectGossipBindings, GOSSIP_EVENT_ON_SELECT, pGameObject->GetEntry(), true); } bool Eluna::OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code) { if (!GameObjectGossipBindings->HasEvents(GOSSIP_EVENT_ON_SELECT, pGameObject->GetEntry())) return false; LOCK_ELUNA; pPlayer->PlayerTalkClass->ClearMenus(); Push(pPlayer); Push(pGameObject); Push(sender); Push(action); Push(code); return CallAllFunctionsBool(GameObjectGossipBindings, GOSSIP_EVENT_ON_SELECT, pGameObject->GetEntry(), true); } bool Eluna::OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_QUEST_ACCEPT, pGameObject->GetEntry())) return false; LOCK_ELUNA; Push(pPlayer); Push(pGameObject); Push(pQuest); return CallAllFunctionsBool(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_QUEST_ACCEPT, pGameObject->GetEntry()); } void Eluna::UpdateAI(GameObject* pGameObject, uint32 diff) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_AIUPDATE, pGameObject->GetEntry())) return; LOCK_ELUNA; pGameObject->elunaEvents->Update(diff); Push(pGameObject); Push(diff); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_AIUPDATE, pGameObject->GetEntry()); } bool Eluna::OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest, uint32 opt) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_QUEST_REWARD, pGameObject->GetEntry())) return false; LOCK_ELUNA; Push(pPlayer); Push(pGameObject); Push(pQuest); Push(opt); return CallAllFunctionsBool(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_QUEST_REWARD, pGameObject->GetEntry()); } uint32 Eluna::GetDialogStatus(Player* pPlayer, GameObject* pGameObject) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_DIALOG_STATUS, pGameObject->GetEntry())) return DIALOG_STATUS_SCRIPTED_NO_STATUS; LOCK_ELUNA; Push(pPlayer); Push(pGameObject); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_DIALOG_STATUS, pGameObject->GetEntry()); return DIALOG_STATUS_SCRIPTED_NO_STATUS; // DIALOG_STATUS_UNDEFINED } #ifndef CLASSIC #ifndef TBC void Eluna::OnDestroyed(GameObject* pGameObject, Player* pPlayer) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_DESTROYED, pGameObject->GetEntry())) return; LOCK_ELUNA; Push(pGameObject); Push(pPlayer); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_DESTROYED, pGameObject->GetEntry()); } void Eluna::OnDamaged(GameObject* pGameObject, Player* pPlayer) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_DAMAGED, pGameObject->GetEntry())) return; LOCK_ELUNA; Push(pGameObject); Push(pPlayer); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_DAMAGED, pGameObject->GetEntry()); } #endif #endif void Eluna::OnLootStateChanged(GameObject* pGameObject, uint32 state) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE, pGameObject->GetEntry())) return; LOCK_ELUNA; Push(pGameObject); Push(state); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE, pGameObject->GetEntry()); } void Eluna::OnGameObjectStateChanged(GameObject* pGameObject, uint32 state) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED, pGameObject->GetEntry())) return; LOCK_ELUNA; Push(pGameObject); Push(state); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED, pGameObject->GetEntry()); } void Eluna::OnSpawn(GameObject* gameobject) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_SPAWN, gameobject->GetEntry())) return; LOCK_ELUNA; Push(gameobject); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_SPAWN, gameobject->GetEntry()); } void Eluna::OnAddToWorld(GameObject* gameobject) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_ADD, gameobject->GetEntry())) return; LOCK_ELUNA; Push(gameobject); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_ADD, gameobject->GetEntry()); } void Eluna::OnRemoveFromWorld(GameObject* gameobject) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_REMOVE, gameobject->GetEntry())) return; LOCK_ELUNA; Push(gameobject); CallAllFunctions(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_REMOVE, gameobject->GetEntry()); } bool Eluna::OnGameObjectUse(Player* pPlayer, GameObject* pGameObject) { if (!GameObjectEventBindings->HasEvents(GAMEOBJECT_EVENT_ON_USE, pGameObject->GetEntry())) return false; LOCK_ELUNA; Push(pGameObject); Push(pPlayer); return CallAllFunctionsBool(GameObjectEventBindings, GAMEOBJECT_EVENT_ON_USE, pGameObject->GetEntry()); } #endif // _GAMEOBJECT_HOOKS_H