/*
* Copyright (C) 2010 - 2025 Eluna Lua Engine
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ALEIncludes.h"
#include "ALEEventMgr.h"
#include "ALETemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT, ENTRY) \
if (!ALEConfig::GetInstance().IsALEEnabled())\
return;\
auto key = EntryKey(EVENT, ENTRY);\
if (!GameObjectEventBindings->HasBindingsFor(key))\
return;\
LOCK_ALE
#define START_HOOK_WITH_RETVAL(EVENT, ENTRY, RETVAL) \
if (!ALEConfig::GetInstance().IsALEEnabled())\
return RETVAL;\
auto key = EntryKey(EVENT, ENTRY);\
if (!GameObjectEventBindings->HasBindingsFor(key))\
return RETVAL;\
LOCK_ALE
void ALE::OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DUMMY_EFFECT, pTarget->GetEntry());
Push(pCaster);
Push(spellId);
Push(effIndex);
Push(pTarget);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::UpdateAI(GameObject* pGameObject, uint32 diff)
{
pGameObject->ALEEvents->Update(diff);
START_HOOK(GAMEOBJECT_EVENT_ON_AIUPDATE, pGameObject->GetEntry());
Push(pGameObject);
Push(diff);
CallAllFunctions(GameObjectEventBindings, key);
}
bool ALE::OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest)
{
START_HOOK_WITH_RETVAL(GAMEOBJECT_EVENT_ON_QUEST_ACCEPT, pGameObject->GetEntry(), false);
Push(pPlayer);
Push(pGameObject);
Push(pQuest);
return CallAllFunctionsBool(GameObjectEventBindings, key);
}
bool ALE::OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest, uint32 opt)
{
START_HOOK_WITH_RETVAL(GAMEOBJECT_EVENT_ON_QUEST_REWARD, pGameObject->GetEntry(), false);
Push(pPlayer);
Push(pGameObject);
Push(pQuest);
Push(opt);
return CallAllFunctionsBool(GameObjectEventBindings, key);
}
void ALE::GetDialogStatus(const Player* pPlayer, const GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DIALOG_STATUS, pGameObject->GetEntry());
Push(pPlayer);
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnDestroyed(GameObject* pGameObject, WorldObject* attacker)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DESTROYED, pGameObject->GetEntry());
Push(pGameObject);
Push(attacker);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnDamaged(GameObject* pGameObject, WorldObject* attacker)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DAMAGED, pGameObject->GetEntry());
Push(pGameObject);
Push(attacker);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnLootStateChanged(GameObject* pGameObject, uint32 state)
{
START_HOOK(GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE, pGameObject->GetEntry());
Push(pGameObject);
Push(state);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnGameObjectStateChanged(GameObject* pGameObject, uint32 state)
{
START_HOOK(GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED, pGameObject->GetEntry());
Push(pGameObject);
Push(state);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnSpawn(GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_SPAWN, pGameObject->GetEntry());
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnAddToWorld(GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_ADD, pGameObject->GetEntry());
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
void ALE::OnRemoveFromWorld(GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_REMOVE, pGameObject->GetEntry());
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
bool ALE::OnGameObjectUse(Player* pPlayer, GameObject* pGameObject)
{
START_HOOK_WITH_RETVAL(GAMEOBJECT_EVENT_ON_USE, pGameObject->GetEntry(), false);
Push(pGameObject);
Push(pPlayer);
return CallAllFunctionsBool(GameObjectEventBindings, key);
}