*Integrate Script system to Core
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_ESCORTAI_H
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#define SC_ESCORTAI_H
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#include "ScriptSystem.h"
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#define DEFAULT_MAX_PLAYER_DISTANCE 50
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struct Escort_Waypoint
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{
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Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
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{
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id = _id;
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x = _x;
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y = _y;
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z = _z;
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WaitTimeMs = _w;
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}
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uint32 id;
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float x;
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float y;
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float z;
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uint32 WaitTimeMs;
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};
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enum eEscortState
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{
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STATE_ESCORT_NONE = 0x000, //nothing in progress
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STATE_ESCORT_ESCORTING = 0x001, //escort are in progress
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STATE_ESCORT_RETURNING = 0x002, //escort is returning after being in combat
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STATE_ESCORT_PAUSED = 0x004 //will not proceed with waypoints before state is removed
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};
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struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
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{
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public:
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explicit npc_escortAI(Creature* pCreature);
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~npc_escortAI() {}
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// CreatureAI functions
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void AttackStart(Unit* who);
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void MoveInLineOfSight(Unit* who);
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void JustDied(Unit*);
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void JustRespawned();
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void ReturnToLastPoint();
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void EnterEvadeMode();
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void UpdateAI(const uint32); //the "internal" update, calls UpdateEscortAI()
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virtual void UpdateEscortAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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void MovementInform(uint32, uint32);
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// EscortAI functions
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void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);
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virtual void WaypointReached(uint32 uiPointId) = 0;
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virtual void WaypointStart(uint32 uiPointId) {}
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void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);
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void SetRun(bool bRun = true);
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void SetEscortPaused(bool uPaused);
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bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
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virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
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void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
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float GetMaxPlayerDistance() { return MaxPlayerDistance; }
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void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
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void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
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bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
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void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
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uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }
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protected:
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Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*m_creature, m_uiPlayerGUID); }
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private:
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bool AssistPlayerInCombat(Unit* pWho);
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bool IsPlayerOrGroupInRange();
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void FillPointMovementListForCreature();
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void AddEscortState(uint32 uiEscortState) { m_uiEscortState |= uiEscortState; }
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void RemoveEscortState(uint32 uiEscortState) { m_uiEscortState &= ~uiEscortState; }
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uint64 m_uiPlayerGUID;
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uint32 m_uiWPWaitTimer;
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uint32 m_uiPlayerCheckTimer;
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uint32 m_uiEscortState;
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float MaxPlayerDistance;
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const Quest* m_pQuestForEscort; //generally passed in Start() when regular escort script.
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std::list<Escort_Waypoint> WaypointList;
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std::list<Escort_Waypoint>::iterator CurrentWP;
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bool m_bIsActiveAttacker; //obsolete, determined by faction.
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bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
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bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
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bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
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bool DespawnAtEnd;
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bool DespawnAtFar;
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bool ScriptWP;
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};
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#endif
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