*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; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Burning_Steppes
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SD%Complete: 100
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SDComment: Quest support: 4224, 4866
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SDCategory: Burning Steppes
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EndScriptData */
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/* ContentData
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npc_ragged_john
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## npc_ragged_john
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######*/
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#define GOSSIP_HELLO "Official buisness, John. I need some information about Marsha Windsor. Tell me about the last time you saw him."
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#define GOSSIP_SELECT1 "So what did you do?"
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#define GOSSIP_SELECT2 "Start making sense, dwarf. I don't want to have anything to do with your cracker, your pappy, or any sort of 'discreditin'."
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#define GOSSIP_SELECT3 "Ironfoe?"
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#define GOSSIP_SELECT4 "Interesting... continue John."
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#define GOSSIP_SELECT5 "So that's how Windsor died..."
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#define GOSSIP_SELECT6 "So how did he die?"
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#define GOSSIP_SELECT7 "Ok so where the hell is he? Wait a minute! Are you drunk?"
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#define GOSSIP_SELECT8 "WHY is he in Blackrock Depths?"
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#define GOSSIP_SELECT9 "300? So the Dark Irons killed him and dragged him into the Depths?"
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#define GOSSIP_SELECT10 "Ahh... Ironfoe"
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#define GOSSIP_SELECT11 "Thanks, Ragged John. Your story was very uplifting and informative"
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struct TRINITY_DLL_DECL npc_ragged_johnAI : public ScriptedAI
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{
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npc_ragged_johnAI(Creature *c) : ScriptedAI(c) {}
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void Reset() {}
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void MoveInLineOfSight(Unit *who)
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{
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if (who->HasAura(16468))
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{
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if (who->GetTypeId() == TYPEID_PLAYER && m_creature->IsWithinDistInMap(who, 15) && who->isInAccessiblePlaceFor(m_creature))
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{
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DoCast(who, 16472);
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CAST_PLR(who)->AreaExploredOrEventHappens(4866);
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}
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}
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ScriptedAI::MoveInLineOfSight(who);
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}
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void EnterCombat(Unit *who) {}
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};
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CreatureAI* GetAI_npc_ragged_john(Creature* pCreature)
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{
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return new npc_ragged_johnAI (pCreature);
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}
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bool GossipHello_npc_ragged_john(Player* pPlayer, Creature* pCreature)
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{
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if (pCreature->isQuestGiver())
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pPlayer->PrepareQuestMenu(pCreature->GetGUID());
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if (pPlayer->GetQuestStatus(4224) == QUEST_STATUS_INCOMPLETE)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HELLO, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF);
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pPlayer->SEND_GOSSIP_MENU(2713, pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_ragged_john(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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switch (uiAction)
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{
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case GOSSIP_ACTION_INFO_DEF:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->SEND_GOSSIP_MENU(2714, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+1:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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pPlayer->SEND_GOSSIP_MENU(2715, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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pPlayer->SEND_GOSSIP_MENU(2716, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+3:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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pPlayer->SEND_GOSSIP_MENU(2717, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+4:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT5, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
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pPlayer->SEND_GOSSIP_MENU(2718, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+5:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT6, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
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pPlayer->SEND_GOSSIP_MENU(2719, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+6:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT7, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7);
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pPlayer->SEND_GOSSIP_MENU(2720, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+7:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT8, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 8);
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pPlayer->SEND_GOSSIP_MENU(2721, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+8:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT9, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 9);
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pPlayer->SEND_GOSSIP_MENU(2722, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+9:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT10, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 10);
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pPlayer->SEND_GOSSIP_MENU(2723, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+10:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT11, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 11);
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pPlayer->SEND_GOSSIP_MENU(2725, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+11:
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pPlayer->CLOSE_GOSSIP_MENU();
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pPlayer->AreaExploredOrEventHappens(4224);
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break;
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}
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return true;
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}
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void AddSC_burning_steppes()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_ragged_john";
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newscript->GetAI = &GetAI_npc_ragged_john;
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newscript->pGossipHello = &GossipHello_npc_ragged_john;
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newscript->pGossipSelect = &GossipSelect_npc_ragged_john;
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newscript->RegisterSelf();
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}
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