*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: Ironforge
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SD%Complete: 100
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SDComment: Quest support: 3702
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SDCategory: Ironforge
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EndScriptData */
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/* ContentData
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npc_royal_historian_archesonus
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## npc_royal_historian_archesonus
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######*/
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#define GOSSIP_ITEM_ROYAL "I am ready to listen"
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#define GOSSIP_ITEM_ROYAL_1 "That is tragic. How did this happen?"
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#define GOSSIP_ITEM_ROYAL_2 "Interesting, continue please."
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#define GOSSIP_ITEM_ROYAL_3 "Unbelievable! How dare they??"
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#define GOSSIP_ITEM_ROYAL_4 "Of course I will help!"
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bool GossipHello_npc_royal_historian_archesonus(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(3702) == QUEST_STATUS_INCOMPLETE)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_ROYAL, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF);
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pPlayer->SEND_GOSSIP_MENU(2235, pCreature->GetGUID());
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}
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else
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_royal_historian_archesonus(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_ITEM_ROYAL_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->SEND_GOSSIP_MENU(2236, 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_ITEM_ROYAL_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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pPlayer->SEND_GOSSIP_MENU(2237, 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_ITEM_ROYAL_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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pPlayer->SEND_GOSSIP_MENU(2238, 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_ITEM_ROYAL_4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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pPlayer->SEND_GOSSIP_MENU(2239, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+4:
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pPlayer->CLOSE_GOSSIP_MENU();
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pPlayer->AreaExploredOrEventHappens(3702);
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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_ironforge()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_royal_historian_archesonus";
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newscript->pGossipHello = &GossipHello_npc_royal_historian_archesonus;
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newscript->pGossipSelect = &GossipSelect_npc_royal_historian_archesonus;
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newscript->RegisterSelf();
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}
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