*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
This commit is contained in:
Rat
2010-01-19 11:36:05 +01:00
parent f5dea61b66
commit 0cc053ea4d
601 changed files with 3908 additions and 7245 deletions
@@ -0,0 +1,208 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: Tirisfal_Glades
SD%Complete: 100
SDComment: Quest support: 590, 1819
SDCategory: Tirisfal Glades
EndScriptData */
/* ContentData
npc_calvin_montague
go_mausoleum_door
go_mausoleum_trigger
EndContentData */
#include "ScriptedPch.h"
/*######
## npc_calvin_montague
######*/
enum eCalvin
{
SAY_COMPLETE = -1000431,
SPELL_DRINK = 2639, // possibly not correct spell (but iconId is correct)
QUEST_590 = 590,
FACTION_HOSTILE = 168
};
struct TRINITY_DLL_DECL npc_calvin_montagueAI : public ScriptedAI
{
npc_calvin_montagueAI(Creature* pCreature) : ScriptedAI(pCreature) { }
uint32 m_uiPhase;
uint32 m_uiPhaseTimer;
uint64 m_uiPlayerGUID;
void Reset()
{
m_uiPhase = 0;
m_uiPhaseTimer = 5000;
m_uiPlayerGUID = 0;
me->RestoreFaction();
if (!m_creature->HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_OOC_NOT_ATTACKABLE))
m_creature->SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_OOC_NOT_ATTACKABLE);
}
void EnterCombat(Unit* who) { }
void AttackedBy(Unit* pAttacker)
{
if (m_creature->getVictim() || m_creature->IsFriendlyTo(pAttacker))
return;
AttackStart(pAttacker);
}
void DamageTaken(Unit* pDoneBy, uint32 &uiDamage)
{
if (uiDamage > m_creature->GetHealth() || ((m_creature->GetHealth() - uiDamage)*100 / m_creature->GetMaxHealth() < 15))
{
uiDamage = 0;
me->RestoreFaction();
m_creature->SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->CombatStop(true);
m_uiPhase = 1;
if (pDoneBy->GetTypeId() == TYPEID_PLAYER)
m_uiPlayerGUID = pDoneBy->GetGUID();
}
}
void UpdateAI(const uint32 uiDiff)
{
if (m_uiPhase)
{
if (m_uiPhaseTimer <= uiDiff)
m_uiPhaseTimer = 7500;
else
{
m_uiPhaseTimer -= uiDiff;
return;
}
switch(m_uiPhase)
{
case 1:
DoScriptText(SAY_COMPLETE, m_creature);
++m_uiPhase;
break;
case 2:
if (Player *pPlayer = Unit::GetPlayer(m_uiPlayerGUID))
pPlayer->AreaExploredOrEventHappens(QUEST_590);
DoCast(m_creature, SPELL_DRINK, true);
++m_uiPhase;
break;
case 3:
EnterEvadeMode();
break;
}
return;
}
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_npc_calvin_montague(Creature* pCreature)
{
return new npc_calvin_montagueAI (pCreature);
}
bool QuestAccept_npc_calvin_montague(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{
if (pQuest->GetQuestId() == QUEST_590)
{
pCreature->setFaction(FACTION_HOSTILE);
pCreature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
CAST_AI(npc_calvin_montagueAI, pCreature->AI())->AttackStart(pPlayer);
}
return true;
}
/*######
## go_mausoleum_door
## go_mausoleum_trigger
######*/
enum eMausoleum
{
QUEST_ULAG = 1819,
NPC_ULAG = 6390,
GO_TRIGGER = 104593,
GO_DOOR = 176594
};
bool GOHello_go_mausoleum_door(Player* pPlayer, GameObject* pGo)
{
if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pTrigger = pPlayer->FindNearestGameObject(GO_TRIGGER, 30.0f))
{
pTrigger->SetGoState(GO_STATE_READY);
pPlayer->SummonCreature(NPC_ULAG, 2390.26, 336.47, 40.01, 2.26, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
return false;
}
return false;
}
bool GOHello_go_mausoleum_trigger(Player* pPlayer, GameObject* pGo)
{
if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pDoor = pPlayer->FindNearestGameObject(GO_DOOR, 30.0f))
{
pGo->SetGoState(GO_STATE_ACTIVE);
pDoor->RemoveFlag(GAMEOBJECT_FLAGS,GO_FLAG_INTERACT_COND);
return true;
}
return false;
}
void AddSC_tirisfal_glades()
{
Script *newscript;
newscript = new Script;
newscript->Name = "npc_calvin_montague";
newscript->GetAI = &GetAI_npc_calvin_montague;
newscript->pQuestAccept = &QuestAccept_npc_calvin_montague;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "go_mausoleum_door";
newscript->pGOHello = &GOHello_go_mausoleum_door;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "go_mausoleum_trigger";
newscript->pGOHello = &GOHello_go_mausoleum_trigger;
newscript->RegisterSelf();
}