*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: Tirisfal_Glades
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SD%Complete: 100
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SDComment: Quest support: 590, 1819
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SDCategory: Tirisfal Glades
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EndScriptData */
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/* ContentData
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npc_calvin_montague
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go_mausoleum_door
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go_mausoleum_trigger
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## npc_calvin_montague
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######*/
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enum eCalvin
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{
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SAY_COMPLETE = -1000431,
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SPELL_DRINK = 2639, // possibly not correct spell (but iconId is correct)
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QUEST_590 = 590,
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FACTION_HOSTILE = 168
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};
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struct TRINITY_DLL_DECL npc_calvin_montagueAI : public ScriptedAI
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{
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npc_calvin_montagueAI(Creature* pCreature) : ScriptedAI(pCreature) { }
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uint32 m_uiPhase;
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uint32 m_uiPhaseTimer;
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uint64 m_uiPlayerGUID;
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void Reset()
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{
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m_uiPhase = 0;
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m_uiPhaseTimer = 5000;
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m_uiPlayerGUID = 0;
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me->RestoreFaction();
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if (!m_creature->HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_OOC_NOT_ATTACKABLE))
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m_creature->SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_OOC_NOT_ATTACKABLE);
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}
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void EnterCombat(Unit* who) { }
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void AttackedBy(Unit* pAttacker)
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{
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if (m_creature->getVictim() || m_creature->IsFriendlyTo(pAttacker))
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return;
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AttackStart(pAttacker);
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}
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void DamageTaken(Unit* pDoneBy, uint32 &uiDamage)
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{
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if (uiDamage > m_creature->GetHealth() || ((m_creature->GetHealth() - uiDamage)*100 / m_creature->GetMaxHealth() < 15))
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{
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uiDamage = 0;
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me->RestoreFaction();
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m_creature->SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_OOC_NOT_ATTACKABLE);
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m_creature->CombatStop(true);
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m_uiPhase = 1;
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if (pDoneBy->GetTypeId() == TYPEID_PLAYER)
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m_uiPlayerGUID = pDoneBy->GetGUID();
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}
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}
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void UpdateAI(const uint32 uiDiff)
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{
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if (m_uiPhase)
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{
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if (m_uiPhaseTimer <= uiDiff)
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m_uiPhaseTimer = 7500;
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else
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{
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m_uiPhaseTimer -= uiDiff;
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return;
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}
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switch(m_uiPhase)
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{
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case 1:
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DoScriptText(SAY_COMPLETE, m_creature);
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++m_uiPhase;
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break;
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case 2:
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if (Player *pPlayer = Unit::GetPlayer(m_uiPlayerGUID))
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pPlayer->AreaExploredOrEventHappens(QUEST_590);
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DoCast(m_creature, SPELL_DRINK, true);
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++m_uiPhase;
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break;
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case 3:
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EnterEvadeMode();
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break;
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}
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return;
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}
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI_npc_calvin_montague(Creature* pCreature)
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{
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return new npc_calvin_montagueAI (pCreature);
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}
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bool QuestAccept_npc_calvin_montague(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
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{
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if (pQuest->GetQuestId() == QUEST_590)
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{
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pCreature->setFaction(FACTION_HOSTILE);
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pCreature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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CAST_AI(npc_calvin_montagueAI, pCreature->AI())->AttackStart(pPlayer);
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}
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return true;
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}
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/*######
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## go_mausoleum_door
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## go_mausoleum_trigger
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######*/
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enum eMausoleum
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{
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QUEST_ULAG = 1819,
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NPC_ULAG = 6390,
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GO_TRIGGER = 104593,
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GO_DOOR = 176594
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};
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bool GOHello_go_mausoleum_door(Player* pPlayer, GameObject* pGo)
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{
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if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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return false;
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if (GameObject* pTrigger = pPlayer->FindNearestGameObject(GO_TRIGGER, 30.0f))
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{
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pTrigger->SetGoState(GO_STATE_READY);
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pPlayer->SummonCreature(NPC_ULAG, 2390.26, 336.47, 40.01, 2.26, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
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return false;
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}
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return false;
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}
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bool GOHello_go_mausoleum_trigger(Player* pPlayer, GameObject* pGo)
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{
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if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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return false;
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if (GameObject* pDoor = pPlayer->FindNearestGameObject(GO_DOOR, 30.0f))
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{
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pGo->SetGoState(GO_STATE_ACTIVE);
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pDoor->RemoveFlag(GAMEOBJECT_FLAGS,GO_FLAG_INTERACT_COND);
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return true;
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}
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return false;
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}
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void AddSC_tirisfal_glades()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_calvin_montague";
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newscript->GetAI = &GetAI_npc_calvin_montague;
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newscript->pQuestAccept = &QuestAccept_npc_calvin_montague;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "go_mausoleum_door";
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newscript->pGOHello = &GOHello_go_mausoleum_door;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "go_mausoleum_trigger";
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newscript->pGOHello = &GOHello_go_mausoleum_trigger;
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newscript->RegisterSelf();
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}
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