*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:
@@ -0,0 +1,265 @@
|
||||
/* 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: Example_Creature
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||||
SD%Complete: 100
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||||
SDComment: Short custom scripting example
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||||
SDCategory: Script Examples
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||||
EndScriptData */
|
||||
|
||||
#include "ScriptedPch.h"
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||||
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||||
// **** This script is designed as an example for others to build on ****
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||||
// **** Please modify whatever you'd like to as this script is only for developement ****
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||||
|
||||
// **** Script Info ****
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||||
// This script is written in a way that it can be used for both friendly and hostile monsters
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||||
// Its primary purpose is to show just how much you can really do with scripts
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||||
// I recommend trying it out on both an agressive NPC and on friendly npc
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||||
|
||||
// **** Quick Info ****
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||||
// Functions with Handled Function marked above them are functions that are called automatically by the core
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||||
// Functions that are marked Custom Function are functions I've created to simplify code
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||||
|
||||
enum eEnums
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||||
{
|
||||
//List of text id's. The text is stored in database, also in a localized version
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||||
//(if translation not exist for the textId, default english text will be used)
|
||||
//Not required to define in this way, but simplify if changes are needed.
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SAY_AGGRO = -1999900,
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SAY_RANDOM_0 = -1999901,
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||||
SAY_RANDOM_1 = -1999902,
|
||||
SAY_RANDOM_2 = -1999903,
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||||
SAY_RANDOM_3 = -1999904,
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||||
SAY_RANDOM_4 = -1999905,
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||||
SAY_BESERK = -1999906,
|
||||
SAY_PHASE = -1999907,
|
||||
SAY_DANCE = -1999908,
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SAY_SALUTE = -1999909,
|
||||
|
||||
//List of spells. Not required to define them in this way, but will make it easier to maintain in case spellId change
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SPELL_BUFF = 25661,
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||||
SPELL_ONE = 12555,
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||||
SPELL_ONE_ALT = 24099,
|
||||
SPELL_TWO = 10017,
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||||
SPELL_THREE = 26027,
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||||
SPELL_ENRAGE = 23537,
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||||
SPELL_BESERK = 32309,
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||||
|
||||
FACTION_WORGEN = 24
|
||||
};
|
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|
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//List of gossip item texts. Items will appear in the gossip window.
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#define GOSSIP_ITEM "I'm looking for a fight"
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|
||||
struct TRINITY_DLL_DECL example_creatureAI : public ScriptedAI
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||||
{
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||||
//*** HANDLED FUNCTION ***
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||||
//This is the constructor, called only once when the Creature is first created
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||||
example_creatureAI(Creature *c) : ScriptedAI(c) {Reset();}
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||||
|
||||
//*** CUSTOM VARIABLES ****
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||||
//These variables are for use only by this individual script.
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||||
//Nothing else will ever call them but us.
|
||||
|
||||
uint32 m_uiSay_Timer; //Timer for random chat
|
||||
uint32 m_uiRebuff_Timer; //Timer for rebuffing
|
||||
uint32 m_uiSpell_1_Timer; //Timer for spell 1 when in combat
|
||||
uint32 m_uiSpell_2_Timer; //Timer for spell 1 when in combat
|
||||
uint32 m_uiSpell_3_Timer; //Timer for spell 1 when in combat
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||||
uint32 m_uiBeserk_Timer; //Timer until we go into Beserk (enraged) mode
|
||||
uint32 m_uiPhase; //The current battle phase we are in
|
||||
uint32 m_uiPhase_Timer; //Timer until phase transition
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||||
|
||||
//*** HANDLED FUNCTION ***
|
||||
//This is called whenever the core decides we need to evade
|
||||
void Reset()
|
||||
{
|
||||
m_uiPhase = 1; //Start in phase 1
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||||
m_uiPhase_Timer = 60000; //60 seconds
|
||||
m_uiSpell_1_Timer = 5000; //5 seconds
|
||||
m_uiSpell_2_Timer = 37000; //37 seconds
|
||||
m_uiSpell_3_Timer = 19000; //19 seconds
|
||||
m_uiBeserk_Timer = 120000; //2 minutes
|
||||
}
|
||||
|
||||
//*** HANDLED FUNCTION ***
|
||||
//Attack Start is called whenever someone hits us.
|
||||
void EnterCombat(Unit* pWho)
|
||||
{
|
||||
//Say some stuff
|
||||
DoScriptText(SAY_AGGRO, m_creature, pWho);
|
||||
}
|
||||
|
||||
//Our Recive emote function
|
||||
void ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
|
||||
{
|
||||
m_creature->HandleEmoteCommand(uiTextEmote);
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||||
|
||||
switch(uiTextEmote)
|
||||
{
|
||||
case TEXTEMOTE_DANCE:
|
||||
DoScriptText(SAY_DANCE, m_creature);
|
||||
break;
|
||||
case TEXTEMOTE_SALUTE:
|
||||
DoScriptText(SAY_SALUTE, m_creature);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//*** HANDLED FUNCTION ***
|
||||
//Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
|
||||
void UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
//Out of combat timers
|
||||
if (!m_creature->getVictim())
|
||||
{
|
||||
//Random Say timer
|
||||
if (m_uiSay_Timer <= uiDiff)
|
||||
{
|
||||
//Random switch between 5 outcomes
|
||||
DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), m_creature);
|
||||
|
||||
m_uiSay_Timer = 45000; //Say something agian in 45 seconds
|
||||
}
|
||||
else
|
||||
m_uiSay_Timer -= uiDiff;
|
||||
|
||||
//Rebuff timer
|
||||
if (m_uiRebuff_Timer <= uiDiff)
|
||||
{
|
||||
DoCast(m_creature, SPELL_BUFF);
|
||||
m_uiRebuff_Timer = 900000; //Rebuff agian in 15 minutes
|
||||
}
|
||||
else
|
||||
m_uiRebuff_Timer -= uiDiff;
|
||||
}
|
||||
|
||||
//Return since we have no target
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
//Spell 1 timer
|
||||
if (m_uiSpell_1_Timer <= uiDiff)
|
||||
{
|
||||
//Cast spell one on our current target.
|
||||
if (rand()%50 > 10)
|
||||
DoCast(m_creature->getVictim(), SPELL_ONE_ALT);
|
||||
else if (m_creature->IsWithinDist(m_creature->getVictim(), 25.0f))
|
||||
DoCast(m_creature->getVictim(), SPELL_ONE);
|
||||
|
||||
m_uiSpell_1_Timer = 5000;
|
||||
}
|
||||
else
|
||||
m_uiSpell_1_Timer -= uiDiff;
|
||||
|
||||
//Spell 2 timer
|
||||
if (m_uiSpell_2_Timer <= uiDiff)
|
||||
{
|
||||
//Cast spell one on our current target.
|
||||
DoCast(m_creature->getVictim(), SPELL_TWO);
|
||||
m_uiSpell_2_Timer = 37000;
|
||||
}
|
||||
else
|
||||
m_uiSpell_2_Timer -= uiDiff;
|
||||
|
||||
//Beserk timer
|
||||
if (m_uiPhase > 1)
|
||||
{
|
||||
//Spell 3 timer
|
||||
if (m_uiSpell_3_Timer <= uiDiff)
|
||||
{
|
||||
//Cast spell one on our current target.
|
||||
DoCast(m_creature->getVictim(), SPELL_THREE);
|
||||
|
||||
m_uiSpell_3_Timer = 19000;
|
||||
}
|
||||
else
|
||||
m_uiSpell_3_Timer -= uiDiff;
|
||||
|
||||
if (m_uiBeserk_Timer <= uiDiff)
|
||||
{
|
||||
//Say our line then cast uber death spell
|
||||
DoScriptText(SAY_BESERK, m_creature, m_creature->getVictim());
|
||||
DoCast(m_creature->getVictim(), SPELL_BESERK);
|
||||
|
||||
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
|
||||
m_uiBeserk_Timer = 12000;
|
||||
}
|
||||
else
|
||||
m_uiBeserk_Timer -= uiDiff;
|
||||
}
|
||||
else if (m_uiPhase == 1) //Phase timer
|
||||
{
|
||||
if (m_uiPhase_Timer <= uiDiff)
|
||||
{
|
||||
//Go to next phase
|
||||
++m_uiPhase;
|
||||
DoScriptText(SAY_PHASE, m_creature);
|
||||
DoCast(m_creature, SPELL_ENRAGE);
|
||||
}
|
||||
else
|
||||
m_uiPhase_Timer -= uiDiff;
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
};
|
||||
|
||||
//This is the GetAI method used by all scripts that involve AI
|
||||
//It is called every time a new Creature using this script is created
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||||
CreatureAI* GetAI_example_creature(Creature* pCreature)
|
||||
{
|
||||
return new example_creatureAI (pCreature);
|
||||
}
|
||||
|
||||
//This function is called when the player clicks an option on the gossip menu
|
||||
bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
|
||||
{
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
|
||||
{
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
//Set our faction to hostile twoards all
|
||||
pCreature->setFaction(FACTION_WORGEN);
|
||||
pCreature->AI()->AttackStart(pPlayer);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//This function is called when the player opens the gossip menu
|
||||
bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
|
||||
pPlayer->SEND_GOSSIP_MENU(907, pCreature->GetGUID());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//This is the actual function called only once durring InitScripts()
|
||||
//It must define all handled functions that are to be run in this script
|
||||
void AddSC_example_creature()
|
||||
{
|
||||
Script* newscript;
|
||||
|
||||
newscript = new Script;
|
||||
newscript->Name = "example_creature";
|
||||
newscript->GetAI = &GetAI_example_creature;
|
||||
newscript->pGossipHello = &GossipHello_example_creature;
|
||||
newscript->pGossipSelect = &GossipSelect_example_creature;
|
||||
newscript->RegisterSelf();
|
||||
}
|
||||
@@ -0,0 +1,229 @@
|
||||
/* 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: Example_Escort
|
||||
SD%Complete: 100
|
||||
SDComment: Script used for testing escortAI
|
||||
SDCategory: Script Examples
|
||||
EndScriptData */
|
||||
|
||||
#include "ScriptedPch.h"
|
||||
#include "ScriptedEscortAI.h"
|
||||
|
||||
enum eEnums
|
||||
{
|
||||
NPC_FELBOAR = 21878,
|
||||
|
||||
SPELL_DEATH_COIL = 33130,
|
||||
SPELL_ELIXIR_OF_FORTITUDE = 3593,
|
||||
SPELL_BLUE_FIREWORK = 11540,
|
||||
|
||||
SAY_AGGRO1 = -1999910,
|
||||
SAY_AGGRO2 = -1999911,
|
||||
SAY_WP_1 = -1999912,
|
||||
SAY_WP_2 = -1999913,
|
||||
SAY_WP_3 = -1999914,
|
||||
SAY_WP_4 = -1999915,
|
||||
SAY_DEATH_1 = -1999916,
|
||||
SAY_DEATH_2 = -1999917,
|
||||
SAY_DEATH_3 = -1999918,
|
||||
SAY_SPELL = -1999919,
|
||||
SAY_RAND_1 = -1999920,
|
||||
SAY_RAND_2 = -1999921
|
||||
};
|
||||
|
||||
#define GOSSIP_ITEM_1 "Click to Test Escort(Attack, Run)"
|
||||
#define GOSSIP_ITEM_2 "Click to Test Escort(NoAttack, Walk)"
|
||||
#define GOSSIP_ITEM_3 "Click to Test Escort(NoAttack, Run)"
|
||||
|
||||
struct TRINITY_DLL_DECL example_escortAI : public npc_escortAI
|
||||
{
|
||||
// CreatureAI functions
|
||||
example_escortAI(Creature* pCreature) : npc_escortAI(pCreature) { }
|
||||
|
||||
uint32 m_uiDeathCoilTimer;
|
||||
uint32 m_uiChatTimer;
|
||||
|
||||
void JustSummoned(Creature* pSummoned)
|
||||
{
|
||||
pSummoned->AI()->AttackStart(m_creature);
|
||||
}
|
||||
|
||||
// Pure Virtual Functions (Have to be implemented)
|
||||
void WaypointReached(uint32 uiWP)
|
||||
{
|
||||
switch (uiWP)
|
||||
{
|
||||
case 1:
|
||||
DoScriptText(SAY_WP_1, m_creature);
|
||||
break;
|
||||
case 3:
|
||||
DoScriptText(SAY_WP_2, m_creature);
|
||||
m_creature->SummonCreature(NPC_FELBOAR, m_creature->GetPositionX()+5.0f, m_creature->GetPositionY()+7.0f, m_creature->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
|
||||
break;
|
||||
case 4:
|
||||
if (Player* pPlayer = GetPlayerForEscort())
|
||||
{
|
||||
//pTmpPlayer is the target of the text
|
||||
DoScriptText(SAY_WP_3, m_creature, pPlayer);
|
||||
//pTmpPlayer is the source of the text
|
||||
DoScriptText(SAY_WP_4, pPlayer);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void EnterCombat(Unit* pWho)
|
||||
{
|
||||
if (HasEscortState(STATE_ESCORT_ESCORTING))
|
||||
{
|
||||
if (Player* pPlayer = GetPlayerForEscort())
|
||||
DoScriptText(SAY_AGGRO1, m_creature, pPlayer);
|
||||
}
|
||||
else
|
||||
DoScriptText(SAY_AGGRO2, m_creature);
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_uiDeathCoilTimer = 4000;
|
||||
m_uiChatTimer = 4000;
|
||||
}
|
||||
|
||||
void JustDied(Unit* pKiller)
|
||||
{
|
||||
if (HasEscortState(STATE_ESCORT_ESCORTING))
|
||||
{
|
||||
if (Player* pPlayer = GetPlayerForEscort())
|
||||
{
|
||||
// not a likely case, code here for the sake of example
|
||||
if (pKiller == m_creature)
|
||||
{
|
||||
DoScriptText(SAY_DEATH_1, m_creature, pPlayer);
|
||||
}
|
||||
else
|
||||
DoScriptText(SAY_DEATH_2, m_creature, pPlayer);
|
||||
}
|
||||
}
|
||||
else
|
||||
DoScriptText(SAY_DEATH_3, m_creature);
|
||||
}
|
||||
|
||||
void UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
//Must update npc_escortAI
|
||||
npc_escortAI::UpdateAI(uiDiff);
|
||||
|
||||
//Combat check
|
||||
if (m_creature->getVictim())
|
||||
{
|
||||
if (m_uiDeathCoilTimer <= uiDiff)
|
||||
{
|
||||
DoScriptText(SAY_SPELL, m_creature);
|
||||
DoCast(m_creature->getVictim(), SPELL_DEATH_COIL, false);
|
||||
m_uiDeathCoilTimer = 4000;
|
||||
}
|
||||
else
|
||||
m_uiDeathCoilTimer -= uiDiff;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Out of combat but being escorted
|
||||
if (HasEscortState(STATE_ESCORT_ESCORTING))
|
||||
{
|
||||
if (m_uiChatTimer <= uiDiff)
|
||||
{
|
||||
if (m_creature->HasAura(SPELL_ELIXIR_OF_FORTITUDE, 0))
|
||||
{
|
||||
DoScriptText(SAY_RAND_1, m_creature);
|
||||
DoCast(m_creature, SPELL_BLUE_FIREWORK, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
DoScriptText(SAY_RAND_2, m_creature);
|
||||
DoCast(m_creature, SPELL_ELIXIR_OF_FORTITUDE, false);
|
||||
}
|
||||
|
||||
m_uiChatTimer = 12000;
|
||||
}
|
||||
else
|
||||
m_uiChatTimer -= uiDiff;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI_example_escort(Creature* pCreature)
|
||||
{
|
||||
return new example_escortAI(pCreature);
|
||||
}
|
||||
|
||||
bool GossipHello_example_escort(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
|
||||
pPlayer->PrepareGossipMenu(pCreature, 0);
|
||||
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
|
||||
|
||||
pPlayer->SendPreparedGossip(pCreature);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GossipSelect_example_escort(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
|
||||
{
|
||||
npc_escortAI* pEscortAI = CAST_AI(example_escortAI, pCreature->AI());
|
||||
|
||||
switch(uiAction)
|
||||
{
|
||||
case GOSSIP_ACTION_INFO_DEF+1:
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
|
||||
if (pEscortAI)
|
||||
pEscortAI->Start(true, true, pPlayer->GetGUID());
|
||||
break;
|
||||
case GOSSIP_ACTION_INFO_DEF+2:
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
|
||||
if (pEscortAI)
|
||||
pEscortAI->Start(false, false, pPlayer->GetGUID());
|
||||
break;
|
||||
case GOSSIP_ACTION_INFO_DEF+3:
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
|
||||
if (pEscortAI)
|
||||
pEscortAI->Start(false, true, pPlayer->GetGUID());
|
||||
break;
|
||||
default:
|
||||
return false; // nothing defined -> trinity core handling
|
||||
}
|
||||
|
||||
return true; // no default handling -> prevent trinity core handling
|
||||
}
|
||||
|
||||
void AddSC_example_escort()
|
||||
{
|
||||
Script *newscript;
|
||||
newscript = new Script;
|
||||
newscript->Name = "example_escort";
|
||||
newscript->GetAI = &GetAI_example_escort;
|
||||
newscript->pGossipHello = &GossipHello_example_escort;
|
||||
newscript->pGossipSelect = &GossipSelect_example_escort;
|
||||
newscript->RegisterSelf();
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
/* 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: Example_Gossip_Codebox
|
||||
SD%Complete: 100
|
||||
SDComment: Show a codebox in gossip option
|
||||
SDCategory: Script Examples
|
||||
EndScriptData */
|
||||
|
||||
#include "ScriptedPch.h"
|
||||
#include <cstring>
|
||||
|
||||
enum eEnums
|
||||
{
|
||||
SPELL_POLYMORPH = 12826,
|
||||
SPELL_MARK_OF_THE_WILD = 26990,
|
||||
|
||||
SAY_NOT_INTERESTED = -1999922,
|
||||
SAY_WRONG = -1999923,
|
||||
SAY_CORRECT = -1999924
|
||||
};
|
||||
|
||||
#define GOSSIP_ITEM_1 "A quiz: what's your name?"
|
||||
#define GOSSIP_ITEM_2 "I'm not interested"
|
||||
|
||||
//This function is called when the player opens the gossip menubool
|
||||
bool GossipHello_example_gossip_codebox(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
|
||||
|
||||
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//This function is called when the player clicks an option on the gossip menubool
|
||||
bool GossipSelect_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
|
||||
{
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
|
||||
{
|
||||
DoScriptText(SAY_NOT_INTERESTED, pCreature);
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GossipSelectWithCode_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
|
||||
{
|
||||
if (uiSender == GOSSIP_SENDER_MAIN)
|
||||
{
|
||||
switch (uiAction)
|
||||
{
|
||||
case GOSSIP_ACTION_INFO_DEF+1:
|
||||
if (std::strcmp(sCode, pPlayer->GetName())!=0)
|
||||
{
|
||||
DoScriptText(SAY_WRONG, pCreature);
|
||||
pCreature->CastSpell(pPlayer, SPELL_POLYMORPH, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
DoScriptText(SAY_CORRECT, pCreature);
|
||||
pCreature->CastSpell(pPlayer, SPELL_MARK_OF_THE_WILD, true);
|
||||
}
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void AddSC_example_gossip_codebox()
|
||||
{
|
||||
Script* newscript;
|
||||
|
||||
newscript = new Script;
|
||||
newscript->Name = "example_gossip_codebox";
|
||||
newscript->pGossipHello = &GossipHello_example_gossip_codebox;
|
||||
newscript->pGossipSelect = &GossipSelect_example_gossip_codebox;
|
||||
newscript->pGossipSelectWithCode = &GossipSelectWithCode_example_gossip_codebox;
|
||||
newscript->RegisterSelf();
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
/* 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: Example_Misc
|
||||
SD%Complete: 100
|
||||
SDComment: Item, Areatrigger and other small code examples
|
||||
SDCategory: Script Examples
|
||||
EndScriptData */
|
||||
|
||||
#include "ScriptedPch.h"
|
||||
#include "ScriptMgr.h"
|
||||
|
||||
enum eSay
|
||||
{
|
||||
SAY_HI = -1999925
|
||||
};
|
||||
|
||||
bool AT_example_areatrigger(Player* pPlayer, const AreaTriggerEntry *pAt)
|
||||
{
|
||||
DoScriptText(SAY_HI, pPlayer);
|
||||
return true;
|
||||
}
|
||||
|
||||
extern void LoadDatabase();
|
||||
bool ItemUse_example_item(Player* pPlayer, Item* pItem, SpellCastTargets const& scTargets)
|
||||
{
|
||||
sScriptMgr.LoadDatabase();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GOHello_example_go_teleporter(Player* pPlayer, GameObject* pGo)
|
||||
{
|
||||
pPlayer->TeleportTo(0, 1807.07f, 336.105f, 70.3975f, 0.0f);
|
||||
return false;
|
||||
}
|
||||
|
||||
void AddSC_example_misc()
|
||||
{
|
||||
Script* newscript;
|
||||
|
||||
newscript = new Script;
|
||||
newscript->Name = "example_areatrigger";
|
||||
newscript->pAreaTrigger = &AT_example_areatrigger;
|
||||
newscript->RegisterSelf();
|
||||
|
||||
newscript = new Script;
|
||||
newscript->Name = "example_item";
|
||||
newscript->pItemUse = &ItemUse_example_item;
|
||||
newscript->RegisterSelf();
|
||||
|
||||
newscript = new Script;
|
||||
newscript->Name = "example_go_teleporter";
|
||||
newscript->pGOHello = &GOHello_example_go_teleporter;
|
||||
newscript->RegisterSelf();
|
||||
}
|
||||
Reference in New Issue
Block a user