*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: Desolace
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SD%Complete: 100
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SDComment: Quest support: 5561
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SDCategory: Desolace
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EndScriptData */
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/* ContentData
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npc_aged_dying_ancient_kodo
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EndContentData */
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#include "ScriptedPch.h"
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enum eDyingKodo
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{
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// signed for 9999
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SAY_SMEED_HOME_1 = -1000428,
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SAY_SMEED_HOME_2 = -1000429,
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SAY_SMEED_HOME_3 = -1000430,
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QUEST_KODO = 5561,
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NPC_SMEED = 11596,
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NPC_AGED_KODO = 4700,
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NPC_DYING_KODO = 4701,
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NPC_ANCIENT_KODO = 4702,
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NPC_TAMED_KODO = 11627,
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SPELL_KODO_KOMBO_ITEM = 18153,
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SPELL_KODO_KOMBO_PLAYER_BUFF = 18172, //spells here have unclear function, but using them at least for visual parts and checks
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SPELL_KODO_KOMBO_DESPAWN_BUFF = 18377,
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SPELL_KODO_KOMBO_GOSSIP = 18362
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};
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struct TRINITY_DLL_DECL npc_aged_dying_ancient_kodoAI : public ScriptedAI
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{
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npc_aged_dying_ancient_kodoAI(Creature* pCreature) : ScriptedAI(pCreature) { Reset(); }
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uint32 m_uiDespawnTimer;
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void Reset()
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{
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m_uiDespawnTimer = 0;
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}
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void MoveInLineOfSight(Unit* pWho)
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{
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if (pWho->GetEntry() == NPC_SMEED)
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{
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if (m_creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
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return;
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if (m_creature->IsWithinDistInMap(pWho, 10.0f))
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{
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DoScriptText(RAND(SAY_SMEED_HOME_1,SAY_SMEED_HOME_2,SAY_SMEED_HOME_3), pWho);
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//spell have no implemented effect (dummy), so useful to notify spellHit
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DoCast(m_creature, SPELL_KODO_KOMBO_GOSSIP, true);
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}
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}
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}
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void SpellHit(Unit* pCaster, SpellEntry const* pSpell)
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{
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if (pSpell->Id == SPELL_KODO_KOMBO_GOSSIP)
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{
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m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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m_uiDespawnTimer = 60000;
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}
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}
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void UpdateAI(const uint32 diff)
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{
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//timer should always be == 0 unless we already updated entry of creature. Then not expect this updated to ever be in combat.
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if (m_uiDespawnTimer && m_uiDespawnTimer <= diff)
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{
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if (!m_creature->getVictim() && m_creature->isAlive())
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{
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Reset();
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m_creature->setDeathState(JUST_DIED);
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m_creature->Respawn();
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return;
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}
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} else m_uiDespawnTimer -= diff;
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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_aged_dying_ancient_kodo(Creature* pCreature)
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{
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return new npc_aged_dying_ancient_kodoAI(pCreature);
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}
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bool EffectDummyCreature_npc_aged_dying_ancient_kodo(Unit *pCaster, uint32 spellId, uint32 effIndex, Creature *pCreatureTarget)
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{
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//always check spellid and effectindex
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if (spellId == SPELL_KODO_KOMBO_ITEM && effIndex == 0)
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{
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//no effect if player/creature already have aura from spells
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if (pCaster->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) || pCreatureTarget->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
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return true;
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if (pCreatureTarget->GetEntry() == NPC_AGED_KODO ||
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pCreatureTarget->GetEntry() == NPC_DYING_KODO ||
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pCreatureTarget->GetEntry() == NPC_ANCIENT_KODO)
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{
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pCaster->CastSpell(pCaster,SPELL_KODO_KOMBO_PLAYER_BUFF,true);
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pCreatureTarget->UpdateEntry(NPC_TAMED_KODO);
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pCreatureTarget->CastSpell(pCreatureTarget,SPELL_KODO_KOMBO_DESPAWN_BUFF,false);
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if (pCreatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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pCreatureTarget->GetMotionMaster()->MoveIdle();
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pCreatureTarget->GetMotionMaster()->MoveFollow(pCaster, PET_FOLLOW_DIST, pCreatureTarget->GetFollowAngle());
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}
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//always return true when we are handling this spell and effect
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return true;
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}
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return false;
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}
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bool GossipHello_npc_aged_dying_ancient_kodo(Player* pPlayer, Creature* pCreature)
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{
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if (pPlayer->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) && pCreature->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
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{
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//the expected quest objective
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pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
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pPlayer->RemoveAurasDueToSpell(SPELL_KODO_KOMBO_PLAYER_BUFF);
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pCreature->GetMotionMaster()->MoveIdle();
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}
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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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/*######
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## go_iruxos. Quest 5381
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######*/
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bool GOHello_go_iruxos(Player *pPlayer, GameObject* pGO)
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{
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if (pPlayer->GetQuestStatus(5381) == QUEST_STATUS_INCOMPLETE)
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pPlayer->SummonCreature(11876, pPlayer->GetInnPosX(),pPlayer->GetInnPosY(),pPlayer->GetInnPosZ(),0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
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return true;
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}
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void AddSC_desolace()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_aged_dying_ancient_kodo";
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newscript->GetAI = &GetAI_npc_aged_dying_ancient_kodo;
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newscript->pEffectDummyCreature = &EffectDummyCreature_npc_aged_dying_ancient_kodo;
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newscript->pGossipHello = &GossipHello_npc_aged_dying_ancient_kodo;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "go_iruxos";
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newscript->pGOHello = &GOHello_go_iruxos;
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newscript->RegisterSelf();
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}
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