*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:
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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: Winterspring
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SD%Complete: 90
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SDComment: Quest support: 5126 (Loraxs' tale missing proper gossip items text). Vendor Rivern Frostwind. Obtain Cache of Mau'ari
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SDCategory: Winterspring
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EndScriptData */
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/* ContentData
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npc_lorax
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npc_rivern_frostwind
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npc_witch_doctor_mauari
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## npc_lorax
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######*/
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#define GOSSIP_HL "Talk to me"
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#define GOSSIP_SL1 "What do you do here?"
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#define GOSSIP_SL2 "I can help you"
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#define GOSSIP_SL3 "What deal?"
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#define GOSSIP_SL4 "Then what happened?"
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#define GOSSIP_SL5 "He is not safe, i'll make sure of that."
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bool GossipHello_npc_lorax(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(5126) == QUEST_STATUS_INCOMPLETE)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HL, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF);
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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_lorax(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_SL1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->SEND_GOSSIP_MENU(3759, 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_SL2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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pPlayer->SEND_GOSSIP_MENU(3760, 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_SL3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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pPlayer->SEND_GOSSIP_MENU(3761, 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_SL4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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pPlayer->SEND_GOSSIP_MENU(3762, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+4:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SL5, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
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pPlayer->SEND_GOSSIP_MENU(3763, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+5:
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pPlayer->CLOSE_GOSSIP_MENU();
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pPlayer->AreaExploredOrEventHappens(5126);
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break;
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}
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return true;
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}
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/*######
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## npc_rivern_frostwind
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######*/
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bool GossipHello_npc_rivern_frostwind(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 (pCreature->isVendor() && pPlayer->GetReputationRank(589) == REP_EXALTED)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_VENDOR, GOSSIP_TEXT_BROWSE_GOODS, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_TRADE);
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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_rivern_frostwind(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_TRADE)
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pPlayer->SEND_VENDORLIST(pCreature->GetGUID());
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return true;
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}
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/*######
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## npc_witch_doctor_mauari
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######*/
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#define GOSSIP_HWDM "I'd like you to make me a new Cache of Mau'ari please."
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bool GossipHello_npc_witch_doctor_mauari(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->GetQuestRewardStatus(975))
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HWDM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(3377, pCreature->GetGUID());
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}else
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pPlayer->SEND_GOSSIP_MENU(3375, pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_witch_doctor_mauari(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction ==GOSSIP_ACTION_INFO_DEF+1)
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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pCreature->CastSpell(pPlayer, 16351, false);
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}
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return true;
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}
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void AddSC_winterspring()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_lorax";
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newscript->pGossipHello = &GossipHello_npc_lorax;
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newscript->pGossipSelect = &GossipSelect_npc_lorax;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_rivern_frostwind";
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newscript->pGossipHello = &GossipHello_npc_rivern_frostwind;
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newscript->pGossipSelect = &GossipSelect_npc_rivern_frostwind;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_witch_doctor_mauari";
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newscript->pGossipHello = &GossipHello_npc_witch_doctor_mauari;
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newscript->pGossipSelect = &GossipSelect_npc_witch_doctor_mauari;
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newscript->RegisterSelf();
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}
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