*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
+116
View File
@@ -0,0 +1,116 @@
/*
* Copyright (C) 2009 Trinity <http://www.trinitycore.org/>
*
* 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
*/
/* Script Data Start
SDName: Dalaran
SDAuthor: WarHead, MaXiMiUS
SD%Complete: 99%
SDComment: For what is 63990+63991? Same function but don't work correct...
SDCategory: Dalaran
Script Data End */
#include "ScriptedPch.h"
/*******************************************************
* npc_mageguard_dalaran
*******************************************************/
enum Spells
{
SPELL_TRESPASSER_A = 54028,
SPELL_TRESPASSER_H = 54029
};
enum NPCs // All outdoor guards are within 35.0f of these NPCs
{
NPC_APPLEBOUGH_A = 29547,
NPC_SWEETBERRY_H = 29715,
};
struct TRINITY_DLL_DECL npc_mageguard_dalaranAI : public Scripted_NoMovementAI
{
npc_mageguard_dalaranAI(Creature* pCreature) : Scripted_NoMovementAI(pCreature)
{
pCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
pCreature->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_NORMAL, true);
pCreature->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_MAGIC, true);
}
void Reset(){}
void Aggro(Unit* pWho){}
void AttackStart(Unit* pWho){}
void MoveInLineOfSight(Unit *pWho)
{
if (!pWho || !pWho->IsInWorld() || pWho->GetZoneId() != 4395)
return;
if (!me->IsWithinDist(pWho, 65.0f, false))
return;
Player *pPlayer = pWho->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!pPlayer || pPlayer->isGameMaster() || pPlayer->IsBeingTeleported())
return;
switch (m_creature->GetEntry())
{
case 29254:
if (pPlayer->GetTeam() == HORDE) // Horde unit found in Alliance area
if (Creature *pOutdoorNPC = GetClosestCreatureWithEntry(me, NPC_APPLEBOUGH_A, 32.0f))
{
if (me->isInBackInMap(pWho, 12.0f)) // In my line of sight, "outdoors", and behind me
DoCast(pWho, SPELL_TRESPASSER_A); // Teleport the Horde unit out
}
else // In my line of sight, and "indoors"
DoCast(pWho, SPELL_TRESPASSER_A); // Teleport the Horde unit out
break;
case 29255:
if (pPlayer->GetTeam() == ALLIANCE) // Alliance unit found in Horde area
if (Creature *pOutdoorNPC = GetClosestCreatureWithEntry(me, NPC_SWEETBERRY_H, 32.0f))
{
if (me->isInBackInMap(pWho, 12.0f)) // In my line of sight, "outdoors", and behind me
DoCast(pWho, SPELL_TRESPASSER_H); // Teleport the Alliance unit out
}
else // In my line of sight, and "indoors"
DoCast(pWho, SPELL_TRESPASSER_H); // Teleport the Alliance unit out
break;
}
me->SetOrientation(me->GetHomePosition().GetOrientation());
return;
}
void UpdateAI(const uint32 diff){}
};
CreatureAI* GetAI_npc_mageguard_dalaran(Creature* pCreature)
{
return new npc_mageguard_dalaranAI(pCreature);
}
void AddSC_dalaran()
{
Script *newscript;
newscript = new Script;
newscript->Name = "npc_mageguard_dalaran";
newscript->GetAI = &GetAI_npc_mageguard_dalaran;
newscript->RegisterSelf();
}