*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: Icecrown
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SD%Complete: 100
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SDComment: Quest support: 12807
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SDCategory: Icecrown
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EndScriptData */
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/* ContentData
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npc_arete
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## npc_arete
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######*/
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#define GOSSIP_ARETE_ITEM1 "Lord-Commander, I would hear your tale."
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#define GOSSIP_ARETE_ITEM2 "<You nod slightly but do not complete the motion as the Lord-Commander narrows his eyes before he continues.>"
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#define GOSSIP_ARETE_ITEM3 "I thought that they now called themselves the Scarlet Onslaught?"
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#define GOSSIP_ARETE_ITEM4 "Where did the grand admiral go?"
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#define GOSSIP_ARETE_ITEM5 "That's fine. When do I start?"
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#define GOSSIP_ARETE_ITEM6 "Let's finish this!"
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#define GOSSIP_ARETE_ITEM7 "That's quite a tale, Lord-Commander."
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enum eArete
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{
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GOSSIP_TEXTID_ARETE1 = 13525,
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GOSSIP_TEXTID_ARETE2 = 13526,
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GOSSIP_TEXTID_ARETE3 = 13527,
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GOSSIP_TEXTID_ARETE4 = 13528,
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GOSSIP_TEXTID_ARETE5 = 13529,
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GOSSIP_TEXTID_ARETE6 = 13530,
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GOSSIP_TEXTID_ARETE7 = 13531,
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QUEST_THE_STORY_THUS_FAR = 12807
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};
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bool GossipHello_npc_arete(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(QUEST_THE_STORY_THUS_FAR) == QUEST_STATUS_INCOMPLETE)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE1, pCreature->GetGUID());
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return true;
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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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bool GossipSelect_npc_arete(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+1:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE2, 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_ARETE_ITEM3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE3, 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_ARETE_ITEM4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE4, 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_ARETE_ITEM5, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE5, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+5:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM6, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE6, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+6:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM7, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE7, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+7:
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pPlayer->CLOSE_GOSSIP_MENU();
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pPlayer->AreaExploredOrEventHappens(QUEST_THE_STORY_THUS_FAR);
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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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## The Valiant's Challenge Quest 13699
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######*/
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bool GossipHello_valiant_challenge(Player* player, Creature* _Creature)
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{
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if (player->GetQuestStatus(13699) == QUEST_STATUS_INCOMPLETE)
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{
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player->SummonCreature(30675, player->GetInnPosX(),player->GetInnPosY(),player->GetInnPosZ(),0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,1000000);
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}
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return true;
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}
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void AddSC_icecrown()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_arete";
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newscript->pGossipHello = &GossipHello_npc_arete;
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newscript->pGossipSelect = &GossipSelect_npc_arete;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "valiant_challenge";
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newscript->pGossipHello = &GossipHello_valiant_challenge;
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newscript->RegisterSelf();
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}
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