Core/CreatureTextMgr: added basic chat function, you can now experiment with it if bored --HG-- branch : trunk
197 lines
3.4 KiB
C++
197 lines
3.4 KiB
C++
/*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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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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#include "Common.h"
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#include "DatabaseEnv.h"
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#include "SQLStorage.h"
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#include "SmartAI.h"
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#include "ObjectMgr.h"
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#include "ProgressBar.h"
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#include "ObjectDefines.h"
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#include "GridDefines.h"
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#include "ConditionMgr.h"
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#include "CreatureTextMgr.h"
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void SmartAIMgr::LoadSmartAIFromDB()
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{
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//Drop Existing SmartAI List
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}
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SmartAI::SmartAI(Creature *c) : CreatureAI(c)
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{
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// copy script to local (pretection for table reload)
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mTestTimer = 0;
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}
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int SmartAI::Permissible(const Creature *creature)
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{
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if (creature->GetAIName() == "SmartAI")
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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void SmartAI::UpdateAI(const uint32 diff)
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{
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if (mTestTimer < diff)
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{
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mTestTimer = 60000;
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sCreatureTextMgr.SendChat(me,"CHAT_TYPE_SAY", CHAT_TYPE_SAY);
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} else mTestTimer -= diff;
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}
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void SmartAI::JustRespawned()
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{
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}
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void SmartAI::Reset()
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{
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}
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void SmartAI::JustReachedHome()
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{
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}
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void SmartAI::EnterCombat(Unit *enemy)
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{
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}
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void SmartAI::EnterEvadeMode()
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{
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}
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void SmartAI::JustDied(Unit* killer)
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{
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}
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void SmartAI::KilledUnit(Unit* victim)
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{
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}
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void SmartAI::JustSummoned(Creature* pUnit)
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{
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}
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void SmartAI::AttackStart(Unit *who)
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{
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if (who && me->Attack(who, true))
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me->GetMotionMaster()->MoveChase(who);
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}
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void SmartAI::MoveInLineOfSight(Unit *who)
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{
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//CanAIAttack
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}
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void SmartAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
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{
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}
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void SmartAI::SpellHitTarget(Unit* target, const SpellEntry*)
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{
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}
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void SmartAI::DamageTaken(Unit* done_by, uint32& damage)
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{
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}
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void SmartAI::HealReceived(Unit* done_by, uint32& addhealth)
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{
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}
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void SmartAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
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{
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}
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void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
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{
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}
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void SmartAI::IsSummonedBy(Unit* summoner)
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{
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}
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void SmartAI::DamageDealt(Unit * done_to, uint32 & damage)
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{
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}
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void SmartAI::SummonedCreatureDespawn(Creature* unit)
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{
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}
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void SmartAI::UpdateAIWhileCharmed(const uint32 diff)
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{
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}
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void SmartAI::CorpseRemoved(uint32 & respawnDelay)
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{
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}
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void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply)
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{
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}
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void SmartAI::InitializeAI()
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{
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}
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void SmartAI::OnCharmed(bool apply)
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{
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}
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bool SmartAI::CanAIAttack(const Unit* who) const
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{
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return true;
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}
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void SmartAI::DoAction(const int32 param)
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{
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}
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uint32 SmartAI::GetData(uint32 id)
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{
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return 0;
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}
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void SmartAI::SetData(uint32 id, uint32 value)
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{
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}
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void SmartAI::SetGUID(const uint64 &guid, int32 id)
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{
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}
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uint64 SmartAI::GetGUID(int32 id)
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{
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return 0;
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}
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void SmartAI::MovepointReached(uint32 id)
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{
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}
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void SmartAI::MovepointStart(uint32 id)
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{
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}
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void SmartAI::SetRun(bool run)
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{
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}
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void SmartAI::SetMovePathEndAction(SMARTAI_ACTION action)
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{
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} |