*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

218
src/scripts/custom/test.cpp Normal file
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@@ -0,0 +1,218 @@
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* 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
*/
/* ScriptData
SDName: Test
SD%Complete: 100
SDComment: Script used for testing escortAI
SDCategory: Script Examples
EndScriptData */
#include "precompiled.h"
#include "escort_ai.h"
#define SAY_WALK "Hmm a nice day for a walk alright"
#define SAY_ATTACK "Wild Felboar attack!"
#define SAY_TIME_TO_GO "Time for me to go! See ya around $N!"
#define SAY_BYE "Bye Bye!"
#define SAY_AGGRO1 "Help $N! I'm under attack!"
#define SAY_AGGRO2 "Die scum!"
#define WHISPER_TOO_FAR "How dare you leave me like that! I hate you! =*("
#define SAY_DIE1 "...no...how could you let me die $N"
#define SAY_DIE2 "ugh..."
#define SAY_DEATHCOIL "Taste death!"
#define SAY_FIREWORKS "Fireworks!"
#define SAY_BUFF "Hmm, I think I could use a buff"
#define GOSSIP_TEXT1 "Click to Test Escort(Attack, Defend, Run)"
#define GOSSIP_TEXT2 "Click to Test Escort(NoAttack, NoDefend, Walk)"
#define GOSSIP_TEXT3 "Click to Test Escort(NoAttack, Defend, Walk)"
struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
{
public:
// CreatureAI functions
npc_testAI(Creature *c) : npc_escortAI(c) {}
uint32 DeathCoilTimer;
uint32 ChatTimer;
// Pure Virtual Functions
void WaypointReached(uint32 i)
{
switch (i)
{
case 1:
m_creature->Say(SAY_WALK, LANG_UNIVERSAL, 0);
break;
case 3:
{
m_creature->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
Creature* temp = m_creature->SummonCreature(21878, m_creature->GetPositionX()+5, m_creature->GetPositionY()+7, m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
if (temp)
temp->AI()->AttackStart(m_creature);
}
break;
case 4:
{
m_creature->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
Unit* temp = Unit::GetUnit(*m_creature, PlayerGUID);
if (temp)
{
temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
temp->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
}
}
break;
}
}
void Aggro(Unit*)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
m_creature->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
else m_creature->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
}
void Reset()
{
DeathCoilTimer = 4000;
ChatTimer = 4000;
}
void JustDied(Unit* killer)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
//killer = m_creature when player got to far from creature
if (killer == m_creature)
{
Unit *pTemp = Unit::GetUnit(*m_creature,PlayerGUID);
if (pTemp)
DoWhisper(WHISPER_TOO_FAR, pTemp);
}
else m_creature->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
}
else m_creature->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
}
void UpdateAI(const uint32 diff)
{
//Must update npc_escortAI
npc_escortAI::UpdateAI(diff);
//Combat check
if (m_creature->isInCombat() && m_creature->getVictim())
{
if (DeathCoilTimer < diff)
{
m_creature->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature->getVictim(), 33130, false);
DeathCoilTimer = 4000;
}else DeathCoilTimer -= diff;
}else
{
//Out of combat but being escorted
if (HasEscortState(STATE_ESCORT_ESCORTING))
if (ChatTimer < diff)
{
if (m_creature->HasAura(3593, 0))
{
m_creature->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature, 11540, false);
}else
{
m_creature->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature, 3593, false);
}
ChatTimer = 12000;
}else ChatTimer -= diff;
}
}
};
CreatureAI* GetAI_test(Creature* pCreature)
{
npc_testAI* testAI = new npc_testAI(pCreature);
testAI->AddWaypoint(0, 1231, -4419, 23);
testAI->AddWaypoint(1, 1198, -4440, 23, 0);
testAI->AddWaypoint(2, 1208, -4392, 23);
testAI->AddWaypoint(3, 1231, -4419, 23, 5000);
testAI->AddWaypoint(4, 1208, -4392, 23, 5000);
return (CreatureAI*)testAI;
}
bool GossipHello_npc_test(Player* pPlayer, Creature* pCreature)
{
pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
pCreature->prepareGossipMenu(pPlayer,0);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
pCreature->sendPreparedGossip(pPlayer);
return true;
}
bool GossipSelect_npc_test(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
{
pPlayer->CLOSE_GOSSIP_MENU();
((npc_escortAI*)(pCreature->AI()))->Start(true, true, pPlayer->GetGUID());
return true; // prevent Trinity core handling
}
if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
{
pPlayer->CLOSE_GOSSIP_MENU();
((npc_escortAI*)(pCreature->AI()))->Start(false, false, pPlayer->GetGUID());
return true; // prevent Trinity core handling
}
if (uiAction == GOSSIP_ACTION_INFO_DEF+3)
{
pPlayer->CLOSE_GOSSIP_MENU();
((npc_escortAI*)(pCreature->AI()))->Start(false, false, pPlayer->GetGUID());
return true; // prevent Trinity core handling
}
return false;
}
void AddSC_test()
{
Script *newscript;
newscript = new Script;
newscript->Name="test";
newscript->GetAI = &GetAI_test;
newscript->pGossipHello = &GossipHello_npc_test;
newscript->pGossipSelect = &GossipSelect_npc_test;
newscript->RegisterSelf();
}