mirror of
https://github.com/TrinityCore/TrinityCore.git
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BuildSystem/ALL: Remove unused custom code (most are duplicated as in examples)
+ remove fileglobbing for scripts (less error-prone) + Create proper lists per "scriptsection" NOTE! This change requires new files (cpp/h) to be MANUALLY ADDED to <type>/CmakeLists.txt --HG-- branch : trunk
This commit is contained in:
5
src/server/scripts/Custom/CMakeLists.txt
Normal file
5
src/server/scripts/Custom/CMakeLists.txt
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@@ -0,0 +1,5 @@
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set(scripts_STAT_SRCS
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${scripts_STAT_SRCS}
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)
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message(" -> Prepared: Custom")
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@@ -1,276 +0,0 @@
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/*
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* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
|
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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||||
* FITNESS FOR A PARTICULAR PURPOSE. See the 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 along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Custom_Example
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SD%Complete: 100
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SDComment: Short custom scripting example
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SDCategory: Script Examples
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EndScriptData */
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#include "precompiled.h"
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// **** This script is designed as an example for others to build on ****
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// **** Please modify whatever you'd like to as this script is only for developement ****
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// **** Script Info ****
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// This script is written in a way that it can be used for both friendly and hostile monsters
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// Its primary purpose is to show just how much you can really do with scripts
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// I recommend trying it out on both an agressive NPC and on friendly npc
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// **** Quick Info ****
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// Functions with Handled Function marked above them are functions that are called automatically by the core
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// Functions that are marked Custom Function are functions I've created to simplify code
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#define SPELL_BUFF 25661
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#define SPELL_ONE 12555
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#define SPELL_ONE_ALT 24099
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#define SPELL_TWO 10017
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#define SPELL_THREE 26027
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#define SPELL_ENRAGE 23537
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#define SPELL_BESERK 32309
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#define SAY_AGGRO "Let the games begin."
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#define SAY_RANDOM_0 "I see endless suffering. I see torment. I see rage. I see everything."
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#define SAY_RANDOM_1 "Muahahahaha"
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#define SAY_RANDOM_2 "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets."
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#define SAY_RANDOM_3 "You are already dead."
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#define SAY_RANDOM_4 "Where to go? What to do? So many choices that all end in pain, end in death."
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#define SAY_BESERK "$N, I sentance you to death!"
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#define SAY_PHASE "The suffering has just begun!"
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#define GOSSIP_ITEM "I'm looking for a fight"
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#define SAY_DANCE "I always thought I was a good dancer"
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#define SAY_SALUTE "Move out Soldier!"
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//This is the GetAI method used by all scripts that involve AI
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//It is called every time a new Creature using this script is created
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class custom_example : public CreatureScript
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{
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public:
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custom_example() : CreatureScript("custom_example") { }
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bool OnReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
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{
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pCreature->HandleEmoteCommand(emote);
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if (emote == TEXTEMOTE_DANCE)
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((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);
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if (emote == TEXTEMOTE_SALUTE)
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((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);
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return true;
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}
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bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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pPlayer->PlayerTalkClass->ClearMenus();
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if (uiSender == GOSSIP_SENDER_MAIN)
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SendDefaultMenu(pPlayer, pCreature, uiAction);
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return true;
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}
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bool OnGossipHello(Player* pPlayer, Creature* pCreature)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
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return true;
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}
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//This function is called when the player clicks an option on the gossip menu
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void SendDefaultMenu(Player* pPlayer, Creature* pCreature, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) //Fight time
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{
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//Set our faction to hostile twoards all
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pCreature->setFaction(24);
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pCreature->Attack(pPlayer, true);
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pPlayer->PlayerTalkClass->CloseGossip();
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}
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}
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CreatureAI* GetAI(Creature* pCreature) const
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{
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return new custom_exampleAI (pCreature);
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}
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struct custom_exampleAI : public ScriptedAI
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{
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//*** HANDLED FUNCTION ***
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//This is the constructor, called only once when the Creature is first created
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custom_exampleAI(Creature *c) : ScriptedAI(c) {}
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//*** CUSTOM VARIABLES ****
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//These variables are for use only by this individual script.
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//Nothing else will ever call them but us.
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uint32 Say_Timer; //Timer for random chat
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uint32 Rebuff_Timer; //Timer for rebuffing
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uint32 Spell_1_Timer; //Timer for spell 1 when in combat
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uint32 Spell_2_Timer; //Timer for spell 1 when in combat
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uint32 Spell_3_Timer; //Timer for spell 1 when in combat
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uint32 Beserk_Timer; //Timer until we go into Beserk (enraged) mode
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uint32 Phase; //The current battle phase we are in
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uint32 Phase_Timer; //Timer until phase transition
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//*** HANDLED FUNCTION ***
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//This is called whenever the core decides we need to evade
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void Reset()
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{
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Phase = 1; //Start in phase 1
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Phase_Timer = 60000; //60 seconds
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Spell_1_Timer = 5000; //5 seconds
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Spell_2_Timer = 37000; //37 seconds
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Spell_3_Timer = 19000; //19 seconds
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Beserk_Timer = 120000; //2 minutes
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}
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//*** HANDLED FUNCTION ***
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//Attack Start is called whenever someone hits us.
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void EnterCombat(Unit *who)
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{
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//Say some stuff
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DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8280);
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}
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//*** HANDLED FUNCTION ***
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//Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
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void UpdateAI(const uint32 diff)
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{
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//Out of combat timers
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if (!me->getVictim())
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{
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//Random Say timer
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if (Say_Timer < diff)
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{
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//Random switch between 5 outcomes
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switch (rand()%5)
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{
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case 0:
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DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
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break;
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case 1:
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DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8818);
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break;
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case 2:
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DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8041);
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break;
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case 3:
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DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8581);
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break;
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case 4:
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DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,8791);
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break;
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}
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Say_Timer = 45000; //Say something agian in 45 seconds
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}else Say_Timer -= diff;
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//Rebuff timer
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if (Rebuff_Timer < diff)
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{
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DoCast(me,SPELL_BUFF);
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Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
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}else Rebuff_Timer -= diff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//Spell 1 timer
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if (Spell_1_Timer < diff)
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{
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//Cast spell one on our current target.
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if (rand()%50 > 10)
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DoCast(me->getVictim(),SPELL_ONE_ALT);
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else if (me->IsWithinDist(me->getVictim(), 25))
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DoCast(me->getVictim(),SPELL_ONE);
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Spell_1_Timer = 5000;
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}else Spell_1_Timer -= diff;
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//Spell 2 timer
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if (Spell_2_Timer < diff)
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{
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//Cast spell one on our current target.
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DoCast(me->getVictim(),SPELL_TWO);
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Spell_2_Timer = 37000;
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}else Spell_2_Timer -= diff;
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//Spell 3 timer
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if (Phase > 1)
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if (Spell_3_Timer < diff)
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{
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//Cast spell one on our current target.
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DoCast(me->getVictim(),SPELL_THREE);
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Spell_3_Timer = 19000;
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}else Spell_3_Timer -= diff;
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//Beserk timer
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if (Phase > 1)
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if (Beserk_Timer < diff)
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{
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//Say our line then cast uber death spell
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DoPlaySoundToSet(me,8588);
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DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
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DoCast(me->getVictim(),SPELL_BESERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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Beserk_Timer = 12000;
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}else Beserk_Timer -= diff;
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//Phase timer
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if (Phase == 1)
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if (Phase_Timer < diff)
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{
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//Go to next phase
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Phase++;
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DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
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DoCast(me,SPELL_ENRAGE);
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}else Phase_Timer -= diff;
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DoMeleeAttackIfReady();
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}
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};
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};
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//This is the actual function called only once durring InitScripts()
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//It must define all handled functions that are to be run in this script
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//For example if you want this Script to handle Emotes you must include
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//newscript->ReciveEmote = My_Emote_Function;
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void AddSC_custom_example()
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{
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new custom_example();
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}
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@@ -1,92 +0,0 @@
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/*
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* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/* ScriptData
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||||
SDName: Custom_Gossip_Codebox
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SD%Complete: 100
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SDComment: Show a codebox in gossip option
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SDCategory: Script Examples
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EndScriptData */
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#include "precompiled.h"
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#include <cstring>
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#define GOSSIP_ITEM_EXTENDED "A quiz: what's your name?"
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#define GOSSIP_ITEM "I'm not interested"
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#define SAY_NOT_INTERESTED "Normal select, guess you're not interested."
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#define SAY_WRONG "Wrong!"
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#define SAY_RIGHT "You're right, you are allowed to see my inner secrets."
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//This function is called when the player opens the gossip menubool
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class custom_gossip_codebox : public GameObjectScript
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{
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||||
public:
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custom_gossip_codebox() : GameObjectScript("custom_gossip_codebox") { }
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||||
bool GossipSelectWithCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
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{
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||||
if (uiSender == GOSSIP_SENDER_MAIN)
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||||
{
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||||
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
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||||
{
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||||
if (std::strcmp(sCode, pPlayer->GetName())!=0)
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||||
{
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||||
pCreature->Say(SAY_WRONG, LANG_UNIVERSAL, 0);
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pCreature->CastSpell(pPlayer, 12826, true);
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||||
}
|
||||
else
|
||||
{
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pCreature->Say(SAY_RIGHT, LANG_UNIVERSAL, 0);
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||||
pCreature->CastSpell(pPlayer, 26990, true);
|
||||
}
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
|
||||
{
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
|
||||
{
|
||||
pCreature->Say(SAY_NOT_INTERESTED, LANG_UNIVERSAL, 0);
|
||||
pPlayer->CLOSE_GOSSIP_MENU();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GossipHello(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
|
||||
|
||||
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
|
||||
return true;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
//This function is called when the player clicks an option on the gossip menubool
|
||||
|
||||
|
||||
void AddSC_custom_gossip_codebox()
|
||||
{
|
||||
new custom_gossip_codebox();
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2008-2010 TrinityCore <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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "ScriptPCH.h"
|
||||
#include "WorldPacket.h"
|
||||
|
||||
#define GOSSIP_FLIGHT "I need a ride"
|
||||
|
||||
class npc_acherus_taxi : public CreatureScript
|
||||
{
|
||||
public:
|
||||
npc_acherus_taxi() : CreatureScript("npc_acherus_taxi") { }
|
||||
|
||||
bool OnGossipHello(Player *pPlayer, Creature *pCreature)
|
||||
{
|
||||
pPlayer->SetTaxiCheater(true);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_FLIGHT, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
|
||||
pPlayer->SEND_GOSSIP_MENU(9978, pCreature->GetGUID());
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnGossipSelect(Player *pPlayer, Creature * /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
|
||||
{
|
||||
pPlayer->PlayerTalkClass->ClearMenus();
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
|
||||
{
|
||||
if (pPlayer->GetPositionZ() >= 316)
|
||||
pPlayer->GetSession()->SendDoFlight(24446, 1053);
|
||||
else
|
||||
pPlayer->GetSession()->SendDoFlight(24446, 1054);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
void AddSC_npc_acherus_taxi()
|
||||
{
|
||||
new npc_acherus_taxi;
|
||||
}
|
||||
@@ -1,116 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2008-2010 TrinityCore <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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "ScriptPCH.h"
|
||||
#include "WorldPacket.h"
|
||||
|
||||
#define GOSSIP_UP "My Lord, I must go to the upper floor of the temple."
|
||||
#define GOSSIP_DOWN "I would like to take a flight to the ground, Lord Afrasastrasz."
|
||||
#define GOSSIP_MIDDLE "Can you spare a drake to travel to Lord Afrasastrasz, in the middle of the temple?"
|
||||
#define GOSSIP_TOP "Please, Let me take one of these dragons to the top floor of the temple."
|
||||
#define GOSSIP_BOTTOM "Yes, Please. I would like to return to the ground floor of the temple."
|
||||
#define GOSSIP_ONEDOWN "I would like to see Lord Afrasastrasz, in the middle of the temple."
|
||||
|
||||
class npc_wyrmrest_temple_middle_taxi : public CreatureScript
|
||||
{
|
||||
public:
|
||||
npc_wyrmrest_temple_middle_taxi() : CreatureScript("npc_wyrmresttempelmiddle_taxi") { }
|
||||
|
||||
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->SetTaxiCheater(true);
|
||||
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_UP, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_DOWN, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
|
||||
pPlayer->SEND_GOSSIP_MENU(12887, pCreature->GetGUID());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
|
||||
{
|
||||
pPlayer->PlayerTalkClass->ClearMenus();
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
|
||||
pPlayer->GetSession()->SendDoFlight(6376, 881);
|
||||
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 2)
|
||||
pPlayer->GetSession()->SendDoFlight(6376, 882);
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
class npc_wyrmrest_temple_bottom_taxi : public CreatureScript
|
||||
{
|
||||
public:
|
||||
npc_wyrmrest_temple_bottom_taxi() : CreatureScript("npc_wyrmresttempelbottom_taxi") { }
|
||||
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->SetTaxiCheater(true);
|
||||
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TOP, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MIDDLE, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
|
||||
pPlayer->SEND_GOSSIP_MENU(12713, pCreature->GetGUID());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
|
||||
{
|
||||
pPlayer->PlayerTalkClass->ClearMenus();
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 4)
|
||||
pPlayer->GetSession()->SendDoFlight(6376, 878);
|
||||
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 3)
|
||||
pPlayer->GetSession()->SendDoFlight(6376, 883);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
class npc_wyrmrest_temple_top_taxi : public CreatureScript
|
||||
{
|
||||
public:
|
||||
npc_wyrmrest_temple_top_taxi() : CreatureScript("npc_wyrmresttempeltop_taxi") { }
|
||||
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
|
||||
{
|
||||
pPlayer->SetTaxiCheater(true);
|
||||
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_BOTTOM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
|
||||
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ONEDOWN, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
|
||||
pPlayer->SEND_GOSSIP_MENU(12714, pCreature->GetGUID());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
|
||||
{
|
||||
pPlayer->PlayerTalkClass->ClearMenus();
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 5)
|
||||
pPlayer->GetSession()->SendDoFlight(6376, 879);
|
||||
|
||||
if (uiAction == GOSSIP_ACTION_INFO_DEF + 6)
|
||||
pPlayer->GetSession()->SendDoFlight(6376, 880);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
void AddSC_npc_wyrmresttempel_taxi()
|
||||
{
|
||||
new npc_wyrmrest_temple_middle_taxi;
|
||||
new npc_wyrmrest_temple_bottom_taxi;
|
||||
new npc_wyrmrest_temple_top_taxi;
|
||||
}
|
||||
@@ -1,222 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/* 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:
|
||||
me->Say(SAY_WALK, LANG_UNIVERSAL, 0);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
{
|
||||
me->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
|
||||
Creature* temp = me->SummonCreature(21878, me->GetPositionX()+5, me->GetPositionY()+7, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
|
||||
if (temp)
|
||||
temp->AI()->AttackStart(me);
|
||||
}
|
||||
break;
|
||||
|
||||
case 4:
|
||||
{
|
||||
me->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
|
||||
me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
|
||||
|
||||
Unit* temp = Unit::GetUnit(*me, PlayerGUID);
|
||||
if (temp)
|
||||
{
|
||||
temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
|
||||
temp->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void EnterCombat(Unit*)
|
||||
{
|
||||
if (HasEscortState(STATE_ESCORT_ESCORTING))
|
||||
me->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
|
||||
else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
DeathCoilTimer = 4000;
|
||||
ChatTimer = 4000;
|
||||
}
|
||||
|
||||
void JustDied(Unit* killer)
|
||||
{
|
||||
if (HasEscortState(STATE_ESCORT_ESCORTING))
|
||||
{
|
||||
//killer = me when player got to far from creature
|
||||
if (killer == me)
|
||||
{
|
||||
Unit *pTemp = Unit::GetUnit(*me,PlayerGUID);
|
||||
if (pTemp)
|
||||
DoWhisper(WHISPER_TOO_FAR, pTemp);
|
||||
}
|
||||
else me->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
|
||||
}
|
||||
else me->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
|
||||
}
|
||||
|
||||
void UpdateAI(const uint32 diff)
|
||||
{
|
||||
//Must update npc_escortAI
|
||||
npc_escortAI::UpdateAI(diff);
|
||||
|
||||
//Combat check
|
||||
if (me->isInCombat() && me->getVictim())
|
||||
{
|
||||
if (DeathCoilTimer < diff)
|
||||
{
|
||||
me->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
|
||||
me->CastSpell(me->getVictim(), 33130, false);
|
||||
|
||||
DeathCoilTimer = 4000;
|
||||
}else DeathCoilTimer -= diff;
|
||||
}else
|
||||
{
|
||||
//Out of combat but being escorted
|
||||
if (HasEscortState(STATE_ESCORT_ESCORTING))
|
||||
if (ChatTimer < diff)
|
||||
{
|
||||
if (me->HasAura(3593, 0))
|
||||
{
|
||||
me->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
|
||||
me->CastSpell(me, 11540, false);
|
||||
}else
|
||||
{
|
||||
me->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
|
||||
me->CastSpell(me, 3593, false);
|
||||
}
|
||||
|
||||
ChatTimer = 12000;
|
||||
}else ChatTimer -= diff;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class test : public CreatureScript
|
||||
{
|
||||
public:
|
||||
test() : CreatureScript("test") { }
|
||||
|
||||
bool GossipSelect_npc(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;
|
||||
}
|
||||
|
||||
bool GossipHello_npc(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;
|
||||
}
|
||||
|
||||
CreatureAI* GetAI(Creature* pCreature) const
|
||||
{
|
||||
npcAI* testAI = new npcAI(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;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
void AddSC_test()
|
||||
{
|
||||
new test();
|
||||
}
|
||||
Reference in New Issue
Block a user