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Scripts: enhance SCRIPT_COMMAND_TALK command to make Players talk (add 0x1 bit to datalong2 and command will expect Player instead of Creature for talking).
--HG-- branch : trunk
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@@ -2267,7 +2267,7 @@ void Creature::AllLootRemovedFromCorpse()
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else
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decayRate = 0.0f;
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uint32 diff = (m_corpseRemoveTime - now) * decayRate;
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uint32 diff = uint32((m_corpseRemoveTime - now) * decayRate);
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m_corpseRemoveTime -= diff;
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m_respawnTime -= diff;
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@@ -3030,40 +3030,75 @@ void Map::ScriptsProcess()
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switch (step.script->command)
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{
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case SCRIPT_COMMAND_TALK:
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// Source or target must be Creature.
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if (Creature *cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
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if (step.script->datalong > CHAT_TYPE_WHISPER)
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{
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if (step.script->datalong > CHAT_TYPE_WHISPER)
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sLog.outError("%s invalid chat type (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->datalong);
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break;
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}
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if (step.script->datalong2 & 0x1)
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{
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if (Player *pSource = _GetScriptPlayerSourceOrTarget(source, target, step.script))
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{
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sLog.outError("%s invalid chat type (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->datalong);
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break;
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}
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uint64 targetGUID = target ? target->GetGUID() : 0;
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int loc_idx = pSource->GetSession()->GetSessionDbLocaleIndex();
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const std::string text(sObjectMgr.GetTrinityString(step.script->dataint, loc_idx));
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uint64 targetGUID = target ? target->GetGUID() : 0;
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switch (step.script->datalong)
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{
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case CHAT_TYPE_SAY:
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cSource->Say(step.script->dataint, LANG_UNIVERSAL, targetGUID);
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break;
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case CHAT_TYPE_YELL:
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cSource->Yell(step.script->dataint, LANG_UNIVERSAL, targetGUID);
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break;
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case CHAT_TYPE_TEXT_EMOTE:
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cSource->TextEmote(step.script->dataint, targetGUID);
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break;
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case CHAT_TYPE_BOSS_EMOTE:
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cSource->MonsterTextEmote(step.script->dataint, targetGUID, true);
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break;
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case CHAT_TYPE_WHISPER:
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if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
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{
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sLog.outError("%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
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switch (step.script->datalong)
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{
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case CHAT_TYPE_SAY:
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pSource->Say(text, LANG_UNIVERSAL);
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break;
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}
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cSource->Whisper(step.script->dataint, targetGUID);
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break;
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default:
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break; // must be already checked at load
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case CHAT_TYPE_YELL:
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pSource->Yell(text, LANG_UNIVERSAL);
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break;
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case CHAT_TYPE_TEXT_EMOTE:
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case CHAT_TYPE_BOSS_EMOTE:
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pSource->TextEmote(text);
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break;
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case CHAT_TYPE_WHISPER:
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if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
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{
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sLog.outError("%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
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break;
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}
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pSource->Whisper(text, LANG_UNIVERSAL, targetGUID);
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break;
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default:
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break; // must be already checked at load
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}
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}
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}
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else
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{
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// Source or target must be Creature.
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if (Creature *cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
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{
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uint64 targetGUID = target ? target->GetGUID() : 0;
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switch (step.script->datalong)
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{
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case CHAT_TYPE_SAY:
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cSource->Say(step.script->dataint, LANG_UNIVERSAL, targetGUID);
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break;
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case CHAT_TYPE_YELL:
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cSource->Yell(step.script->dataint, LANG_UNIVERSAL, targetGUID);
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break;
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case CHAT_TYPE_TEXT_EMOTE:
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cSource->TextEmote(step.script->dataint, targetGUID);
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break;
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case CHAT_TYPE_BOSS_EMOTE:
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cSource->MonsterTextEmote(step.script->dataint, targetGUID, true);
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break;
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case CHAT_TYPE_WHISPER:
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if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
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{
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sLog.outError("%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
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break;
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}
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cSource->Whisper(step.script->dataint, targetGUID);
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break;
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default:
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break; // must be already checked at load
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}
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}
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}
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break;
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@@ -455,7 +455,7 @@ enum WorldStates
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// DB scripting commands
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enum ScriptCommands
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{
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SCRIPT_COMMAND_TALK = 0, // source/target = Creature, target = any, datalong = talk type (0=say, 1=whisper, 2=yell, 3=emote text, 4=boss emote text), dataint = string_id
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SCRIPT_COMMAND_TALK = 0, // source/target = Creature, target = any, datalong = talk type (0=say, 1=whisper, 2=yell, 3=emote text, 4=boss emote text), datalong2 & 1 = player talk (instead of creature), dataint = string_id
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SCRIPT_COMMAND_EMOTE = 1, // source/target = Creature, datalong = emote id, datalong2 = 0: set emote state; > 0: play emote state
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SCRIPT_COMMAND_FIELD_SET = 2, // source/target = Creature, datalong = field id, datalog2 = value
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SCRIPT_COMMAND_MOVE_TO = 3, // source/target = Creature, datalong2 = time to reach, x/y/z = destination
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