diff options
| author | Rat <none@none> | 2010-01-19 11:36:05 +0100 |
|---|---|---|
| committer | Rat <none@none> | 2010-01-19 11:36:05 +0100 |
| commit | 0cc053ea4d42ce405a915857f75ee00f0f65666b (patch) | |
| tree | 7c25955ee5db618deee963f515ba061fbb1e1e8c /src/bindings/scripts/include | |
| parent | f5dea61b66a616110cfc82ff640ec448b1efa702 (diff) | |
*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
Diffstat (limited to 'src/bindings/scripts/include')
| -rw-r--r-- | src/bindings/scripts/include/precompiled.cpp | 6 | ||||
| -rw-r--r-- | src/bindings/scripts/include/precompiled.h | 37 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 772 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.h | 290 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_gossip.h | 191 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_instance.h | 20 |
6 files changed, 0 insertions, 1316 deletions
diff --git a/src/bindings/scripts/include/precompiled.cpp b/src/bindings/scripts/include/precompiled.cpp deleted file mode 100644 index 75bfae9e1c4..00000000000 --- a/src/bindings/scripts/include/precompiled.cpp +++ /dev/null @@ -1,6 +0,0 @@ -/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> -* This program is free software licensed under GPL version 2 -* Please see the included DOCS/LICENSE.TXT for more information */ - -#include "precompiled.h" - diff --git a/src/bindings/scripts/include/precompiled.h b/src/bindings/scripts/include/precompiled.h deleted file mode 100644 index 3d8e1a12cc8..00000000000 --- a/src/bindings/scripts/include/precompiled.h +++ /dev/null @@ -1,37 +0,0 @@ -/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> -* This program is free software licensed under GPL version 2 -* Please see the included DOCS/LICENSE.TXT for more information */ - -#ifndef SC_PRECOMPILED_H -#define SC_PRECOMPILED_H - -#include "../ScriptMgr.h" -#include "Cell.h" -#include "CellImpl.h" -#include "GameEventMgr.h" -#include "GridNotifiers.h" -#include "GridNotifiersImpl.h" -#include "Unit.h" -#include "GameObject.h" -#include "sc_creature.h" -#include "sc_gossip.h" -#include "sc_instance.h" -#include "CombatAI.h" -#include "PassiveAI.h" -#include "Chat.h" -#include "DBCStructure.h" -#include "DBCStores.h" - -#ifdef WIN32 -#include <windows.h> -BOOL APIENTRY DllMain( HANDLE hModule, -DWORD ul_reason_for_call, -LPVOID lpReserved -) -{ - return true; -} -#endif - -#endif - diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp deleted file mode 100644 index d49fbff26f6..00000000000 --- a/src/bindings/scripts/include/sc_creature.cpp +++ /dev/null @@ -1,772 +0,0 @@ -/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> - * - * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> - * - * This program is free software licensed under GPL version 2 - * Please see the included DOCS/LICENSE.TXT for more information */ - -#include "precompiled.h" -#include "Item.h" -#include "Spell.h" -#include "ObjectMgr.h" -#include "TemporarySummon.h" - -// Spell summary for ScriptedAI::SelectSpell -struct TSpellSummary -{ - uint8 Targets; // set of enum SelectTarget - uint8 Effects; // set of enum SelectEffect -} *SpellSummary; - -void SummonList::DoZoneInCombat(uint32 entry) -{ - for (iterator i = begin(); i != end();) - { - Creature *summon = Unit::GetCreature(*m_creature, *i); - ++i; - if(summon && summon->IsAIEnabled - && (!entry || summon->GetEntry() == entry)) - summon->AI()->DoZoneInCombat(); - } -} - -void SummonList::DoAction(uint32 entry, uint32 info) -{ - for (iterator i = begin(); i != end();) - { - Creature *summon = Unit::GetCreature(*m_creature, *i); - ++i; - if(summon && summon->IsAIEnabled - && (!entry || summon->GetEntry() == entry)) - summon->AI()->DoAction(info); - } -} - -void SummonList::DespawnEntry(uint32 entry) -{ - for (iterator i = begin(); i != end();) - { - Creature *summon = Unit::GetCreature(*m_creature, *i); - if(!summon) - erase(i++); - else if(summon->GetEntry() == entry) - { - erase(i++); - summon->setDeathState(JUST_DIED); - summon->RemoveCorpse(); - } - else - ++i; - } -} - -void SummonList::DespawnAll() -{ - while(!empty()) - { - Creature *summon = Unit::GetCreature(*m_creature, *begin()); - if(!summon) - erase(begin()); - else - { - erase(begin()); - if(summon->isSummon()) - { - summon->DestroyForNearbyPlayers(); - CAST_SUM(summon)->UnSummon(); - } - else - summon->DisappearAndDie(); - } - } -} - -ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature), - m_creature(pCreature), - IsFleeing(false), - m_bCombatMovement(true), - m_uiEvadeCheckCooldown(2500) -{ - m_heroicMode = m_creature->GetMap()->IsHeroic(); - m_difficulty = Difficulty(m_creature->GetMap()->GetSpawnMode()); -} - -void ScriptedAI::AttackStartNoMove(Unit* pWho) -{ - if (!pWho) - return; - - if(m_creature->Attack(pWho, false)) - DoStartNoMovement(pWho); -} - -void ScriptedAI::UpdateAI(const uint32 uiDiff) -{ - //Check if we have a current target - if (!UpdateVictim()) - return; - - if (m_creature->isAttackReady()) - { - //If we are within range melee the target - if (m_creature->IsWithinMeleeRange(m_creature->getVictim())) - { - m_creature->AttackerStateUpdate(m_creature->getVictim()); - m_creature->resetAttackTimer(); - } - } -} - -void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle) -{ - if (pVictim) - m_creature->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle); -} - -void ScriptedAI::DoStartNoMovement(Unit* pVictim) -{ - if (!pVictim) - return; - - m_creature->GetMotionMaster()->MoveIdle(); -} - -void ScriptedAI::DoStopAttack() -{ - if (m_creature->getVictim()) - m_creature->AttackStop(); -} - -void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered) -{ - if (!pTarget || m_creature->IsNonMeleeSpellCasted(false)) - return; - - m_creature->StopMoving(); - m_creature->CastSpell(pTarget, pSpellInfo, bTriggered); -} - -void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId) -{ - if (!pSource) - return; - - if (!GetSoundEntriesStore()->LookupEntry(uiSoundId)) - { - error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow()); - return; - } - - pSource->PlayDirectSound(uiSoundId); -} - -Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime) -{ - return m_creature->SummonCreature(uiId, m_creature->GetPositionX()+fX, m_creature->GetPositionY()+fY, m_creature->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime); -} - -Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition) -{ - //ThreatList m_threatlist; - std::list<HostilReference*>& threatlist = m_creature->getThreatManager().getThreatList(); - std::list<HostilReference*>::iterator itr = threatlist.begin(); - std::list<HostilReference*>::reverse_iterator ritr = threatlist.rbegin(); - - if (uiPosition >= threatlist.size() || !threatlist.size()) - return NULL; - - switch (pTarget) - { - case SELECT_TARGET_RANDOM: - advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition ) )); - return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid()); - break; - - case SELECT_TARGET_TOPAGGRO: - advance (itr , uiPosition); - return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid()); - break; - - case SELECT_TARGET_BOTTOMAGGRO: - advance (ritr , uiPosition); - return Unit::GetUnit((*m_creature),(*ritr)->getUnitGuid()); - break; - } - - return NULL; -} - -SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects) -{ - //No target so we can't cast - if (!pTarget) - return false; - - //Silenced so we can't cast - if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) - return false; - - //Using the extended script system we first create a list of viable spells - SpellEntry const* apSpell[CREATURE_MAX_SPELLS]; - memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS); - - uint32 uiSpellCount = 0; - - SpellEntry const* pTempSpell; - SpellRangeEntry const* pTempRange; - - //Check if each spell is viable(set it to null if not) - for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++) - { - pTempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]); - - //This spell doesn't exist - if (!pTempSpell) - continue; - - // Targets and Effects checked first as most used restrictions - //Check the spell targets if specified - if (selectTargets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (selectTargets-1)))) - continue; - - //Check the type of spell if we are looking for a specific spell type - if (selectEffects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (selectEffects-1)))) - continue; - - //Check for school if specified - if (uiSchool >= 0 && pTempSpell->SchoolMask & uiSchool) - continue; - - //Check for spell mechanic if specified - if (uiMechanic >= 0 && pTempSpell->Mechanic != uiMechanic) - continue; - - //Make sure that the spell uses the requested amount of power - if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin) - continue; - - if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax) - continue; - - //Continue if we don't have the mana to actually cast this spell - if (pTempSpell->manaCost > m_creature->GetPower((Powers)pTempSpell->powerType)) - continue; - - //Get the Range - pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex); - - //Spell has invalid range store so we can't use it - if (!pTempRange) - continue; - - //Check if the spell meets our range requirements - if (fRangeMin && m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin) - continue; - if (fRangeMax && m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax) - continue; - - //Check if our target is in range - if (m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange))) - continue; - - //All good so lets add it to the spell list - apSpell[uiSpellCount] = pTempSpell; - ++uiSpellCount; - } - - //We got our usable spells so now lets randomly pick one - if (!uiSpellCount) - return NULL; - - return apSpell[rand()%uiSpellCount]; -} - -bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered) -{ - //No target so we can't cast - if (!pTarget || !pSpell) - return false; - - //Silenced so we can't cast - if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) - return false; - - //Check for power - if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost) - return false; - - SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex); - - //Spell has invalid range store so we can't use it - if (!pTempRange) - return false; - - //Unit is out of range of this spell - if (me->IsInRange(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange), m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange))) - return false; - - return true; -} - -void FillSpellSummary() -{ - SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()]; - - SpellEntry const* pTempSpell; - - for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) - { - SpellSummary[i].Effects = 0; - SpellSummary[i].Targets = 0; - - pTempSpell = GetSpellStore()->LookupEntry(i); - //This spell doesn't exist - if (!pTempSpell) - continue; - - for (uint32 j = 0; j < 3; ++j) - { - //Spell targets self - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); - - //Spell targets a single enemy - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || - pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1); - - //Spell targets AoE at enemy - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST || - pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER || - pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY ) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1); - - //Spell targets an enemy - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || - pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST || - pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER || - pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY ) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1); - - //Spell targets a single friend(or self) - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1); - - //Spell targets aoe friends - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET || - pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1); - - //Spell targets any friend(or self) - if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER || - pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET || - pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER) - SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1); - - //Make sure that this spell includes a damage effect - if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || - pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL || - pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE || - pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH ) - SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1); - - //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal) - if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL || - pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH || - pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL || - (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j]== 8 )) - SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1); - - //Make sure that this spell applies an aura - if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA ) - SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1); - } - } -} - -void ScriptedAI::DoResetThreat() -{ - if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty()) - { - error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry()); - return; - } - - std::list<HostilReference*>& threatlist = m_creature->getThreatManager().getThreatList(); - - for (std::list<HostilReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) - { - Unit* pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid()); - - if(pUnit && DoGetThreat(pUnit)) - DoModifyThreatPercent(pUnit, -100); - } -} - -float ScriptedAI::DoGetThreat(Unit* pUnit) -{ - if(!pUnit) return 0.0f; - return m_creature->getThreatManager().getThreat(pUnit); -} - -void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct) -{ - if(!pUnit) return; - m_creature->getThreatManager().modifyThreatPercent(pUnit, pct); -} - -void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime) -{ - m_creature->Relocate(fX, fY, fZ); - m_creature->SendMonsterMove(fX, fY, fZ, uiTime); -} - -void ScriptedAI::DoTeleportTo(const float fPos[4]) -{ - me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]); -} - -void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO) -{ - if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER) - { - if(pUnit) - error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO); - return; - } - - CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT); -} - -void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO) -{ - Map *map = m_creature->GetMap(); - if (!map->IsDungeon()) - return; - - Map::PlayerList const &PlayerList = map->GetPlayers(); - for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i) - if (Player* i_pl = i->getSource()) - if (i_pl->isAlive()) - i_pl->TeleportTo(m_creature->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT); -} - -Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff) -{ - Unit* pUnit = NULL; - Trinity::MostHPMissingInRange u_check(m_creature, fRange, uiMinHPDiff); - Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(m_creature, pUnit, u_check); - m_creature->VisitNearbyObject(fRange, searcher); - - return pUnit; -} - -std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange) -{ - std::list<Creature*> pList; - Trinity::FriendlyCCedInRange u_check(m_creature, fRange); - Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(m_creature, pList, u_check); - m_creature->VisitNearbyObject(fRange, searcher); - return pList; -} - -std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid) -{ - std::list<Creature*> pList; - Trinity::FriendlyMissingBuffInRange u_check(m_creature, fRange, uiSpellid); - Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(m_creature, pList, u_check); - m_creature->VisitNearbyObject(fRange, searcher); - return pList; -} - -Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange) -{ - Player* pPlayer = NULL; - - CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY())); - Cell cell(pair); - cell.data.Part.reserved = ALL_DISTRICT; - cell.SetNoCreate(); - - Trinity::PlayerAtMinimumRangeAway check(m_creature, fMinimumRange); - Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check); - TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher); - - CellLock<GridReadGuard> cell_lock(cell, pair); - cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap())); - - return pPlayer; -} - -void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged) -{ - if (bLoadDefault) - { - if (CreatureInfo const* pInfo = GetCreatureTemplateStore(m_creature->GetEntry())) - m_creature->LoadEquipment(pInfo->equipmentId,true); - - return; - } - - if (uiMainHand >= 0) - m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand)); - - if (uiOffHand >= 0) - m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand)); - - if (uiRanged >= 0) - m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged)); -} - -void ScriptedAI::SetCombatMovement(bool bCombatMove) -{ - m_bCombatMovement = bCombatMove; -} - -enum eNPCs -{ - NPC_BROODLORD = 12017, - NPC_VOID_REAVER = 19516, - NPC_JAN_ALAI = 23578, - NPC_SARTHARION = 28860 -}; - -// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area. -// It is assumed the information is found elswehere and can be handled by mangos. So far no luck finding such information/way to extract it. -bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff) -{ - if (m_uiEvadeCheckCooldown <= uiDiff) - m_uiEvadeCheckCooldown = 2500; - else - { - m_uiEvadeCheckCooldown -= uiDiff; - return false; - } - - if (m_creature->IsInEvadeMode() || !m_creature->getVictim()) - return false; - - float fX = m_creature->GetPositionX(); - float fY = m_creature->GetPositionY(); - float fZ = m_creature->GetPositionZ(); - - switch(m_creature->GetEntry()) - { - case NPC_BROODLORD: // broodlord (not move down stairs) - if (fZ > 448.60f) - return false; - break; - case NPC_VOID_REAVER: // void reaver (calculate from center of room) - if (m_creature->GetDistance2d(432.59f, 371.93f) < 105.0f) - return false; - break; - case NPC_JAN_ALAI: // jan'alai (calculate by Z) - if (fZ > 12.0f) - return false; - break; - case NPC_SARTHARION: // sartharion (calculate box) - if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f) - return false; - break; - default: - error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", m_creature->GetEntry()); - return false; - } - - EnterEvadeMode(); - return true; -} - -void Scripted_NoMovementAI::AttackStart(Unit* pWho) -{ - if (!pWho) - return; - - if (m_creature->Attack(pWho, true)) - { - DoStartNoMovement(pWho); - } -} - -BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c) -, bossId(id), summons(me), instance(c->GetInstanceData()) -, boundary(instance ? instance->GetBossBoundary(id) : NULL) -{ -} - -void BossAI::_Reset() -{ - if(!me->isAlive()) - return; - - events.Reset(); - summons.DespawnAll(); - if(instance) - instance->SetBossState(bossId, NOT_STARTED); -} - -void BossAI::_JustDied() -{ - events.Reset(); - summons.DespawnAll(); - if(instance) - { - instance->SetBossState(bossId, DONE); - instance->SaveToDB(); - } -} - -void BossAI::_EnterCombat() -{ - me->setActive(true); - DoZoneInCombat(); - if(instance) - instance->SetBossState(bossId, IN_PROGRESS); -} - -void BossAI::TeleportCheaters() -{ - float x, y, z; - me->GetPosition(x, y, z); - std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList(); - for (std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr) - if((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget())) - (*itr)->getTarget()->NearTeleportTo(x, y, z, 0); -} - -bool BossAI::CheckBoundary(Unit *who) -{ - if (!boundary || !who) - return true; - - for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr) - { - switch (itr->first) - { - case BOUNDARY_N: - if (me->GetPositionX() > itr->second) - return false; - break; - case BOUNDARY_S: - if (me->GetPositionX() < itr->second) - return false; - break; - case BOUNDARY_E: - if (me->GetPositionY() < itr->second) - return false; - break; - case BOUNDARY_W: - if (me->GetPositionY() > itr->second) - return false; - break; - case BOUNDARY_NW: - if (me->GetPositionX() + me->GetPositionY() > itr->second) - return false; - break; - case BOUNDARY_SE: - if (me->GetPositionX() + me->GetPositionY() < itr->second) - return false; - break; - case BOUNDARY_NE: - if (me->GetPositionX() - me->GetPositionY() > itr->second) - return false; - break; - case BOUNDARY_SW: - if (me->GetPositionX() - me->GetPositionY() < itr->second) - return false; - break; - } - } - - return true; -} - -void BossAI::JustSummoned(Creature *summon) -{ - summons.Summon(summon); - if(me->isInCombat()) - DoZoneInCombat(summon); -} - -void BossAI::SummonedCreatureDespawn(Creature *summon) -{ - summons.Despawn(summon); -} - -#define GOBJECT(x) (const_cast<GameObjectInfo*>(GetGameObjectInfo(x))) - -void LoadOverridenSQLData() -{ - GameObjectInfo *goInfo; - - // Sunwell Plateau : Kalecgos : Spectral Rift - if(goInfo = GOBJECT(187055)) - if(goInfo->type == GAMEOBJECT_TYPE_GOOBER) - goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN - - // Naxxramas : Sapphiron Birth - if(goInfo = GOBJECT(181356)) - if(goInfo->type == GAMEOBJECT_TYPE_TRAP) - goInfo->trap.radius = 50; -} - -void LoadOverridenDBCData() -{ - SpellEntry *spellInfo; - for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) - { - spellInfo = GET_SPELL(i); - if(!spellInfo) - continue; - - switch(i) - { - // Black Temple : Illidan : Parasitic Shadowfiend Passive - case 41013: - spellInfo->EffectApplyAuraName[0] = 4; // proc debuff, and summon infinite fiends - break; - // Naxxramas : Gothik : Inform Inf range - case 27892: - case 27928: - case 27935: - case 27915: - case 27931: - case 27937: - spellInfo->rangeIndex = 13; - break; - // Ulduar : Flame Leviathan : Pursued - case 62374: - spellInfo->MaxAffectedTargets = 1; - spellInfo->EffectImplicitTargetB[0] = TARGET_UNIT_AREA_ENTRY_SRC; - spellInfo->EffectImplicitTargetB[1] = TARGET_UNIT_AREA_ENTRY_SRC; - break; - } - } -} - -// SD2 grid searchers. -Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive) -{ - return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive); -} -GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange) -{ - return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange); -} -void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange) -{ - return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange); -} -void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange) -{ - return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange); -} diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h deleted file mode 100644 index 78aa132474e..00000000000 --- a/src/bindings/scripts/include/sc_creature.h +++ /dev/null @@ -1,290 +0,0 @@ -/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> - * - * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> - * - * This program is free software licensed under GPL version 2 - * Please see the included DOCS/LICENSE.TXT for more information */ - -#ifndef SC_CREATURE_H -#define SC_CREATURE_H - -#include "Creature.h" -#include "CreatureAI.h" -#include "CreatureAIImpl.h" -#include "InstanceData.h" - -#define SCRIPT_CAST_TYPE dynamic_cast -//#define SCRIPT_CAST_TYPE static_cast - -#define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a)) -#define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a)) -#define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a)) -#define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a)) -#define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b)) - -#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a))) - -class ScriptedInstance; - -class SummonList : public std::list<uint64> -{ - public: - explicit SummonList(Creature* creature) : m_creature(creature) {} - void Summon(Creature *summon) { push_back(summon->GetGUID()); } - void Despawn(Creature *summon) { remove(summon->GetGUID()); } - void DespawnEntry(uint32 entry); - void DespawnAll(); - void DoAction(uint32 entry, uint32 info); - void DoZoneInCombat(uint32 entry = 0); - private: - Creature *m_creature; -}; - -struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI -{ - explicit ScriptedAI(Creature* pCreature); - virtual ~ScriptedAI() {} - - //************* - //CreatureAI Functions - //************* - - void AttackStartNoMove(Unit *pTarget); - - // Called at any Damage from any attacker (before damage apply) - void DamageTaken(Unit* pDone_by, uint32& uiDamage) {} - - //Called at World update tick - void UpdateAI(const uint32); - - //Called at creature death - void JustDied(Unit* who){} - - //Called at creature killing another unit - void KilledUnit(Unit* who){} - - // Called when the creature summon successfully other creature - void JustSummoned(Creature* ) {} - - // Called when a summoned creature is despawned - void SummonedCreatureDespawn(Creature*) {} - - // Called when hit by a spell - void SpellHit(Unit* caster, const SpellEntry *spell) {} - - // Called when spell hits a target - void SpellHitTarget(Unit *pTarget, const SpellEntry *spell) {} - - //Called at waypoint reached or PointMovement end - void MovementInform(uint32 type, uint32 id){} - - // Called when AI is temporarily replaced or put back when possess is applied or removed - void OnPossess(bool apply) {} - - //************* - // Variables - //************* - - //Pointer to creature we are manipulating - Creature* m_creature; - - //For fleeing - bool IsFleeing; - - //************* - //Pure virtual functions - //************* - - //Called at creature reset either by death or evade - void Reset() {} - - //Called at creature aggro either by MoveInLOS or Attack Start - void EnterCombat(Unit* who) {} - - //************* - //AI Helper Functions - //************* - - //Start movement toward victim - void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0); - - //Start no movement on victim - void DoStartNoMovement(Unit* pVictim); - - //Stop attack of current victim - void DoStopAttack(); - - //Cast spell by spell info - void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false); - - //Plays a sound to all nearby players - void DoPlaySoundToSet(WorldObject* pSource, uint32 sound); - - //Drops all threat to 0%. Does not remove players from the threat list - void DoResetThreat(); - - float DoGetThreat(Unit* u); - void DoModifyThreatPercent(Unit* pUnit, int32 pct); - - void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0); - void DoTeleportTo(const float pos[4]); - - void DoAction(const int32 param) {} - - //Teleports a player without dropping threat (only teleports to same map) - void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO); - void DoTeleportAll(float fX, float fY, float fZ, float fO); - - //Returns friendly unit with the most amount of hp missing from max hp - Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1); - - //Returns a list of friendly CC'd units within range - std::list<Creature*> DoFindFriendlyCC(float fRange); - - //Returns a list of all friendly units missing a specific buff within range - std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId); - - //Return a player with at least minimumRange from m_creature - Player* GetPlayerAtMinimumRange(float fMinimumRange); - - //Spawns a creature relative to m_creature - Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime); - - //Selects a unit from the creature's current aggro list - Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition); - - bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; } - - //Returns spells that meet the specified criteria from the creatures spell list - SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect); - - //Checks if you can cast the specified spell - bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false); - - void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE); - - //Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims - void SetCombatMovement(bool CombatMove); - bool IsCombatMovement() { return m_bCombatMovement; } - - bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff); - - // return true for heroic mode. i.e. - // - for dungeon in mode 10-heroic, - // - for raid in mode 10-Heroic - // - for raid in mode 25-heroic - // DO NOT USE to check raid in mode 25-normal. - bool IsHeroic() { return m_heroicMode; } - - // return the dungeon or raid difficulty - Difficulty getDifficulty() { return m_difficulty; } - - template<class T> inline - const T& DUNGEON_MODE(const T& normal5, const T& heroic10) - { - switch(m_difficulty) - { - case DUNGEON_DIFFICULTY_NORMAL: - return normal5; - case DUNGEON_DIFFICULTY_HEROIC: - return heroic10; - } - - return heroic10; - } - - template<class T> inline - const T& RAID_MODE(const T& normal10, const T& normal25) - { - switch(m_difficulty) - { - case RAID_DIFFICULTY_10MAN_NORMAL: - return normal10; - case RAID_DIFFICULTY_25MAN_NORMAL: - return normal25; - } - - return normal25; - } - - template<class T> inline - const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25) - { - switch(m_difficulty) - { - case RAID_DIFFICULTY_10MAN_NORMAL: - return normal10; - case RAID_DIFFICULTY_25MAN_NORMAL: - return normal25; - case RAID_DIFFICULTY_10MAN_HEROIC: - return heroic10; - case RAID_DIFFICULTY_25MAN_HEROIC: - return heroic25; - } - - return heroic25; - } - - private: - bool m_bCombatMovement; - uint32 m_uiEvadeCheckCooldown; - - bool m_heroicMode; - Difficulty m_difficulty; -}; - -struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI -{ - Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {} - virtual ~Scripted_NoMovementAI() {} - - //Called at each attack of m_creature by any victim - void AttackStart(Unit* who); -}; - -struct TRINITY_DLL_DECL BossAI : public ScriptedAI -{ - BossAI(Creature *c, uint32 id); - virtual ~BossAI() {} - - const uint32 bossId; - EventMap events; - SummonList summons; - InstanceData * const instance; - const BossBoundaryMap * const boundary; - - void JustSummoned(Creature *summon); - void SummonedCreatureDespawn(Creature *summon); - - void UpdateAI(const uint32 diff) = 0; - - void Reset() { _Reset(); } - void EnterCombat(Unit *who) { _EnterCombat(); } - void JustDied(Unit *killer) { _JustDied(); } - void JustReachedHome() { me->setActive(false); } - - protected: - void _Reset(); - void _EnterCombat(); - void _JustDied(); - void _JustReachedHome() { me->setActive(false); } - - bool CheckInRoom() - { - if(CheckBoundary(me)) - return true; - EnterEvadeMode(); - return false; - } - bool CheckBoundary(Unit *who); - void TeleportCheaters(); -}; - -// SD2 grid searchers. -Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive = true); -GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange); -void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange); -void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange); - -#endif - diff --git a/src/bindings/scripts/include/sc_gossip.h b/src/bindings/scripts/include/sc_gossip.h deleted file mode 100644 index 038d3a2ca23..00000000000 --- a/src/bindings/scripts/include/sc_gossip.h +++ /dev/null @@ -1,191 +0,0 @@ -/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> - * - * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> - * - * This program is free software licensed under GPL version 2 - * Please see the included DOCS/LICENSE.TXT for more information */ - -#ifndef SC_GOSSIP_H -#define SC_GOSSIP_H - -#include "Player.h" -#include "GossipDef.h" -#include "QuestDef.h" - -// Gossip Item Text -#define GOSSIP_TEXT_BROWSE_GOODS "I'd like to browse your goods." -#define GOSSIP_TEXT_TRAIN "Train me!" - -#define GOSSIP_TEXT_BANK "The bank" -#define GOSSIP_TEXT_IRONFORGE_BANK "The bank of Ironforge" -#define GOSSIP_TEXT_STORMWIND_BANK "The bank of Stormwind" -#define GOSSIP_TEXT_WINDRIDER "The wind rider master" -#define GOSSIP_TEXT_GRYPHON "The gryphon master" -#define GOSSIP_TEXT_BATHANDLER "The bat handler" -#define GOSSIP_TEXT_HIPPOGRYPH "The hippogryph master" -#define GOSSIP_TEXT_ZEPPLINMASTER "The zeppelin master" -#define GOSSIP_TEXT_DEEPRUNTRAM "The Deeprun Tram" -#define GOSSIP_TEXT_FERRY "The Rut'theran Ferry" -#define GOSSIP_TEXT_FLIGHTMASTER "The flight master" -#define GOSSIP_TEXT_AUCTIONHOUSE "The auction house" -#define GOSSIP_TEXT_GUILDMASTER "The guild master" -#define GOSSIP_TEXT_INN "The inn" -#define GOSSIP_TEXT_MAILBOX "The mailbox" -#define GOSSIP_TEXT_STABLEMASTER "The stable master" -#define GOSSIP_TEXT_WEAPONMASTER "The weapon master" -#define GOSSIP_TEXT_OFFICERS "The officers' lounge" -#define GOSSIP_TEXT_BATTLEMASTER "The battlemaster" -#define GOSSIP_TEXT_BARBER "Barber" -#define GOSSIP_TEXT_CLASSTRAINER "A class trainer" -#define GOSSIP_TEXT_PROFTRAINER "A profession trainer" -#define GOSSIP_TEXT_LEXICON "Lexicon of Power" - -#define GOSSIP_TEXT_ALTERACVALLEY "Alterac Valley" -#define GOSSIP_TEXT_ARATHIBASIN "Arathi Basin" -#define GOSSIP_TEXT_WARSONGULCH "Warsong Gulch" -#define GOSSIP_TEXT_ARENA "Arena" -#define GOSSIP_TEXT_EYEOFTHESTORM "Eye of The Storm" -#define GOSSIP_TEXT_STRANDOFANCIENT "Strand of the Ancients" - -#define GOSSIP_TEXT_DEATH_KNIGHT "Death Knight" -#define GOSSIP_TEXT_DRUID "Druid" -#define GOSSIP_TEXT_HUNTER "Hunter" -#define GOSSIP_TEXT_PRIEST "Priest" -#define GOSSIP_TEXT_ROGUE "Rogue" -#define GOSSIP_TEXT_WARRIOR "Warrior" -#define GOSSIP_TEXT_PALADIN "Paladin" -#define GOSSIP_TEXT_SHAMAN "Shaman" -#define GOSSIP_TEXT_MAGE "Mage" -#define GOSSIP_TEXT_WARLOCK "Warlock" - -#define GOSSIP_TEXT_ALCHEMY "Alchemy" -#define GOSSIP_TEXT_BLACKSMITHING "Blacksmithing" -#define GOSSIP_TEXT_COOKING "Cooking" -#define GOSSIP_TEXT_ENCHANTING "Enchanting" -#define GOSSIP_TEXT_ENGINEERING "Engineering" -#define GOSSIP_TEXT_FIRSTAID "First Aid" -#define GOSSIP_TEXT_HERBALISM "Herbalism" -#define GOSSIP_TEXT_INSCRIPTION "Inscription" -#define GOSSIP_TEXT_JEWELCRAFTING "Jewelcrafting" -#define GOSSIP_TEXT_LEATHERWORKING "Leatherworking" -#define GOSSIP_TEXT_TAILORING "Tailoring" -#define GOSSIP_TEXT_MINING "Mining" -#define GOSSIP_TEXT_FISHING "Fishing" -#define GOSSIP_TEXT_SKINNING "Skinning" - -enum eTradeskill -{ -// Skill defines - TRADESKILL_ALCHEMY = 1, - TRADESKILL_BLACKSMITHING = 2, - TRADESKILL_COOKING = 3, - TRADESKILL_ENCHANTING = 4, - TRADESKILL_ENGINEERING = 5, - TRADESKILL_FIRSTAID = 6, - TRADESKILL_HERBALISM = 7, - TRADESKILL_LEATHERWORKING = 8, - TRADESKILL_POISONS = 9, - TRADESKILL_TAILORING = 10, - TRADESKILL_MINING = 11, - TRADESKILL_FISHING = 12, - TRADESKILL_SKINNING = 13, - TRADESKILL_JEWLCRAFTING = 14, - TRADESKILL_INSCRIPTION = 15, - - TRADESKILL_LEVEL_NONE = 0, - TRADESKILL_LEVEL_APPRENTICE = 1, - TRADESKILL_LEVEL_JOURNEYMAN = 2, - TRADESKILL_LEVEL_EXPERT = 3, - TRADESKILL_LEVEL_ARTISAN = 4, - TRADESKILL_LEVEL_MASTER = 5, - TRADESKILL_LEVEL_GRAND_MASTER = 6, - -// Gossip defines - GOSSIP_ACTION_TRADE = 1, - GOSSIP_ACTION_TRAIN = 2, - GOSSIP_ACTION_TAXI = 3, - GOSSIP_ACTION_GUILD = 4, - GOSSIP_ACTION_BATTLE = 5, - GOSSIP_ACTION_BANK = 6, - GOSSIP_ACTION_INN = 7, - GOSSIP_ACTION_HEAL = 8, - GOSSIP_ACTION_TABARD = 9, - GOSSIP_ACTION_AUCTION = 10, - GOSSIP_ACTION_INN_INFO = 11, - GOSSIP_ACTION_UNLEARN = 12, - GOSSIP_ACTION_INFO_DEF = 1000, - - GOSSIP_SENDER_MAIN = 1, - GOSSIP_SENDER_INN_INFO = 2, - GOSSIP_SENDER_INFO = 3, - GOSSIP_SENDER_SEC_PROFTRAIN = 4, - GOSSIP_SENDER_SEC_CLASSTRAIN = 5, - GOSSIP_SENDER_SEC_BATTLEINFO = 6, - GOSSIP_SENDER_SEC_BANK = 7, - GOSSIP_SENDER_SEC_INN = 8, - GOSSIP_SENDER_SEC_MAILBOX = 9, - GOSSIP_SENDER_SEC_STABLEMASTER = 10 -}; - -extern uint32 GetSkillLevel(Player *player,uint32 skill); - -// Defined fuctions to use with player. - -// This fuction add's a menu item, -// a - Icon Id -// b - Text -// c - Sender(this is to identify the current Menu with this item) -// d - Action (identifys this Menu Item) -// e - Text to be displayed in pop up box -// f - Money value in pop up box -#define ADD_GOSSIP_ITEM(a,b,c,d) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,"",0) -#define ADD_GOSSIP_ITEM_EXTENDED(a,b,c,d,e,f,g) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,e,f,g) - -// This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64) -#define SEND_GOSSIP_MENU(a,b) PlayerTalkClass->SendGossipMenu(a,b) - -// This fuction shows POI(point of interest) to client. -// a - position X -// b - position Y -// c - Icon Id -// d - Flags -// e - Data -// f - Location Name -#define SEND_POI(a,b,c,d,e,f) PlayerTalkClass->SendPointOfInterest(a,b,c,d,e,f) - -// Closes the Menu -#define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip() - -// Fuction to tell to client the details -// a - quest object -// b - npc guid(uint64) -// c - Activate accept(bool) -#define SEND_QUEST_DETAILS(a,b,c) PlayerTalkClass->SendQuestDetails(a,b,c) - -// Fuction to tell to client the requested items to complete quest -// a - quest object -// b - npc guid(uint64) -// c - Iscompletable(bool) -// d - close at cancel(bool) - in case single incomplite ques -#define SEND_REQUESTEDITEMS(a,b,c,d) PlayerTalkClass->SendRequestedItems(a,b,c,d) - -// Fuctions to send NPC lists, a - is always the npc guid(uint64) -#define SEND_VENDORLIST(a) GetSession()->SendListInventory(a) -#define SEND_TRAINERLIST(a) GetSession()->SendTrainerList(a) -#define SEND_BANKERLIST(a) GetSession()->SendShowBank(a) -#define SEND_TABARDLIST(a) GetSession()->SendTabardVendorActivate(a) -#define SEND_AUCTIONLIST(a) GetSession()->SendAuctionHello(a) -#define SEND_TAXILIST(a) GetSession()->SendTaxiStatus(a) - -// Ressurect's the player if is dead. -#define SEND_SPRESURRECT() GetSession()->SendSpiritResurrect() - -// Get the player's honor rank. -#define GET_HONORRANK() GetHonorRank() -// ----------------------------------- - -// defined fuctions to use with Creature - -#define QUEST_DIALOG_STATUS(a,b,c) GetSession()->getDialogStatus(a,b,c) -#endif - diff --git a/src/bindings/scripts/include/sc_instance.h b/src/bindings/scripts/include/sc_instance.h deleted file mode 100644 index 25593e05300..00000000000 --- a/src/bindings/scripts/include/sc_instance.h +++ /dev/null @@ -1,20 +0,0 @@ -/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> -* This program is free software licensed under GPL version 2 -* Please see the included DOCS/LICENSE.TXT for more information */ - -#ifndef SC_INSTANCE_H -#define SC_INSTANCE_H - -#include "InstanceData.h" -#include "Map.h" - -#define OUT_SAVE_INST_DATA debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) -#define OUT_SAVE_INST_DATA_COMPLETE debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) -#define OUT_LOAD_INST_DATA(a) debug_log("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a) -#define OUT_LOAD_INST_DATA_COMPLETE debug_log("TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) -#define OUT_LOAD_INST_DATA_FAIL error_log("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) - -#define ScriptedInstance InstanceData - -#endif - |
