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authorRat <none@none>2010-01-19 11:36:05 +0100
committerRat <none@none>2010-01-19 11:36:05 +0100
commit0cc053ea4d42ce405a915857f75ee00f0f65666b (patch)
tree7c25955ee5db618deee963f515ba061fbb1e1e8c /src/bindings/scripts/include
parentf5dea61b66a616110cfc82ff640ec448b1efa702 (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.cpp6
-rw-r--r--src/bindings/scripts/include/precompiled.h37
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp772
-rw-r--r--src/bindings/scripts/include/sc_creature.h290
-rw-r--r--src/bindings/scripts/include/sc_gossip.h191
-rw-r--r--src/bindings/scripts/include/sc_instance.h20
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
-