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authorXTZGZoReX <none@none>2010-08-07 00:06:55 +0200
committerXTZGZoReX <none@none>2010-08-07 00:06:55 +0200
commitc2ca2e1c98108c56977f5386a5dd9773cde351d3 (patch)
tree367a33fce25891201f8cff6dd847f4941cfdb9b5 /src/server/scripts/Examples
parent2cdd8686455da998c4a00918c80b1d54f7bdc098 (diff)
* Converted example scripts to the new format.
--HG-- branch : trunk
Diffstat (limited to 'src/server/scripts/Examples')
-rw-r--r--src/server/scripts/Examples/example_creature.cpp369
-rw-r--r--src/server/scripts/Examples/example_escort.cpp286
-rw-r--r--src/server/scripts/Examples/example_gossip_codebox.cpp87
-rw-r--r--src/server/scripts/Examples/example_misc.cpp72
4 files changed, 417 insertions, 397 deletions
diff --git a/src/server/scripts/Examples/example_creature.cpp b/src/server/scripts/Examples/example_creature.cpp
index 6c10644564d..36bd6ff3b4a 100644
--- a/src/server/scripts/Examples/example_creature.cpp
+++ b/src/server/scripts/Examples/example_creature.cpp
@@ -77,218 +77,217 @@ enum eEnums
//List of gossip item texts. Items will appear in the gossip window.
#define GOSSIP_ITEM "I'm looking for a fight"
-struct example_creatureAI : public ScriptedAI
+class example_creature : public CreatureScript
{
- //*** HANDLED FUNCTION ***
- //This is the constructor, called only once when the Creature is first created
- example_creatureAI(Creature *c) : ScriptedAI(c) {}
-
- //*** CUSTOM VARIABLES ****
- //These variables are for use only by this individual script.
- //Nothing else will ever call them but us.
-
- uint32 m_uiSayTimer; // Timer for random chat
- uint32 m_uiRebuffTimer; // Timer for rebuffing
- uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
- uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
- uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
- uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
- uint32 m_uiPhase; // The current battle phase we are in
- uint32 m_uiPhaseTimer; // Timer until phase transition
-
- //*** HANDLED FUNCTION ***
- //This is called after spawn and whenever the core decides we need to evade
- void Reset()
- {
- m_uiPhase = 1; // Start in phase 1
- m_uiPhaseTimer = 60000; // 60 seconds
- m_uiSpell1Timer = 5000; // 5 seconds
- m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
- m_uiSpell3Timer = 19000; // 19 seconds
- m_uiBeserkTimer = 120000; // 2 minutes
-
- me->RestoreFaction();
- }
-
- //*** HANDLED FUNCTION ***
- // Enter Combat called once per combat
- void EnterCombat(Unit* pWho)
- {
- //Say some stuff
- DoScriptText(SAY_AGGRO, me, pWho);
- }
-
- //*** HANDLED FUNCTION ***
- // Attack Start is called when victim change (including at start of combat)
- // By default, attack pWho and start movement toward the victim.
- //void AttackStart(Unit* pWho)
- //{
- // ScriptedAI::AttackStart(pWho);
- //}
-
- //*** HANDLED FUNCTION ***
- // Called when going out of combat. Reset is called just after.
- void EnterEvadeMode()
- {
- DoScriptText(SAY_EVADE, me);
- }
-
- //*** HANDLED FUNCTION ***
- //Our Receive emote function
- void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
- {
- me->HandleEmoteCommand(uiTextEmote);
-
- switch(uiTextEmote)
+ public:
+
+ example_creature()
+ : CreatureScript("example_creature")
{
- case TEXTEMOTE_DANCE:
- DoScriptText(SAY_DANCE, me);
- break;
- case TEXTEMOTE_SALUTE:
- DoScriptText(SAY_SALUTE, me);
- break;
}
- }
-
- //*** HANDLED FUNCTION ***
- //Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
- void UpdateAI(const uint32 uiDiff)
- {
- //Out of combat timers
- if (!me->getVictim())
+
+ struct example_creatureAI : public ScriptedAI
{
- //Random Say timer
- if (m_uiSayTimer <= uiDiff)
+ //*** HANDLED FUNCTION ***
+ //This is the constructor, called only once when the Creature is first created
+ example_creatureAI(Creature *c) : ScriptedAI(c) {}
+
+ //*** CUSTOM VARIABLES ****
+ //These variables are for use only by this individual script.
+ //Nothing else will ever call them but us.
+
+ uint32 m_uiSayTimer; // Timer for random chat
+ uint32 m_uiRebuffTimer; // Timer for rebuffing
+ uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
+ uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
+ uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
+ uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
+ uint32 m_uiPhase; // The current battle phase we are in
+ uint32 m_uiPhaseTimer; // Timer until phase transition
+
+ //*** HANDLED FUNCTION ***
+ //This is called after spawn and whenever the core decides we need to evade
+ void Reset()
{
- //Random switch between 5 outcomes
- DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), me);
+ m_uiPhase = 1; // Start in phase 1
+ m_uiPhaseTimer = 60000; // 60 seconds
+ m_uiSpell1Timer = 5000; // 5 seconds
+ m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
+ m_uiSpell3Timer = 19000; // 19 seconds
+ m_uiBeserkTimer = 120000; // 2 minutes
+
+ me->RestoreFaction();
+ }
- m_uiSayTimer = 45000; //Say something agian in 45 seconds
+ //*** HANDLED FUNCTION ***
+ // Enter Combat called once per combat
+ void EnterCombat(Unit* pWho)
+ {
+ //Say some stuff
+ DoScriptText(SAY_AGGRO, me, pWho);
}
- else
- m_uiSayTimer -= uiDiff;
- //Rebuff timer
- if (m_uiRebuffTimer <= uiDiff)
+ //*** HANDLED FUNCTION ***
+ // Attack Start is called when victim change (including at start of combat)
+ // By default, attack pWho and start movement toward the victim.
+ //void AttackStart(Unit* pWho)
+ //{
+ // ScriptedAI::AttackStart(pWho);
+ //}
+
+ //*** HANDLED FUNCTION ***
+ // Called when going out of combat. Reset is called just after.
+ void EnterEvadeMode()
{
- DoCast(me, SPELL_BUFF);
- m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
+ DoScriptText(SAY_EVADE, me);
}
- else
- m_uiRebuffTimer -= uiDiff;
- }
- //Return since we have no target
- if (!UpdateVictim())
- return;
+ //*** HANDLED FUNCTION ***
+ //Our Receive emote function
+ void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
+ {
+ me->HandleEmoteCommand(uiTextEmote);
+
+ switch(uiTextEmote)
+ {
+ case TEXTEMOTE_DANCE:
+ DoScriptText(SAY_DANCE, me);
+ break;
+ case TEXTEMOTE_SALUTE:
+ DoScriptText(SAY_SALUTE, me);
+ break;
+ }
+ }
+
+ //*** HANDLED FUNCTION ***
+ //Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
+ void UpdateAI(const uint32 uiDiff)
+ {
+ //Out of combat timers
+ if (!me->getVictim())
+ {
+ //Random Say timer
+ if (m_uiSayTimer <= uiDiff)
+ {
+ //Random switch between 5 outcomes
+ DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), me);
+
+ m_uiSayTimer = 45000; //Say something agian in 45 seconds
+ }
+ else
+ m_uiSayTimer -= uiDiff;
+
+ //Rebuff timer
+ if (m_uiRebuffTimer <= uiDiff)
+ {
+ DoCast(me, SPELL_BUFF);
+ m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
+ }
+ else
+ m_uiRebuffTimer -= uiDiff;
+ }
+
+ //Return since we have no target
+ if (!UpdateVictim())
+ return;
+
+ //Spell 1 timer
+ if (m_uiSpell1Timer <= uiDiff)
+ {
+ //Cast spell one on our current target.
+ if (rand()%50 > 10)
+ DoCast(me->getVictim(), SPELL_ONE_ALT);
+ else if (me->IsWithinDist(me->getVictim(), 25.0f))
+ DoCast(me->getVictim(), SPELL_ONE);
+
+ m_uiSpell1Timer = 5000;
+ }
+ else
+ m_uiSpell1Timer -= uiDiff;
+
+ //Spell 2 timer
+ if (m_uiSpell2Timer <= uiDiff)
+ {
+ //Cast spell two on our current target.
+ DoCast(me->getVictim(), SPELL_TWO);
+ m_uiSpell2Timer = 37000;
+ }
+ else
+ m_uiSpell2Timer -= uiDiff;
+
+ //Beserk timer
+ if (m_uiPhase > 1)
+ {
+ //Spell 3 timer
+ if (m_uiSpell3Timer <= uiDiff)
+ {
+ //Cast spell one on our current target.
+ DoCast(me->getVictim(), SPELL_THREE);
+
+ m_uiSpell3Timer = 19000;
+ }
+ else
+ m_uiSpell3Timer -= uiDiff;
+
+ if (m_uiBeserkTimer <= uiDiff)
+ {
+ //Say our line then cast uber death spell
+ DoScriptText(SAY_BERSERK, me, me->getVictim());
+ DoCast(me->getVictim(), SPELL_BERSERK);
+
+ //Cast our beserk spell agian in 12 seconds if we didn't kill everyone
+ m_uiBeserkTimer = 12000;
+ }
+ else
+ m_uiBeserkTimer -= uiDiff;
+ }
+ else if (m_uiPhase == 1) //Phase timer
+ {
+ if (m_uiPhaseTimer <= uiDiff)
+ {
+ //Go to next phase
+ ++m_uiPhase;
+ DoScriptText(SAY_PHASE, me);
+ DoCast(me, SPELL_FRENZY);
+ }
+ else
+ m_uiPhaseTimer -= uiDiff;
+ }
+
+ DoMeleeAttackIfReady();
+ }
+ };
- //Spell 1 timer
- if (m_uiSpell1Timer <= uiDiff)
+ CreatureAI* OnGetAI(Creature* creature) const
{
- //Cast spell one on our current target.
- if (rand()%50 > 10)
- DoCast(me->getVictim(), SPELL_ONE_ALT);
- else if (me->IsWithinDist(me->getVictim(), 25.0f))
- DoCast(me->getVictim(), SPELL_ONE);
-
- m_uiSpell1Timer = 5000;
+ return new example_creatureAI(creature);
}
- else
- m_uiSpell1Timer -= uiDiff;
- //Spell 2 timer
- if (m_uiSpell2Timer <= uiDiff)
+ bool OnGossipHello(Player* player, Creature* creature)
{
- //Cast spell two on our current target.
- DoCast(me->getVictim(), SPELL_TWO);
- m_uiSpell2Timer = 37000;
+ player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
+ player->SEND_GOSSIP_MENU(907, creature->GetGUID());
+
+ return true;
}
- else
- m_uiSpell2Timer -= uiDiff;
- //Beserk timer
- if (m_uiPhase > 1)
+ bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
{
- //Spell 3 timer
- if (m_uiSpell3Timer <= uiDiff)
+ if (action == GOSSIP_ACTION_INFO_DEF+1)
{
- //Cast spell one on our current target.
- DoCast(me->getVictim(), SPELL_THREE);
-
- m_uiSpell3Timer = 19000;
+ player->CLOSE_GOSSIP_MENU();
+ //Set our faction to hostile towards all
+ creature->setFaction(FACTION_WORGEN);
+ creature->AI()->AttackStart(player);
}
- else
- m_uiSpell3Timer -= uiDiff;
- if (m_uiBeserkTimer <= uiDiff)
- {
- //Say our line then cast uber death spell
- DoScriptText(SAY_BERSERK, me, me->getVictim());
- DoCast(me->getVictim(), SPELL_BERSERK);
-
- //Cast our beserk spell agian in 12 seconds if we didn't kill everyone
- m_uiBeserkTimer = 12000;
- }
- else
- m_uiBeserkTimer -= uiDiff;
+ return true;
}
- else if (m_uiPhase == 1) //Phase timer
- {
- if (m_uiPhaseTimer <= uiDiff)
- {
- //Go to next phase
- ++m_uiPhase;
- DoScriptText(SAY_PHASE, me);
- DoCast(me, SPELL_FRENZY);
- }
- else
- m_uiPhaseTimer -= uiDiff;
- }
-
- DoMeleeAttackIfReady();
- }
};
-//This is the GetAI method used by all scripts that involve AI
-//It is called every time a new Creature using this script is created
-CreatureAI* GetAI_example_creature(Creature* pCreature)
-{
- return new example_creatureAI (pCreature);
-}
-
-//This function is called when the player clicks an option on the gossip menu
-bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
-{
- if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
- {
- pPlayer->CLOSE_GOSSIP_MENU();
- //Set our faction to hostile towards all
- pCreature->setFaction(FACTION_WORGEN);
- pCreature->AI()->AttackStart(pPlayer);
- }
-
- return true;
-}
-
-//This function is called when the player opens the gossip menu
-bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature)
-{
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
- pPlayer->SEND_GOSSIP_MENU(907, pCreature->GetGUID());
-
- return true;
-}
-
//This is the actual function called only once durring InitScripts()
//It must define all handled functions that are to be run in this script
void AddSC_example_creature()
{
- Script* newscript;
-
- newscript = new Script;
- newscript->Name = "example_creature";
- newscript->GetAI = &GetAI_example_creature;
- newscript->pGossipHello = &GossipHello_example_creature;
- newscript->pGossipSelect = &GossipSelect_example_creature;
- newscript->RegisterSelf();
+ new example_creature();
}
diff --git a/src/server/scripts/Examples/example_escort.cpp b/src/server/scripts/Examples/example_escort.cpp
index 2b381c53451..65fbdc11696 100644
--- a/src/server/scripts/Examples/example_escort.cpp
+++ b/src/server/scripts/Examples/example_escort.cpp
@@ -52,180 +52,184 @@ enum eEnums
#define GOSSIP_ITEM_2 "Click to Test Escort(NoAttack, Walk)"
#define GOSSIP_ITEM_3 "Click to Test Escort(NoAttack, Run)"
-struct example_escortAI : public npc_escortAI
+class example_escort : public CreatureScript
{
- // CreatureAI functions
- example_escortAI(Creature* pCreature) : npc_escortAI(pCreature) { }
+ public:
- uint32 m_uiDeathCoilTimer;
- uint32 m_uiChatTimer;
-
- void JustSummoned(Creature* pSummoned)
- {
- pSummoned->AI()->AttackStart(me);
- }
+ example_escort()
+ : CreatureScript("example_escort")
+ {
+ }
- // Pure Virtual Functions (Have to be implemented)
- void WaypointReached(uint32 uiWP)
- {
- switch (uiWP)
+ struct example_escortAI : public npc_escortAI
{
- case 1:
- DoScriptText(SAY_WP_1, me);
- break;
- case 3:
- DoScriptText(SAY_WP_2, me);
- me->SummonCreature(NPC_FELBOAR, me->GetPositionX()+5.0f, me->GetPositionY()+7.0f, me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
- break;
- case 4:
- if (Player* pPlayer = GetPlayerForEscort())
+ // CreatureAI functions
+ example_escortAI(Creature* pCreature) : npc_escortAI(pCreature) { }
+
+ uint32 m_uiDeathCoilTimer;
+ uint32 m_uiChatTimer;
+
+ void JustSummoned(Creature* pSummoned)
+ {
+ pSummoned->AI()->AttackStart(me);
+ }
+
+ // Pure Virtual Functions (Have to be implemented)
+ void WaypointReached(uint32 uiWP)
+ {
+ switch (uiWP)
{
- //pTmpPlayer is the target of the text
- DoScriptText(SAY_WP_3, me, pPlayer);
- //pTmpPlayer is the source of the text
- DoScriptText(SAY_WP_4, pPlayer);
+ case 1:
+ DoScriptText(SAY_WP_1, me);
+ break;
+ case 3:
+ DoScriptText(SAY_WP_2, me);
+ me->SummonCreature(NPC_FELBOAR, me->GetPositionX()+5.0f, me->GetPositionY()+7.0f, me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
+ break;
+ case 4:
+ if (Player* pPlayer = GetPlayerForEscort())
+ {
+ //pTmpPlayer is the target of the text
+ DoScriptText(SAY_WP_3, me, pPlayer);
+ //pTmpPlayer is the source of the text
+ DoScriptText(SAY_WP_4, pPlayer);
+ }
+ break;
}
- break;
- }
- }
+ }
- void EnterCombat(Unit* /*pWho*/)
- {
- if (HasEscortState(STATE_ESCORT_ESCORTING))
- {
- if (Player* pPlayer = GetPlayerForEscort())
- DoScriptText(SAY_AGGRO1, me, pPlayer);
- }
- else
- DoScriptText(SAY_AGGRO2, me);
- }
-
- void Reset()
- {
- m_uiDeathCoilTimer = 4000;
- m_uiChatTimer = 4000;
- }
-
- void JustDied(Unit* pKiller)
- {
- if (HasEscortState(STATE_ESCORT_ESCORTING))
- {
- if (Player* pPlayer = GetPlayerForEscort())
+ void EnterCombat(Unit* /*pWho*/)
{
- // not a likely case, code here for the sake of example
- if (pKiller == me)
+ if (HasEscortState(STATE_ESCORT_ESCORTING))
{
- DoScriptText(SAY_DEATH_1, me, pPlayer);
+ if (Player* pPlayer = GetPlayerForEscort())
+ DoScriptText(SAY_AGGRO1, me, pPlayer);
}
else
- DoScriptText(SAY_DEATH_2, me, pPlayer);
+ DoScriptText(SAY_AGGRO2, me);
}
- }
- else
- DoScriptText(SAY_DEATH_3, me);
- }
- void UpdateAI(const uint32 uiDiff)
- {
- //Must update npc_escortAI
- npc_escortAI::UpdateAI(uiDiff);
-
- //Combat check
- if (me->getVictim())
- {
- if (m_uiDeathCoilTimer <= uiDiff)
+ void Reset()
{
- DoScriptText(SAY_SPELL, me);
- DoCast(me->getVictim(), SPELL_DEATH_COIL, false);
m_uiDeathCoilTimer = 4000;
+ m_uiChatTimer = 4000;
}
- else
- m_uiDeathCoilTimer -= uiDiff;
- }
- else
- {
- //Out of combat but being escorted
- if (HasEscortState(STATE_ESCORT_ESCORTING))
+
+ void JustDied(Unit* pKiller)
{
- if (m_uiChatTimer <= uiDiff)
+ if (HasEscortState(STATE_ESCORT_ESCORTING))
{
- if (me->HasAura(SPELL_ELIXIR_OF_FORTITUDE, 0))
+ if (Player* pPlayer = GetPlayerForEscort())
{
- DoScriptText(SAY_RAND_1, me);
- DoCast(me, SPELL_BLUE_FIREWORK, false);
+ // not a likely case, code here for the sake of example
+ if (pKiller == me)
+ {
+ DoScriptText(SAY_DEATH_1, me, pPlayer);
+ }
+ else
+ DoScriptText(SAY_DEATH_2, me, pPlayer);
}
- else
+ }
+ else
+ DoScriptText(SAY_DEATH_3, me);
+ }
+
+ void UpdateAI(const uint32 uiDiff)
+ {
+ //Must update npc_escortAI
+ npc_escortAI::UpdateAI(uiDiff);
+
+ //Combat check
+ if (me->getVictim())
+ {
+ if (m_uiDeathCoilTimer <= uiDiff)
{
- DoScriptText(SAY_RAND_2, me);
- DoCast(me, SPELL_ELIXIR_OF_FORTITUDE, false);
+ DoScriptText(SAY_SPELL, me);
+ DoCast(me->getVictim(), SPELL_DEATH_COIL, false);
+ m_uiDeathCoilTimer = 4000;
}
-
- m_uiChatTimer = 12000;
+ else
+ m_uiDeathCoilTimer -= uiDiff;
}
else
- m_uiChatTimer -= uiDiff;
+ {
+ //Out of combat but being escorted
+ if (HasEscortState(STATE_ESCORT_ESCORTING))
+ {
+ if (m_uiChatTimer <= uiDiff)
+ {
+ if (me->HasAura(SPELL_ELIXIR_OF_FORTITUDE, 0))
+ {
+ DoScriptText(SAY_RAND_1, me);
+ DoCast(me, SPELL_BLUE_FIREWORK, false);
+ }
+ else
+ {
+ DoScriptText(SAY_RAND_2, me);
+ DoCast(me, SPELL_ELIXIR_OF_FORTITUDE, false);
+ }
+
+ m_uiChatTimer = 12000;
+ }
+ else
+ m_uiChatTimer -= uiDiff;
+ }
+ }
}
+ };
+
+ CreatureAI* OnGetAI(Creature* creature) const
+ {
+ return new example_escortAI(creature);
}
- }
-};
-CreatureAI* GetAI_example_escort(Creature* pCreature)
-{
- return new example_escortAI(pCreature);
-}
+ bool OnGossipHello(Player* player, Creature* creature)
+ {
+ player->TalkedToCreature(creature->GetEntry(), creature->GetGUID());
+ player->PrepareGossipMenu(creature, 0);
-bool GossipHello_example_escort(Player* pPlayer, Creature* pCreature)
-{
- pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
- pPlayer->PrepareGossipMenu(pCreature, 0);
+ player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
+ player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
+ player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
+ player->SendPreparedGossip(creature);
- pPlayer->SendPreparedGossip(pCreature);
+ return true;
+ }
- return true;
-}
+ bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
+ {
+ npc_escortAI* pEscortAI = CAST_AI(example_escortAI, creature->AI());
-bool GossipSelect_example_escort(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
-{
- npc_escortAI* pEscortAI = CAST_AI(example_escortAI, pCreature->AI());
-
- switch(uiAction)
- {
- case GOSSIP_ACTION_INFO_DEF+1:
- pPlayer->CLOSE_GOSSIP_MENU();
-
- if (pEscortAI)
- pEscortAI->Start(true, true, pPlayer->GetGUID());
- break;
- case GOSSIP_ACTION_INFO_DEF+2:
- pPlayer->CLOSE_GOSSIP_MENU();
-
- if (pEscortAI)
- pEscortAI->Start(false, false, pPlayer->GetGUID());
- break;
- case GOSSIP_ACTION_INFO_DEF+3:
- pPlayer->CLOSE_GOSSIP_MENU();
-
- if (pEscortAI)
- pEscortAI->Start(false, true, pPlayer->GetGUID());
- break;
- default:
- return false; // nothing defined -> trinity core handling
- }
-
- return true; // no default handling -> prevent trinity core handling
-}
+ switch(action)
+ {
+ case GOSSIP_ACTION_INFO_DEF+1:
+ player->CLOSE_GOSSIP_MENU();
+
+ if (pEscortAI)
+ pEscortAI->Start(true, true, player->GetGUID());
+ break;
+ case GOSSIP_ACTION_INFO_DEF+2:
+ player->CLOSE_GOSSIP_MENU();
+
+ if (pEscortAI)
+ pEscortAI->Start(false, false, player->GetGUID());
+ break;
+ case GOSSIP_ACTION_INFO_DEF+3:
+ player->CLOSE_GOSSIP_MENU();
+
+ if (pEscortAI)
+ pEscortAI->Start(false, true, player->GetGUID());
+ break;
+ default:
+ return false; // nothing defined -> trinity core handling
+ }
+
+ return true; // no default handling -> prevent trinity core handling
+ }
+};
void AddSC_example_escort()
{
- Script *newscript;
- newscript = new Script;
- newscript->Name = "example_escort";
- newscript->GetAI = &GetAI_example_escort;
- newscript->pGossipHello = &GossipHello_example_escort;
- newscript->pGossipSelect = &GossipSelect_example_escort;
- newscript->RegisterSelf();
+ new example_escort();
}
diff --git a/src/server/scripts/Examples/example_gossip_codebox.cpp b/src/server/scripts/Examples/example_gossip_codebox.cpp
index b86f1ffacdb..9a91ea5bedf 100644
--- a/src/server/scripts/Examples/example_gossip_codebox.cpp
+++ b/src/server/scripts/Examples/example_gossip_codebox.cpp
@@ -39,63 +39,64 @@ enum eEnums
#define GOSSIP_ITEM_1 "A quiz: what's your name?"
#define GOSSIP_ITEM_2 "I'm not interested"
-//This function is called when the player opens the gossip menubool
-bool GossipHello_example_gossip_codebox(Player* pPlayer, Creature* pCreature)
+class example_gossip_codebox : public CreatureScript
{
- pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
- pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
+ public:
- pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
+ example_gossip_codebox()
+ : CreatureScript("example_gossip_codebox")
+ {
+ }
- return true;
-}
+ bool OnGossipHello(Player* player, Creature* creature)
+ {
+ player->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
+ player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
-//This function is called when the player clicks an option on the gossip menubool
-bool GossipSelect_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
-{
- if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
- {
- DoScriptText(SAY_NOT_INTERESTED, pCreature);
- pPlayer->CLOSE_GOSSIP_MENU();
- }
+ player->PlayerTalkClass->SendGossipMenu(907, creature->GetGUID());
- return true;
-}
+ return true;
+ }
-bool GossipSelectWithCode_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
-{
- if (uiSender == GOSSIP_SENDER_MAIN)
- {
- switch (uiAction)
+ bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
{
- case GOSSIP_ACTION_INFO_DEF+1:
- if (std::strcmp(sCode, pPlayer->GetName()) != 0)
+ if (action == GOSSIP_ACTION_INFO_DEF+2)
{
- DoScriptText(SAY_WRONG, pCreature);
- pCreature->CastSpell(pPlayer, SPELL_POLYMORPH, true);
+ DoScriptText(SAY_NOT_INTERESTED, creature);
+ player->CLOSE_GOSSIP_MENU();
}
- else
- {
- DoScriptText(SAY_CORRECT, pCreature);
- pCreature->CastSpell(pPlayer, SPELL_MARK_OF_THE_WILD, true);
- }
- pPlayer->CLOSE_GOSSIP_MENU();
return true;
}
- }
- return false;
-}
+ bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code)
+ {
+ if (sender == GOSSIP_SENDER_MAIN)
+ {
+ switch (action)
+ {
+ case GOSSIP_ACTION_INFO_DEF+1:
+ if (std::strcmp(code, player->GetName()) != 0)
+ {
+ DoScriptText(SAY_WRONG, creature);
+ creature->CastSpell(player, SPELL_POLYMORPH, true);
+ }
+ else
+ {
+ DoScriptText(SAY_CORRECT, creature);
+ creature->CastSpell(player, SPELL_MARK_OF_THE_WILD, true);
+ }
+ player->CLOSE_GOSSIP_MENU();
+
+ return true;
+ }
+ }
+
+ return false;
+ }
+};
void AddSC_example_gossip_codebox()
{
- Script* newscript;
-
- newscript = new Script;
- newscript->Name = "example_gossip_codebox";
- newscript->pGossipHello = &GossipHello_example_gossip_codebox;
- newscript->pGossipSelect = &GossipSelect_example_gossip_codebox;
- newscript->pGossipSelectWithCode = &GossipSelectWithCode_example_gossip_codebox;
- newscript->RegisterSelf();
+ new example_gossip_codebox();
}
diff --git a/src/server/scripts/Examples/example_misc.cpp b/src/server/scripts/Examples/example_misc.cpp
index af17b922602..67ed2c163dc 100644
--- a/src/server/scripts/Examples/example_misc.cpp
+++ b/src/server/scripts/Examples/example_misc.cpp
@@ -31,41 +31,57 @@ enum eSay
SAY_HI = -1999925
};
-bool AT_example_areatrigger(Player* pPlayer, const AreaTriggerEntry * /*pAt*/)
+class AT_example_areatrigger : public AreaTriggerScript
{
- DoScriptText(SAY_HI, pPlayer);
- return true;
-}
+ public:
-extern void LoadDatabase();
-bool ItemUse_example_item(Player* /*pPlayer*/, Item* /*pItem*/, SpellCastTargets const& /*scTargets*/)
-{
- sScriptMgr.LoadDatabase();
- return true;
-}
+ AT_example_areatrigger()
+ : AreaTriggerScript("example_areatrigger")
+ {
+ }
-bool GOHello_example_go_teleporter(Player* pPlayer, GameObject* /*pGo*/)
+ bool OnTrigger(Player* player, AreaTriggerEntry const* trigger)
+ {
+ DoScriptText(SAY_HI, player);
+ return true;
+ }
+};
+
+class ItemUse_example_item : public ItemScript
{
- pPlayer->TeleportTo(0, 1807.07f, 336.105f, 70.3975f, 0.0f);
- return false;
-}
+ public:
-void AddSC_example_misc()
+ ItemUse_example_item()
+ : ItemScript("example_item")
+ {
+ }
+
+ bool OnUse(Player* player, Item* item, SpellCastTargets const& targets)
+ {
+ sScriptMgr.LoadDatabase();
+ return true;
+ }
+};
+
+class GOHello_example_go_teleporter : public GameObjectScript
{
- Script* newscript;
+ public:
- newscript = new Script;
- newscript->Name = "example_areatrigger";
- newscript->pAreaTrigger = &AT_example_areatrigger;
- newscript->RegisterSelf();
+ GOHello_example_go_teleporter()
+ : GameObjectScript("example_go_teleporter")
+ {
+ }
- newscript = new Script;
- newscript->Name = "example_item";
- newscript->pItemUse = &ItemUse_example_item;
- newscript->RegisterSelf();
+ bool OnGossipHello(Player* player, GameObject* go)
+ {
+ player->TeleportTo(0, 1807.07f, 336.105f, 70.3975f, 0.0f);
+ return false;
+ }
+};
- newscript = new Script;
- newscript->Name = "example_go_teleporter";
- newscript->pGOHello = &GOHello_example_go_teleporter;
- newscript->RegisterSelf();
+void AddSC_example_misc()
+{
+ new AT_example_areatrigger();
+ new ItemUse_example_item();
+ new GOHello_example_go_teleporter();
}