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-rw-r--r--src/server/scripts/Examples/example_creature.cpp292
-rw-r--r--src/server/scripts/Examples/example_escort.cpp229
-rw-r--r--src/server/scripts/Examples/example_gossip_codebox.cpp99
-rw-r--r--src/server/scripts/Examples/example_misc.cpp69
4 files changed, 689 insertions, 0 deletions
diff --git a/src/server/scripts/Examples/example_creature.cpp b/src/server/scripts/Examples/example_creature.cpp
new file mode 100644
index 00000000000..856b680e2e6
--- /dev/null
+++ b/src/server/scripts/Examples/example_creature.cpp
@@ -0,0 +1,292 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+/* ScriptData
+SDName: Example_Creature
+SD%Complete: 100
+SDComment: Short custom scripting example
+SDCategory: Script Examples
+EndScriptData */
+
+#include "ScriptedPch.h"
+
+// **** This script is designed as an example for others to build on ****
+// **** Please modify whatever you'd like to as this script is only for developement ****
+
+// **** Script Info ****
+// This script is written in a way that it can be used for both friendly and hostile monsters
+// Its primary purpose is to show just how much you can really do with scripts
+// I recommend trying it out on both an agressive NPC and on friendly npc
+
+// **** Quick Info ****
+// Functions with Handled Function marked above them are functions that are called automatically by the core
+// Functions that are marked Custom Function are functions I've created to simplify code
+
+enum Yells
+{
+ //List of text id's. The text is stored in database, also in a localized version
+ //(if translation not exist for the textId, default english text will be used)
+ //Not required to define in this way, but simplify if changes are needed.
+ SAY_AGGRO = -1999900,
+ SAY_RANDOM_0 = -1999901,
+ SAY_RANDOM_1 = -1999902,
+ SAY_RANDOM_2 = -1999903,
+ SAY_RANDOM_3 = -1999904,
+ SAY_RANDOM_4 = -1999905,
+ SAY_BERSERK = -1999906,
+ SAY_PHASE = -1999907,
+ SAY_DANCE = -1999908,
+ SAY_SALUTE = -1999909,
+ SAY_EVADE = -1999910,
+};
+
+enum Spells
+{
+ // List of spells.
+ // Not required to define them in this way, but will make it easier to maintain in case spellId change
+ SPELL_BUFF = 25661,
+ SPELL_ONE = 12555,
+ SPELL_ONE_ALT = 24099,
+ SPELL_TWO = 10017,
+ SPELL_THREE = 26027,
+ SPELL_FRENZY = 23537,
+ SPELL_BERSERK = 32965,
+};
+
+enum eEnums
+{
+ // any other constants
+ FACTION_WORGEN = 24
+};
+
+//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
+{
+ //*** 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)
+ {
+ 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();
+ }
+};
+
+//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();
+}
diff --git a/src/server/scripts/Examples/example_escort.cpp b/src/server/scripts/Examples/example_escort.cpp
new file mode 100644
index 00000000000..bf2b454bf8e
--- /dev/null
+++ b/src/server/scripts/Examples/example_escort.cpp
@@ -0,0 +1,229 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+/* ScriptData
+SDName: Example_Escort
+SD%Complete: 100
+SDComment: Script used for testing escortAI
+SDCategory: Script Examples
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptedEscortAI.h"
+
+enum eEnums
+{
+ NPC_FELBOAR = 21878,
+
+ SPELL_DEATH_COIL = 33130,
+ SPELL_ELIXIR_OF_FORTITUDE = 3593,
+ SPELL_BLUE_FIREWORK = 11540,
+
+ SAY_AGGRO1 = -1999910,
+ SAY_AGGRO2 = -1999911,
+ SAY_WP_1 = -1999912,
+ SAY_WP_2 = -1999913,
+ SAY_WP_3 = -1999914,
+ SAY_WP_4 = -1999915,
+ SAY_DEATH_1 = -1999916,
+ SAY_DEATH_2 = -1999917,
+ SAY_DEATH_3 = -1999918,
+ SAY_SPELL = -1999919,
+ SAY_RAND_1 = -1999920,
+ SAY_RAND_2 = -1999921
+};
+
+#define GOSSIP_ITEM_1 "Click to Test Escort(Attack, Run)"
+#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
+{
+ // 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)
+ {
+ 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;
+ }
+ }
+
+ 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())
+ {
+ // 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
+ 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_SPELL, me);
+ DoCast(me->getVictim(), SPELL_DEATH_COIL, false);
+ m_uiDeathCoilTimer = 4000;
+ }
+ else
+ m_uiDeathCoilTimer -= uiDiff;
+ }
+ else
+ {
+ //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* GetAI_example_escort(Creature* pCreature)
+{
+ return new example_escortAI(pCreature);
+}
+
+bool GossipHello_example_escort(Player* pPlayer, Creature* pCreature)
+{
+ pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
+ pPlayer->PrepareGossipMenu(pCreature, 0);
+
+ 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);
+
+ pPlayer->SendPreparedGossip(pCreature);
+
+ return true;
+}
+
+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
+}
+
+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();
+}
diff --git a/src/server/scripts/Examples/example_gossip_codebox.cpp b/src/server/scripts/Examples/example_gossip_codebox.cpp
new file mode 100644
index 00000000000..e208722784a
--- /dev/null
+++ b/src/server/scripts/Examples/example_gossip_codebox.cpp
@@ -0,0 +1,99 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+/* ScriptData
+SDName: Example_Gossip_Codebox
+SD%Complete: 100
+SDComment: Show a codebox in gossip option
+SDCategory: Script Examples
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include <cstring>
+
+enum eEnums
+{
+ SPELL_POLYMORPH = 12826,
+ SPELL_MARK_OF_THE_WILD = 26990,
+
+ SAY_NOT_INTERESTED = -1999922,
+ SAY_WRONG = -1999923,
+ SAY_CORRECT = -1999924
+};
+
+#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)
+{
+ 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);
+
+ pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
+
+ return true;
+}
+
+//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();
+ }
+
+ 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)
+ {
+ case GOSSIP_ACTION_INFO_DEF+1:
+ if (std::strcmp(sCode, pPlayer->GetName()) != 0)
+ {
+ DoScriptText(SAY_WRONG, pCreature);
+ pCreature->CastSpell(pPlayer, SPELL_POLYMORPH, true);
+ }
+ else
+ {
+ DoScriptText(SAY_CORRECT, pCreature);
+ pCreature->CastSpell(pPlayer, SPELL_MARK_OF_THE_WILD, true);
+ }
+ pPlayer->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();
+}
diff --git a/src/server/scripts/Examples/example_misc.cpp b/src/server/scripts/Examples/example_misc.cpp
new file mode 100644
index 00000000000..3c96cc0bae7
--- /dev/null
+++ b/src/server/scripts/Examples/example_misc.cpp
@@ -0,0 +1,69 @@
+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+/* ScriptData
+SDName: Example_Misc
+SD%Complete: 100
+SDComment: Item, Areatrigger and other small code examples
+SDCategory: Script Examples
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptMgr.h"
+
+enum eSay
+{
+ SAY_HI = -1999925
+};
+
+bool AT_example_areatrigger(Player* pPlayer, const AreaTriggerEntry * /*pAt*/)
+{
+ DoScriptText(SAY_HI, pPlayer);
+ return true;
+}
+
+extern void LoadDatabase();
+bool ItemUse_example_item(Player* /*pPlayer*/, Item* /*pItem*/, SpellCastTargets const& /*scTargets*/)
+{
+ sScriptMgr.LoadDatabase();
+ return true;
+}
+
+bool GOHello_example_go_teleporter(Player* pPlayer, GameObject* /*pGo*/)
+{
+ pPlayer->TeleportTo(0, 1807.07f, 336.105f, 70.3975f, 0.0f);
+ return false;
+}
+
+void AddSC_example_misc()
+{
+ Script* newscript;
+
+ newscript = new Script;
+ newscript->Name = "example_areatrigger";
+ newscript->pAreaTrigger = &AT_example_areatrigger;
+ newscript->RegisterSelf();
+
+ newscript = new Script;
+ newscript->Name = "example_item";
+ newscript->pItemUse = &ItemUse_example_item;
+ newscript->RegisterSelf();
+
+ newscript = new Script;
+ newscript->Name = "example_go_teleporter";
+ newscript->pGOHello = &GOHello_example_go_teleporter;
+ newscript->RegisterSelf();
+}