diff options
Diffstat (limited to 'src/server/scripts/Examples')
| -rw-r--r-- | src/server/scripts/Examples/example_creature.cpp | 369 | ||||
| -rw-r--r-- | src/server/scripts/Examples/example_escort.cpp | 286 | ||||
| -rw-r--r-- | src/server/scripts/Examples/example_gossip_codebox.cpp | 87 | ||||
| -rw-r--r-- | src/server/scripts/Examples/example_misc.cpp | 72 |
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(); } |
