-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
121 lines
3.2 KiB
C++
121 lines
3.2 KiB
C++
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Areatrigger_Scripts
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SD%Complete: 100
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SDComment: Scripts for areatriggers
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SDCategory: Areatrigger
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EndScriptData */
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/* ContentData
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at_coilfang_waterfall 4591
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at_legion_teleporter 4560 Teleporter TO Invasion Point: Cataclysm
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at_ravenholdt
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at_warsong_slaughterhouse
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at_warsong_grainery
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at_torp_farm
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## at_coilfang_waterfall
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######*/
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enum eCoilfangGOs
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{
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GO_COILFANG_WATERFALL = 184212
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};
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bool AreaTrigger_at_coilfang_waterfall(Player *pPlayer, const AreaTriggerEntry *pAt)
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{
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if (GameObject* pGo = GetClosestGameObjectWithEntry(pPlayer, GO_COILFANG_WATERFALL, 35.0f))
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if (pGo->getLootState() == GO_READY)
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pGo->UseDoorOrButton();
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return false;
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}
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/*#####
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## at_legion_teleporter
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#####*/
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enum eLegionTeleporter
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{
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SPELL_TELE_A_TO = 37387,
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QUEST_GAINING_ACCESS_A = 10589,
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SPELL_TELE_H_TO = 37389,
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QUEST_GAINING_ACCESS_H = 10604
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};
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bool AreaTrigger_at_legion_teleporter(Player *pPlayer, const AreaTriggerEntry *pAt)
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{
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if (pPlayer->isAlive() && !pPlayer->isInCombat())
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{
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if (pPlayer->GetTeam() == ALLIANCE && pPlayer->GetQuestRewardStatus(QUEST_GAINING_ACCESS_A))
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{
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pPlayer->CastSpell(pPlayer, SPELL_TELE_A_TO, false);
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return true;
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}
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if (pPlayer->GetTeam() == HORDE && pPlayer->GetQuestRewardStatus(QUEST_GAINING_ACCESS_H))
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{
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pPlayer->CastSpell(pPlayer, SPELL_TELE_H_TO, false);
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return true;
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}
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return false;
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}
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return false;
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}
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enum eRavenholdt
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{
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QUEST_MANOR_RAVENHOLDT = 6681,
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NPC_RAVENHOLDT = 13936
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};
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bool AreaTrigger_at_ravenholdt(Player* pPlayer, const AreaTriggerEntry* pAt)
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{
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if (pPlayer->GetQuestStatus(QUEST_MANOR_RAVENHOLDT) == QUEST_STATUS_INCOMPLETE)
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pPlayer->KilledMonsterCredit(NPC_RAVENHOLDT, 0);
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return false;
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}
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void AddSC_areatrigger_scripts()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "at_coilfang_waterfall";
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newscript->pAreaTrigger = &AreaTrigger_at_coilfang_waterfall;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "at_legion_teleporter";
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newscript->pAreaTrigger = &AreaTrigger_at_legion_teleporter;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "at_ravenholdt";
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newscript->pAreaTrigger = &AreaTrigger_at_ravenholdt;
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newscript->RegisterSelf();
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}
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