* Rename InstanceData to InstanceScript

* Rename *mgr to their new names in scripts project
* Mass convert all the scripts (NEEDS THOROUGH TESTING, because it was done automatically) Please, report bugs on issue tracker.

--HG--
branch : trunk
rename : src/server/game/Instances/InstanceData.cpp => src/server/game/Instances/InstanceScript.cpp
rename : src/server/game/Instances/InstanceData.h => src/server/game/Instances/InstanceScript.h
This commit is contained in:
azazel
2010-08-08 22:54:58 +06:00
parent 8a69e50d6a
commit 590199d8e1
482 changed files with 84476 additions and 82697 deletions

View File

@@ -211,11 +211,46 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
};
//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_custom_example(Creature* pCreature)
//It is called every time a new Creature using this script is created
class custom_example : public CreatureScript
return new custom_exampleAI (pCreature);
}
{
public:
custom_example() : CreatureScript("custom_example") { }
bool ReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
{
pCreature->HandleEmoteCommand(emote);
if (emote == TEXTEMOTE_DANCE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);
if (emote == TEXTEMOTE_SALUTE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);
return true;
}
bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiSender == GOSSIP_SENDER_MAIN)
SendDefaultMenu(pPlayer, pCreature, uiAction);
return true;
}
bool GossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
return true;
}
CreatureAI* GetAI(Creature* pCreature)
{
return new custom_exampleAI (pCreature);
}
};
//This function is called when the player clicks an option on the gossip menu
@@ -230,36 +265,10 @@ void SendDefaultMenu_custom_example(Player* pPlayer, Creature* pCreature, uint32
}
}
bool GossipSelect_custom_example(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiSender == GOSSIP_SENDER_MAIN)
SendDefaultMenu_custom_example(pPlayer, pCreature, uiAction);
return true;
}
//This function is called when the player clicks an option on the gossip menu
bool GossipHello_custom_example(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
return true;
}
//This function is called when the player opens the gossip menu
bool ReceiveEmote_custom_example(Player* pPlayer, Creature* pCreature, uint32 emote)
{
pCreature->HandleEmoteCommand(emote);
if (emote == TEXTEMOTE_DANCE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);
if (emote == TEXTEMOTE_SALUTE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);
return true;
}
//Our Recive emote function
//This is the actual function called only once durring InitScripts()
@@ -267,14 +276,5 @@ bool ReceiveEmote_custom_example(Player* pPlayer, Creature* pCreature, uint32 em
//For example if you want this Script to handle Emotes you must include
//newscript->ReciveEmote = My_Emote_Function;
void AddSC_custom_example()
Script *newscript;
newscript = new Script;
newscript->Name="custom_example";
newscript->GetAI = &GetAI_custom_example;
newscript->pGossipHello = &GossipHello_custom_example;
newscript->pGossipSelect = &GossipSelect_custom_example;
newscript->pReceiveEmote = &ReceiveEmote_custom_example;
newscript->RegisterSelf();
{
new custom_example();