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*Integrate Script system to Core
-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
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/* 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: Example_Gossip_Codebox
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SD%Complete: 100
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SDComment: Show a codebox in gossip option
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SDCategory: Script Examples
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EndScriptData */
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#include "ScriptedPch.h"
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#include <cstring>
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enum eEnums
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{
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SPELL_POLYMORPH = 12826,
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SPELL_MARK_OF_THE_WILD = 26990,
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SAY_NOT_INTERESTED = -1999922,
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SAY_WRONG = -1999923,
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SAY_CORRECT = -1999924
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};
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#define GOSSIP_ITEM_1 "A quiz: what's your name?"
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#define GOSSIP_ITEM_2 "I'm not interested"
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//This function is called when the player opens the gossip menubool
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bool GossipHello_example_gossip_codebox(Player* pPlayer, Creature* pCreature)
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{
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pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
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pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
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return true;
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}
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//This function is called when the player clicks an option on the gossip menubool
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bool GossipSelect_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
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{
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DoScriptText(SAY_NOT_INTERESTED, pCreature);
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pPlayer->CLOSE_GOSSIP_MENU();
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}
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return true;
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}
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bool GossipSelectWithCode_example_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
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{
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if (uiSender == GOSSIP_SENDER_MAIN)
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{
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switch (uiAction)
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{
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case GOSSIP_ACTION_INFO_DEF+1:
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if (std::strcmp(sCode, pPlayer->GetName())!=0)
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{
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DoScriptText(SAY_WRONG, pCreature);
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pCreature->CastSpell(pPlayer, SPELL_POLYMORPH, true);
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}
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else
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{
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DoScriptText(SAY_CORRECT, pCreature);
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pCreature->CastSpell(pPlayer, SPELL_MARK_OF_THE_WILD, true);
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}
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pPlayer->CLOSE_GOSSIP_MENU();
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return true;
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}
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}
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return false;
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}
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void AddSC_example_gossip_codebox()
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{
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Script* newscript;
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newscript = new Script;
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newscript->Name = "example_gossip_codebox";
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newscript->pGossipHello = &GossipHello_example_gossip_codebox;
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newscript->pGossipSelect = &GossipSelect_example_gossip_codebox;
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newscript->pGossipSelectWithCode = &GossipSelectWithCode_example_gossip_codebox;
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newscript->RegisterSelf();
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}
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