Files
TrinityCore2/src/scripts/world/npc_innkeeper.cpp
T
Rat 0cc053ea4d *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
2010-01-19 11:36:05 +01:00

132 lines
5.2 KiB
C++

/*
* Copyright (C) 2008 - 2009 Trinity <http://www.trinitycore.org/>
*
* 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: Npc_Innkeeper
SDAuthor: WarHead
SD%Complete: 99% - SendBindPoint(pCreature); needs question if you really want to bind before the real bind is done (don't know how atm)
SDComment: Complete
SDCategory: NPCs
EndScriptData */
#include "ScriptedPch.h"
#define HALLOWEEN_EVENTID 12
#define SPELL_TRICK_OR_TREATED 24755
#define SPELL_TREAT 24715
#define LOCALE_TRICK_OR_TREAT_0 "Trick or Treat!"
#define LOCALE_TRICK_OR_TREAT_2 "Des bonbons ou des blagues!"
#define LOCALE_TRICK_OR_TREAT_3 "Süßes oder Saures!"
#define LOCALE_TRICK_OR_TREAT_6 "¡Truco o trato!"
#define LOCALE_INNKEEPER_0 "Make this inn my home."
#define LOCALE_INNKEEPER_3 "Ich möchte dieses Gasthaus zu meinem Heimatort machen."
bool GossipHello_npc_innkeeper(Player *pPlayer, Creature *pCreature)
{
if (IsEventActive(HALLOWEEN_EVENTID) && !pPlayer->HasAura(SPELL_TRICK_OR_TREATED))
{
char* localizedEntry;
switch (pPlayer->GetSession()->GetSessionDbcLocale())
{
case LOCALE_frFR: localizedEntry = LOCALE_TRICK_OR_TREAT_2; break;
case LOCALE_deDE: localizedEntry = LOCALE_TRICK_OR_TREAT_3; break;
case LOCALE_esES: localizedEntry = LOCALE_TRICK_OR_TREAT_6; break;
case LOCALE_enUS: default: localizedEntry = LOCALE_TRICK_OR_TREAT_0;
}
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, localizedEntry, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+HALLOWEEN_EVENTID);
}
if (pCreature->isQuestGiver())
pPlayer->PrepareQuestMenu(pCreature->GetGUID());
if (pCreature->isVendor())
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_VENDOR, GOSSIP_TEXT_BROWSE_GOODS, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_TRADE);
if (pCreature->isInnkeeper())
{
char* localizedEntry;
switch (pPlayer->GetSession()->GetSessionDbcLocale())
{
case LOCALE_deDE: localizedEntry = LOCALE_INNKEEPER_3; break;
case LOCALE_enUS: default: localizedEntry = LOCALE_INNKEEPER_0;
}
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, localizedEntry, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INN);
}
pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
return true;
}
bool GossipSelect_npc_innkeeper(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF+HALLOWEEN_EVENTID && IsEventActive(HALLOWEEN_EVENTID) && !pPlayer->HasAura(SPELL_TRICK_OR_TREATED))
{
pPlayer->CastSpell(pPlayer, SPELL_TRICK_OR_TREATED, true);
if (urand(0, 1))
pPlayer->CastSpell(pPlayer, SPELL_TREAT, true);
else
{
uint32 trickspell = 0;
switch (urand(0, 13))
{
case 0: trickspell = 24753; break; // cannot cast, random 30sec
case 1: trickspell = 24713; break; // lepper gnome costume
case 2: trickspell = 24735; break; // male ghost costume
case 3: trickspell = 24736; break; // female ghostcostume
case 4: trickspell = 24710; break; // male ninja costume
case 5: trickspell = 24711; break; // female ninja costume
case 6: trickspell = 24708; break; // male pirate costume
case 7: trickspell = 24709; break; // female pirate costume
case 8: trickspell = 24723; break; // skeleton costume
case 9: trickspell = 24753; break; // Trick
case 10: trickspell = 24924; break; // Hallow's End Candy
case 11: trickspell = 24925; break; // Hallow's End Candy
case 12: trickspell = 24926; break; // Hallow's End Candy
case 13: trickspell = 24927; break; // Hallow's End Candy
}
pPlayer->CastSpell(pPlayer, trickspell, true);
}
pPlayer->CLOSE_GOSSIP_MENU();
return true;
}
pPlayer->CLOSE_GOSSIP_MENU();
switch (uiAction)
{
case GOSSIP_ACTION_TRADE: pPlayer->SEND_VENDORLIST(pCreature->GetGUID()); break;
case GOSSIP_ACTION_INN: pPlayer->GetSession()->SendBindPoint(pCreature); break;
}
return true;
}
void AddSC_npc_innkeeper()
{
Script *newscript;
newscript = new Script;
newscript->Name = "npc_innkeeper";
newscript->pGossipHello = &GossipHello_npc_innkeeper;
newscript->pGossipSelect = &GossipSelect_npc_innkeeper;
newscript->RegisterSelf();
}