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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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328
src/bindings/universal/ScriptMgr.cpp
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328
src/bindings/universal/ScriptMgr.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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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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#include "config.h"
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#include "ScriptMgr.h"
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#include "../../game/GossipDef.h"
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#include "../../game/GameObject.h"
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#include "../../game/Player.h"
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#include "../../game/Map.h"
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#include "../../game/ObjectMgr.h"
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//uint8 loglevel = 0;
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int nrscripts;
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Script *m_scripts[MAX_SCRIPTS];
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InstanceDataScript* m_instance_scripts[MAX_INSTANCE_SCRIPTS];
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int num_inst_scripts;
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// -- Scripts to be added --
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extern void AddSC_default();
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// -------------------
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MANGOS_DLL_EXPORT
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void ScriptsFree()
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{ // Free resources before library unload
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for(int i=0;i<nrscripts;i++)
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delete m_scripts[i];
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for(int i=0;i<num_inst_scripts;i++)
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delete m_instance_scripts[i];
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nrscripts = 0;
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num_inst_scripts = 0;
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}
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MANGOS_DLL_EXPORT
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void ScriptsInit()
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{
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nrscripts = 0;
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num_inst_scripts = 0;
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for(int i=0;i<MAX_SCRIPTS;i++)
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{
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m_scripts[i]=NULL;
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m_instance_scripts[i]=NULL;
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}
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// -- Inicialize the Scripts to be Added --
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AddSC_default();
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// ----------------------------------------
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}
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Script* GetScriptByName(std::string Name)
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{
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if(Name.empty())
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return NULL;
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for(int i=0;i<MAX_SCRIPTS;i++)
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{
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if( m_scripts[i] && m_scripts[i]->Name == Name )
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return m_scripts[i];
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}
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return NULL;
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}
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MANGOS_DLL_EXPORT
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bool GossipHello ( Player * player, Creature *_Creature )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pGossipHello) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGossipHello(player,_Creature);
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}
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MANGOS_DLL_EXPORT
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bool GossipSelect( Player *player, Creature *_Creature,uint32 sender, uint32 action )
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{
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debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pGossipSelect) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGossipSelect(player,_Creature,sender,action);
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}
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MANGOS_DLL_EXPORT
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bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode )
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{
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debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode);
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}
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MANGOS_DLL_EXPORT
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bool QuestAccept( Player *player, Creature *_Creature, Quest *_Quest )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pQuestAccept) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pQuestAccept(player,_Creature,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool QuestSelect( Player *player, Creature *_Creature, Quest *_Quest )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pQuestSelect) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pQuestSelect(player,_Creature,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool QuestComplete( Player *player, Creature *_Creature, Quest *_Quest )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pQuestComplete) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pQuestComplete(player,_Creature,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool ChooseReward( Player *player, Creature *_Creature, Quest *_Quest, uint32 opt )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pChooseReward) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pChooseReward(player,_Creature,_Quest,opt);
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}
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MANGOS_DLL_EXPORT
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uint32 NPCDialogStatus( Player *player, Creature *_Creature )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pNPCDialogStatus(player,_Creature);
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}
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MANGOS_DLL_EXPORT
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uint32 GODialogStatus( Player *player, GameObject *_GO )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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if(!tmpscript || !tmpscript->pGODialogStatus) return 100;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGODialogStatus(player,_GO);
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}
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MANGOS_DLL_EXPORT
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bool ItemHello( Player *player, Item *_Item, Quest *_Quest )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
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if(!tmpscript || !tmpscript->pItemHello) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pItemHello(player,_Item,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool ItemQuestAccept( Player *player, Item *_Item, Quest *_Quest )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
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if(!tmpscript || !tmpscript->pItemQuestAccept) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pItemQuestAccept(player,_Item,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool GOHello( Player *player, GameObject *_GO )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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if(!tmpscript || !tmpscript->pGOHello) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGOHello(player,_GO);
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}
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MANGOS_DLL_EXPORT
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bool GOQuestAccept( Player *player, GameObject *_GO, Quest *_Quest )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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if(!tmpscript || !tmpscript->pGOQuestAccept) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGOQuestAccept(player,_GO,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool GOChooseReward( Player *player, GameObject *_GO, Quest *_Quest, uint32 opt )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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if(!tmpscript || !tmpscript->pGOChooseReward) return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGOChooseReward(player,_GO,_Quest,opt);
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}
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MANGOS_DLL_EXPORT
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bool AreaTrigger ( Player *player, AreaTriggerEntry* atEntry )
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(GetAreaTriggerScriptNameById(atEntry->id));
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if(!tmpscript || !tmpscript->pAreaTrigger) return false;
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return tmpscript->pAreaTrigger(player, atEntry);
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}
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MANGOS_DLL_EXPORT
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bool ReceiveEmote ( Player *player, Creature *_Creature, uint32 emote )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->pReceiveEmote) return false;
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return tmpscript->pReceiveEmote(player,_Creature, emote);
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}
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MANGOS_DLL_EXPORT
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bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets)
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{
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Script *tmpscript = NULL;
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tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
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if(!tmpscript || !tmpscript->pItemUse) return false;
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return tmpscript->pItemUse(player,_Item,targets);
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}
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MANGOS_DLL_EXPORT
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CreatureAI* GetAI(Creature *_Creature )
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{
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Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
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if(!tmpscript || !tmpscript->GetAI) return NULL;
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return tmpscript->GetAI(_Creature);
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}
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MANGOS_DLL_EXPORT
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InstanceData* CreateInstanceData(Map *map)
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{
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if(!map->IsDungeon()) return NULL;
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std::string name = ((InstanceMap*)map)->GetScript();
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if(!name.empty())
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for(int i=0;i<num_inst_scripts;i++)
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if(m_instance_scripts[i] && m_instance_scripts[i]->name == name)
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return m_instance_scripts[i]->GetInstanceData(map);
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return NULL;
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}
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void ScriptedAI::UpdateAI(const uint32)
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{
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//Check if we have a current target
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if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
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{
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//If we are within range melee the target
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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if( m_creature->isAttackReady() )
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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}
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}
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}
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void ScriptedAI::EnterEvadeMode()
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{
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if( m_creature->isAlive() )
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DoGoHome();
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}
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void ScriptedAI::DoStartAttack(Unit* victim)
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{
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if( m_creature->Attack(victim, true) )
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m_creature->GetMotionMaster()->MoveChase(victim);
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}
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void ScriptedAI::DoStopAttack()
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{
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if( m_creature->getVictim() != NULL )
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{
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m_creature->AttackStop();
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}
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}
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void ScriptedAI::DoGoHome()
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{
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if( !m_creature->getVictim() && m_creature->isAlive() )
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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