/* Copyright (C) 2008 - 2010 Trinity
* Copyright (C) 2006 - 2009 ScriptDev2
* 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: Guards
SD%Complete: 100
SDComment: All Guard gossip data, quite some npc_text-id's still missing, adding constantly as new id's are known. CombatAI should be organized better for future.
SDCategory: Guards
EndScriptData */
/* ContentData
guard_generic
guard_orgrimmar
guard_shattrath_aldor
guard_shattrath_scryer
guard_stormwind
EndContentData */
#include "ScriptPCH.h"
#include "ScriptedGuardAI.h"
/*******************************************************
* guard_generic
*******************************************************/
CreatureAI* GetAI_guard_generic(Creature* pCreature)
{
return new guardAI (pCreature);
}
/*******************************************************
* guard_orgrimmar
*******************************************************/
CreatureAI* GetAI_guard_orgrimmar(Creature* pCreature)
{
return new guardAI_orgrimmar (pCreature);
}
/*******************************************************
* guard_shattrath_aldor
*******************************************************/
#define SPELL_BANISHED_SHATTRATH_A 36642
#define SPELL_BANISHED_SHATTRATH_S 36671
#define SPELL_BANISH_TELEPORT 36643
#define SPELL_EXILE 39533
struct guard_shattrath_aldorAI : public guardAI
{
guard_shattrath_aldorAI(Creature *c) : guardAI(c) {}
uint32 Exile_Timer;
uint32 Banish_Timer;
uint64 PlayerGUID;
bool CanTeleport;
void Reset()
{
Banish_Timer = 5000;
Exile_Timer = 8500;
PlayerGUID = 0;
CanTeleport = false;
}
void EnterCombat(Unit * /*who*/) {}
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
if (CanTeleport)
{
if (Exile_Timer <= diff)
{
if (Unit* temp = Unit::GetUnit(*me,PlayerGUID))
{
temp->CastSpell(temp,SPELL_EXILE,true);
temp->CastSpell(temp,SPELL_BANISH_TELEPORT,true);
}
PlayerGUID = 0;
Exile_Timer = 8500;
CanTeleport = false;
} else Exile_Timer -= diff;
}
else if (Banish_Timer <= diff)
{
Unit* temp = me->getVictim();
if (temp && temp->GetTypeId() == TYPEID_PLAYER)
{
DoCast(temp, SPELL_BANISHED_SHATTRATH_A);
Banish_Timer = 9000;
PlayerGUID = temp->GetGUID();
if (PlayerGUID)
CanTeleport = true;
}
} else Banish_Timer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_guard_shattrath_aldor(Creature* pCreature)
{
return new guard_shattrath_aldorAI (pCreature);
}
/*******************************************************
* guard_shattrath_scryer
*******************************************************/
struct guard_shattrath_scryerAI : public guardAI
{
guard_shattrath_scryerAI(Creature *c) : guardAI(c) {}
uint32 Exile_Timer;
uint32 Banish_Timer;
uint64 PlayerGUID;
bool CanTeleport;
void Reset()
{
Banish_Timer = 5000;
Exile_Timer = 8500;
PlayerGUID = 0;
CanTeleport = false;
}
void EnterCombat(Unit * /*who*/) {}
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim())
return;
if (CanTeleport)
{
if (Exile_Timer <= diff)
{
if (Unit* temp = Unit::GetUnit(*me,PlayerGUID))
{
temp->CastSpell(temp,SPELL_EXILE,true);
temp->CastSpell(temp,SPELL_BANISH_TELEPORT,true);
}
PlayerGUID = 0;
Exile_Timer = 8500;
CanTeleport = false;
} else Exile_Timer -= diff;
}
else if (Banish_Timer <= diff)
{
Unit* temp = me->getVictim();
if (temp && temp->GetTypeId() == TYPEID_PLAYER)
{
DoCast(temp, SPELL_BANISHED_SHATTRATH_S);
Banish_Timer = 9000;
PlayerGUID = temp->GetGUID();
if (PlayerGUID)
CanTeleport = true;
}
} else Banish_Timer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_guard_shattrath_scryer(Creature* pCreature)
{
return new guard_shattrath_scryerAI (pCreature);
}
/*******************************************************
* guard_stormwind
*******************************************************/
CreatureAI* GetAI_guard_stormwind(Creature* pCreature)
{
return new guardAI_stormwind (pCreature);
}
/*******************************************************
* AddSC
*******************************************************/
void AddSC_guards()
{
Script *newscript;
newscript = new Script;
newscript->Name = "guard_generic";
newscript->GetAI = &GetAI_guard_generic;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "guard_orgrimmar";
newscript->GetAI = &GetAI_guard_orgrimmar;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "guard_shattrath_aldor";
newscript->GetAI = &GetAI_guard_shattrath_aldor;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "guard_shattrath_scryer";
newscript->GetAI = &GetAI_guard_shattrath_scryer;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "guard_stormwind";
newscript->GetAI = &GetAI_guard_stormwind;
newscript->RegisterSelf();
}