mirror of
https://github.com/araxiaonline/TrinityCore.git
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117 lines
3.0 KiB
C++
117 lines
3.0 KiB
C++
/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Teldrassil
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SD%Complete: 100
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SDComment: Quest support: 938
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SDCategory: Teldrassil
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EndScriptData */
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/* ContentData
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npc_mist
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EndContentData */
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#include "ScriptPCH.h"
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#include "ScriptedFollowerAI.h"
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/*####
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# npc_mist
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####*/
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enum eMist
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{
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SAY_AT_HOME = -1000323,
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EMOTE_AT_HOME = -1000324,
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QUEST_MIST = 938,
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NPC_ARYNIA = 3519,
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FACTION_DARNASSUS = 79
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};
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class npc_mist : public CreatureScript
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{
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public:
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npc_mist() : CreatureScript("npc_mist") { }
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* pQuest)
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{
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if (pQuest->GetQuestId() == QUEST_MIST)
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{
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if (npc_mistAI* pMistAI = CAST_AI(npc_mist::npc_mistAI, creature->AI()))
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pMistAI->StartFollow(player, FACTION_DARNASSUS, pQuest);
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}
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_mistAI(creature);
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}
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struct npc_mistAI : public FollowerAI
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{
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npc_mistAI(Creature* creature) : FollowerAI(creature) { }
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void Reset() { }
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void MoveInLineOfSight(Unit* who)
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{
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FollowerAI::MoveInLineOfSight(who);
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if (!me->getVictim() && !HasFollowState(STATE_FOLLOW_COMPLETE) && who->GetEntry() == NPC_ARYNIA)
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{
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if (me->IsWithinDistInMap(who, 10.0f))
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{
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DoScriptText(SAY_AT_HOME, who);
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DoComplete();
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}
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}
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}
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void DoComplete()
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{
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DoScriptText(EMOTE_AT_HOME, me);
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if (Player* player = GetLeaderForFollower())
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{
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if (player->GetQuestStatus(QUEST_MIST) == QUEST_STATUS_INCOMPLETE)
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player->GroupEventHappens(QUEST_MIST, me);
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}
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//The follow is over (and for later development, run off to the woods before really end)
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SetFollowComplete();
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}
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//call not needed here, no known abilities
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/*void UpdateFollowerAI(const uint32 uiDiff)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}*/
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};
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};
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void AddSC_teldrassil()
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{
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new npc_mist();
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}
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