Files
TrinityCore/src/server/scripts/Custom/custom_example.cpp
2010-08-14 10:28:45 +02:00

276 lines
10 KiB
C++

/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* 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, see <http://www.gnu.org/licenses/>.
*/
/* ScriptData
SDName: Custom_Example
SD%Complete: 100
SDComment: Short custom scripting example
SDCategory: Script Examples
EndScriptData */
#include "precompiled.h"
// **** This script is designed as an example for others to build on ****
// **** Please modify whatever you'd like to as this script is only for developement ****
// **** Script Info ****
// This script is written in a way that it can be used for both friendly and hostile monsters
// Its primary purpose is to show just how much you can really do with scripts
// I recommend trying it out on both an agressive NPC and on friendly npc
// **** Quick Info ****
// Functions with Handled Function marked above them are functions that are called automatically by the core
// Functions that are marked Custom Function are functions I've created to simplify code
#define SPELL_BUFF 25661
#define SPELL_ONE 12555
#define SPELL_ONE_ALT 24099
#define SPELL_TWO 10017
#define SPELL_THREE 26027
#define SPELL_ENRAGE 23537
#define SPELL_BESERK 32309
#define SAY_AGGRO "Let the games begin."
#define SAY_RANDOM_0 "I see endless suffering. I see torment. I see rage. I see everything."
#define SAY_RANDOM_1 "Muahahahaha"
#define SAY_RANDOM_2 "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets."
#define SAY_RANDOM_3 "You are already dead."
#define SAY_RANDOM_4 "Where to go? What to do? So many choices that all end in pain, end in death."
#define SAY_BESERK "$N, I sentance you to death!"
#define SAY_PHASE "The suffering has just begun!"
#define GOSSIP_ITEM "I'm looking for a fight"
#define SAY_DANCE "I always thought I was a good dancer"
#define SAY_SALUTE "Move out Soldier!"
//This is the GetAI method used by all scripts that involve AI
//It is called every time a new Creature using this script is created
class custom_example : public CreatureScript
{
public:
custom_example() : CreatureScript("custom_example") { }
bool OnReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
{
pCreature->HandleEmoteCommand(emote);
if (emote == TEXTEMOTE_DANCE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);
if (emote == TEXTEMOTE_SALUTE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiSender == GOSSIP_SENDER_MAIN)
SendDefaultMenu(pPlayer, pCreature, uiAction);
return true;
}
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
return true;
}
//This function is called when the player clicks an option on the gossip menu
void SendDefaultMenu(Player* pPlayer, Creature* pCreature, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) //Fight time
{
//Set our faction to hostile twoards all
pCreature->setFaction(24);
pCreature->Attack(pPlayer, true);
pPlayer->PlayerTalkClass->CloseGossip();
}
}
CreatureAI* GetAI(Creature* pCreature) const
{
return new custom_exampleAI (pCreature);
}
struct custom_exampleAI : public ScriptedAI
{
//*** HANDLED FUNCTION ***
//This is the constructor, called only once when the Creature is first created
custom_exampleAI(Creature *c) : ScriptedAI(c) {}
//*** CUSTOM VARIABLES ****
//These variables are for use only by this individual script.
//Nothing else will ever call them but us.
uint32 Say_Timer; //Timer for random chat
uint32 Rebuff_Timer; //Timer for rebuffing
uint32 Spell_1_Timer; //Timer for spell 1 when in combat
uint32 Spell_2_Timer; //Timer for spell 1 when in combat
uint32 Spell_3_Timer; //Timer for spell 1 when in combat
uint32 Beserk_Timer; //Timer until we go into Beserk (enraged) mode
uint32 Phase; //The current battle phase we are in
uint32 Phase_Timer; //Timer until phase transition
//*** HANDLED FUNCTION ***
//This is called whenever the core decides we need to evade
void Reset()
{
Phase = 1; //Start in phase 1
Phase_Timer = 60000; //60 seconds
Spell_1_Timer = 5000; //5 seconds
Spell_2_Timer = 37000; //37 seconds
Spell_3_Timer = 19000; //19 seconds
Beserk_Timer = 120000; //2 minutes
}
//*** HANDLED FUNCTION ***
//Attack Start is called whenever someone hits us.
void EnterCombat(Unit *who)
{
//Say some stuff
DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8280);
}
//*** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
void UpdateAI(const uint32 diff)
{
//Out of combat timers
if (!me->getVictim())
{
//Random Say timer
if (Say_Timer < diff)
{
//Random switch between 5 outcomes
switch (rand()%5)
{
case 0:
DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
break;
case 1:
DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8818);
break;
case 2:
DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8041);
break;
case 3:
DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8581);
break;
case 4:
DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8791);
break;
}
Say_Timer = 45000; //Say something agian in 45 seconds
}else Say_Timer -= diff;
//Rebuff timer
if (Rebuff_Timer < diff)
{
DoCast(me,SPELL_BUFF);
Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
}else Rebuff_Timer -= diff;
}
//Return since we have no target
if (!UpdateVictim())
return;
//Spell 1 timer
if (Spell_1_Timer < diff)
{
//Cast spell one on our current target.
if (rand()%50 > 10)
DoCast(me->getVictim(),SPELL_ONE_ALT);
else if (me->IsWithinDist(me->getVictim(), 25))
DoCast(me->getVictim(),SPELL_ONE);
Spell_1_Timer = 5000;
}else Spell_1_Timer -= diff;
//Spell 2 timer
if (Spell_2_Timer < diff)
{
//Cast spell one on our current target.
DoCast(me->getVictim(),SPELL_TWO);
Spell_2_Timer = 37000;
}else Spell_2_Timer -= diff;
//Spell 3 timer
if (Phase > 1)
if (Spell_3_Timer < diff)
{
//Cast spell one on our current target.
DoCast(me->getVictim(),SPELL_THREE);
Spell_3_Timer = 19000;
}else Spell_3_Timer -= diff;
//Beserk timer
if (Phase > 1)
if (Beserk_Timer < diff)
{
//Say our line then cast uber death spell
DoPlaySoundToSet(me,8588);
DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
DoCast(me->getVictim(),SPELL_BESERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
Beserk_Timer = 12000;
}else Beserk_Timer -= diff;
//Phase timer
if (Phase == 1)
if (Phase_Timer < diff)
{
//Go to next phase
Phase++;
DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
DoCast(me,SPELL_ENRAGE);
}else Phase_Timer -= diff;
DoMeleeAttackIfReady();
}
};
};
//This is the actual function called only once durring InitScripts()
//It must define all handled functions that are to be run in this script
//For example if you want this Script to handle Emotes you must include
//newscript->ReciveEmote = My_Emote_Function;
void AddSC_custom_example()
{
new custom_example();
}