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https://github.com/araxiaonline/TrinityCore.git
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5bdbb5e6d1
--HG-- branch : trunk
294 lines
11 KiB
C++
294 lines
11 KiB
C++
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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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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/* ScriptData
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SDName: Example_Creature
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SD%Complete: 100
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SDComment: Short custom scripting example
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SDCategory: Script Examples
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EndScriptData */
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#include "ScriptedPch.h"
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#include "SpellId.h"
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// **** This script is designed as an example for others to build on ****
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// **** Please modify whatever you'd like to as this script is only for developement ****
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// **** Script Info ****
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// This script is written in a way that it can be used for both friendly and hostile monsters
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// Its primary purpose is to show just how much you can really do with scripts
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// I recommend trying it out on both an agressive NPC and on friendly npc
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// **** Quick Info ****
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// Functions with Handled Function marked above them are functions that are called automatically by the core
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// Functions that are marked Custom Function are functions I've created to simplify code
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enum Yells
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{
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//List of text id's. The text is stored in database, also in a localized version
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//(if translation not exist for the textId, default english text will be used)
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//Not required to define in this way, but simplify if changes are needed.
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SAY_AGGRO = -1999900,
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SAY_RANDOM_0 = -1999901,
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SAY_RANDOM_1 = -1999902,
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SAY_RANDOM_2 = -1999903,
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SAY_RANDOM_3 = -1999904,
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SAY_RANDOM_4 = -1999905,
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SAY_BERSERK = -1999906,
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SAY_PHASE = -1999907,
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SAY_DANCE = -1999908,
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SAY_SALUTE = -1999909,
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SAY_EVADE = -1999910,
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};
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enum Spells
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{
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// List of spells.
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// Not required to define them in this way, but will make it easier to maintain in case spellId change
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SPELL_BUFF = SPELL_INCREASED_STAMINA_25661,
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SPELL_ONE = SPELL_PUMMEL_12555,
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SPELL_ONE_ALT = SPELL_POISON_BOLT_VOLLEY_24099,
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SPELL_TWO = SPELL_FROST_HOLD_10017,
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SPELL_THREE = SPELL_KNOCKBACK_26027,
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SPELL_FRENZY = SPELL_FRENZY_23537,
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SPELL_BERSERK = SPELL_BERSERK_32965,
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};
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enum eEnums
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{
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// any other constants
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FACTION_WORGEN = 24
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};
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//List of gossip item texts. Items will appear in the gossip window.
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#define GOSSIP_ITEM "I'm looking for a fight"
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struct example_creatureAI : public ScriptedAI
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{
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//*** HANDLED FUNCTION ***
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//This is the constructor, called only once when the Creature is first created
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example_creatureAI(Creature *c) : ScriptedAI(c) {}
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//*** CUSTOM VARIABLES ****
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//These variables are for use only by this individual script.
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//Nothing else will ever call them but us.
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uint32 m_uiSayTimer; // Timer for random chat
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uint32 m_uiRebuffTimer; // Timer for rebuffing
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uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
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uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
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uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
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uint32 m_uiPhase; // The current battle phase we are in
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uint32 m_uiPhaseTimer; // Timer until phase transition
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//*** HANDLED FUNCTION ***
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//This is called after spawn and whenever the core decides we need to evade
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void Reset()
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{
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m_uiPhase = 1; // Start in phase 1
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m_uiPhaseTimer = 60000; // 60 seconds
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m_uiSpell1Timer = 5000; // 5 seconds
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m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
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m_uiSpell3Timer = 19000; // 19 seconds
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m_uiBeserkTimer = 120000; // 2 minutes
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m_creature->RestoreFaction();
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}
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//*** HANDLED FUNCTION ***
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// Enter Combat called once per combat
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void EnterCombat(Unit* pWho)
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{
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//Say some stuff
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DoScriptText(SAY_AGGRO, m_creature, pWho);
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}
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//*** HANDLED FUNCTION ***
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// Attack Start is called when victim change (including at start of combat)
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// By default, attack pWho and start movement toward the victim.
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//void AttackStart(Unit* pWho)
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//{
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// ScriptedAI::AttackStart(pWho);
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//}
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//*** HANDLED FUNCTION ***
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// Called when going out of combat. Reset is called just after.
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void EnterEvadeMode()
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{
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DoScriptText(SAY_EVADE, m_creature);
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}
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//*** HANDLED FUNCTION ***
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//Our Receive emote function
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void ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
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{
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m_creature->HandleEmoteCommand(uiTextEmote);
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switch(uiTextEmote)
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{
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case TEXTEMOTE_DANCE:
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DoScriptText(SAY_DANCE, m_creature);
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break;
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case TEXTEMOTE_SALUTE:
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DoScriptText(SAY_SALUTE, m_creature);
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break;
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}
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}
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//*** HANDLED FUNCTION ***
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//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
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void UpdateAI(const uint32 uiDiff)
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{
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//Out of combat timers
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if (!m_creature->getVictim())
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{
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//Random Say timer
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if (m_uiSayTimer <= uiDiff)
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{
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//Random switch between 5 outcomes
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DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), m_creature);
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m_uiSayTimer = 45000; //Say something agian in 45 seconds
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}
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else
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m_uiSayTimer -= uiDiff;
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//Rebuff timer
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if (m_uiRebuffTimer <= uiDiff)
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{
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DoCast(m_creature, SPELL_BUFF);
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m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
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}
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else
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m_uiRebuffTimer -= uiDiff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//Spell 1 timer
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if (m_uiSpell1Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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if (rand()%50 > 10)
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DoCast(m_creature->getVictim(), SPELL_ONE_ALT);
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else if (m_creature->IsWithinDist(m_creature->getVictim(), 25.0f))
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DoCast(m_creature->getVictim(), SPELL_ONE);
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m_uiSpell1Timer = 5000;
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}
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else
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m_uiSpell1Timer -= uiDiff;
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//Spell 2 timer
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if (m_uiSpell2Timer <= uiDiff)
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{
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//Cast spell two on our current target.
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DoCast(m_creature->getVictim(), SPELL_TWO);
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m_uiSpell2Timer = 37000;
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}
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else
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m_uiSpell2Timer -= uiDiff;
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//Beserk timer
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if (m_uiPhase > 1)
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{
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//Spell 3 timer
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if (m_uiSpell3Timer <= uiDiff)
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{
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//Cast spell one on our current target.
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DoCast(m_creature->getVictim(), SPELL_THREE);
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m_uiSpell3Timer = 19000;
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}
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else
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m_uiSpell3Timer -= uiDiff;
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if (m_uiBeserkTimer <= uiDiff)
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{
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//Say our line then cast uber death spell
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DoScriptText(SAY_BERSERK, m_creature, m_creature->getVictim());
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DoCast(m_creature->getVictim(), SPELL_BERSERK);
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//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
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m_uiBeserkTimer = 12000;
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}
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else
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m_uiBeserkTimer -= uiDiff;
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}
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else if (m_uiPhase == 1) //Phase timer
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{
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if (m_uiPhaseTimer <= uiDiff)
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{
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//Go to next phase
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++m_uiPhase;
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DoScriptText(SAY_PHASE, m_creature);
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DoCast(m_creature, SPELL_FRENZY);
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}
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else
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m_uiPhaseTimer -= uiDiff;
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}
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DoMeleeAttackIfReady();
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}
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};
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//This is the GetAI method used by all scripts that involve AI
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//It is called every time a new Creature using this script is created
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CreatureAI* GetAI_example_creature(Creature* pCreature)
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{
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return new example_creatureAI (pCreature);
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}
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//This function is called when the player clicks an option on the gossip menu
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bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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//Set our faction to hostile towards all
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pCreature->setFaction(FACTION_WORGEN);
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pCreature->AI()->AttackStart(pPlayer);
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}
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return true;
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}
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//This function is called when the player opens the gossip menu
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bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->SEND_GOSSIP_MENU(907, pCreature->GetGUID());
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return true;
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}
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//This is the actual function called only once durring InitScripts()
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//It must define all handled functions that are to be run in this script
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void AddSC_example_creature()
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{
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Script* newscript;
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newscript = new Script;
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newscript->Name = "example_creature";
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newscript->GetAI = &GetAI_example_creature;
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newscript->pGossipHello = &GossipHello_example_creature;
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newscript->pGossipSelect = &GossipSelect_example_creature;
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newscript->RegisterSelf();
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}
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