mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-14 20:13:04 -04:00
219 lines
5.8 KiB
C++
219 lines
5.8 KiB
C++
/*
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* Copyright (C) 2008-2012 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: Tirisfal_Glades
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SD%Complete: 100
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SDComment: Quest support: 590, 1819
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SDCategory: Tirisfal Glades
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EndScriptData */
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/* ContentData
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npc_calvin_montague
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go_mausoleum_door
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go_mausoleum_trigger
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EndContentData */
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#include "ScriptPCH.h"
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/*######
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## npc_calvin_montague
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######*/
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enum eCalvin
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{
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SAY_COMPLETE = -1000431,
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SPELL_DRINK = 2639, // possibly not correct spell (but iconId is correct)
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QUEST_590 = 590,
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FACTION_HOSTILE = 168
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};
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class npc_calvin_montague : public CreatureScript
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{
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public:
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npc_calvin_montague() : CreatureScript("npc_calvin_montague") { }
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_590)
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{
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creature->setFaction(FACTION_HOSTILE);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(player);
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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_calvin_montagueAI (creature);
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}
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struct npc_calvin_montagueAI : public ScriptedAI
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{
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npc_calvin_montagueAI(Creature* creature) : ScriptedAI(creature) { }
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uint32 m_uiPhase;
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uint32 m_uiPhaseTimer;
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uint64 m_uiPlayerGUID;
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void Reset()
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{
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m_uiPhase = 0;
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m_uiPhaseTimer = 5000;
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m_uiPlayerGUID = 0;
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me->RestoreFaction();
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if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE))
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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}
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void EnterCombat(Unit* /*who*/) {}
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void AttackedBy(Unit* pAttacker)
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{
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if (me->getVictim() || me->IsFriendlyTo(pAttacker))
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return;
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AttackStart(pAttacker);
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}
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void DamageTaken(Unit* pDoneBy, uint32 &uiDamage)
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{
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if (uiDamage > me->GetHealth() || me->HealthBelowPctDamaged(15, uiDamage))
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{
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uiDamage = 0;
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me->RestoreFaction();
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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me->CombatStop(true);
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m_uiPhase = 1;
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if (pDoneBy->GetTypeId() == TYPEID_PLAYER)
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m_uiPlayerGUID = pDoneBy->GetGUID();
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}
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}
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void UpdateAI(const uint32 uiDiff)
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{
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if (m_uiPhase)
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{
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if (m_uiPhaseTimer <= uiDiff)
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m_uiPhaseTimer = 7500;
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else
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{
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m_uiPhaseTimer -= uiDiff;
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return;
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}
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switch (m_uiPhase)
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{
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case 1:
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DoScriptText(SAY_COMPLETE, me);
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++m_uiPhase;
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break;
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case 2:
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if (Player* player = Unit::GetPlayer(*me, m_uiPlayerGUID))
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player->AreaExploredOrEventHappens(QUEST_590);
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DoCast(me, SPELL_DRINK, true);
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++m_uiPhase;
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break;
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case 3:
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EnterEvadeMode();
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break;
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}
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return;
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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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/*######
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## go_mausoleum_door
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## go_mausoleum_trigger
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######*/
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enum eMausoleum
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{
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QUEST_ULAG = 1819,
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NPC_ULAG = 6390,
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GO_TRIGGER = 104593,
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GO_DOOR = 176594
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};
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class go_mausoleum_door : public GameObjectScript
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{
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public:
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go_mausoleum_door() : GameObjectScript("go_mausoleum_door") { }
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bool OnGossipHello(Player* player, GameObject* /*go*/)
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{
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if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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return false;
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if (GameObject* pTrigger = player->FindNearestGameObject(GO_TRIGGER, 30.0f))
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{
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pTrigger->SetGoState(GO_STATE_READY);
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player->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
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return false;
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}
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return false;
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}
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};
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class go_mausoleum_trigger : public GameObjectScript
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{
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public:
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go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { }
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bool OnGossipHello(Player* player, GameObject* go)
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{
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if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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return false;
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if (GameObject* pDoor = player->FindNearestGameObject(GO_DOOR, 30.0f))
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{
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go->SetGoState(GO_STATE_ACTIVE);
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pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);
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return true;
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}
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return false;
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}
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};
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void AddSC_tirisfal_glades()
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{
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new npc_calvin_montague();
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new go_mausoleum_door();
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new go_mausoleum_trigger();
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}
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