Files
TrinityCore2/src/server/scripts/EasternKingdoms/tirisfal_glades.cpp
2012-01-01 00:32:13 +01:00

219 lines
5.8 KiB
C++

/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2009 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: Tirisfal_Glades
SD%Complete: 100
SDComment: Quest support: 590, 1819
SDCategory: Tirisfal Glades
EndScriptData */
/* ContentData
npc_calvin_montague
go_mausoleum_door
go_mausoleum_trigger
EndContentData */
#include "ScriptPCH.h"
/*######
## npc_calvin_montague
######*/
enum eCalvin
{
SAY_COMPLETE = -1000431,
SPELL_DRINK = 2639, // possibly not correct spell (but iconId is correct)
QUEST_590 = 590,
FACTION_HOSTILE = 168
};
class npc_calvin_montague : public CreatureScript
{
public:
npc_calvin_montague() : CreatureScript("npc_calvin_montague") { }
bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
{
if (quest->GetQuestId() == QUEST_590)
{
creature->setFaction(FACTION_HOSTILE);
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(player);
}
return true;
}
CreatureAI* GetAI(Creature* creature) const
{
return new npc_calvin_montagueAI (creature);
}
struct npc_calvin_montagueAI : public ScriptedAI
{
npc_calvin_montagueAI(Creature* creature) : ScriptedAI(creature) { }
uint32 m_uiPhase;
uint32 m_uiPhaseTimer;
uint64 m_uiPlayerGUID;
void Reset()
{
m_uiPhase = 0;
m_uiPhaseTimer = 5000;
m_uiPlayerGUID = 0;
me->RestoreFaction();
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE))
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
}
void EnterCombat(Unit* /*who*/) {}
void AttackedBy(Unit* pAttacker)
{
if (me->getVictim() || me->IsFriendlyTo(pAttacker))
return;
AttackStart(pAttacker);
}
void DamageTaken(Unit* pDoneBy, uint32 &uiDamage)
{
if (uiDamage > me->GetHealth() || me->HealthBelowPctDamaged(15, uiDamage))
{
uiDamage = 0;
me->RestoreFaction();
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
me->CombatStop(true);
m_uiPhase = 1;
if (pDoneBy->GetTypeId() == TYPEID_PLAYER)
m_uiPlayerGUID = pDoneBy->GetGUID();
}
}
void UpdateAI(const uint32 uiDiff)
{
if (m_uiPhase)
{
if (m_uiPhaseTimer <= uiDiff)
m_uiPhaseTimer = 7500;
else
{
m_uiPhaseTimer -= uiDiff;
return;
}
switch (m_uiPhase)
{
case 1:
DoScriptText(SAY_COMPLETE, me);
++m_uiPhase;
break;
case 2:
if (Player* player = Unit::GetPlayer(*me, m_uiPlayerGUID))
player->AreaExploredOrEventHappens(QUEST_590);
DoCast(me, SPELL_DRINK, true);
++m_uiPhase;
break;
case 3:
EnterEvadeMode();
break;
}
return;
}
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
};
};
/*######
## go_mausoleum_door
## go_mausoleum_trigger
######*/
enum eMausoleum
{
QUEST_ULAG = 1819,
NPC_ULAG = 6390,
GO_TRIGGER = 104593,
GO_DOOR = 176594
};
class go_mausoleum_door : public GameObjectScript
{
public:
go_mausoleum_door() : GameObjectScript("go_mausoleum_door") { }
bool OnGossipHello(Player* player, GameObject* /*go*/)
{
if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pTrigger = player->FindNearestGameObject(GO_TRIGGER, 30.0f))
{
pTrigger->SetGoState(GO_STATE_READY);
player->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
return false;
}
return false;
}
};
class go_mausoleum_trigger : public GameObjectScript
{
public:
go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { }
bool OnGossipHello(Player* player, GameObject* go)
{
if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pDoor = player->FindNearestGameObject(GO_DOOR, 30.0f))
{
go->SetGoState(GO_STATE_ACTIVE);
pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);
return true;
}
return false;
}
};
void AddSC_tirisfal_glades()
{
new npc_calvin_montague();
new go_mausoleum_door();
new go_mausoleum_trigger();
}