mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-22 13:16:23 +00:00
Big re-organization of repository [W.I.P]
This commit is contained in:
@@ -1,496 +0,0 @@
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/*
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* Copyright (C)
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* Copyright (C)
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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
|
||||
* 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
|
||||
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
* FITNESS FOR A PARTICULAR PURPOSE. See the 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 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: Zulaman
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SD%Complete: 90
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SDComment: Forest Frog will turn into different NPC's. Workaround to prevent new entry from running this script
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SDCategory: Zul'Aman
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EndScriptData */
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/* ContentData
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npc_forest_frog
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EndContentData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "ScriptedGossip.h"
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#include "zulaman.h"
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#include "Player.h"
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#include "SpellInfo.h"
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#include "SpellScript.h"
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/*######
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## npc_forest_frog
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######*/
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enum ForestFrog
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{
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// Spells
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SPELL_REMOVE_AMANI_CURSE = 43732,
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SPELL_PUSH_MOJO = 43923,
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// Creatures
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NPC_FOREST_FROG = 24396
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};
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class npc_forest_frog : public CreatureScript
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{
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public:
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npc_forest_frog() : CreatureScript("npc_forest_frog") { }
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struct npc_forest_frogAI : public ScriptedAI
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{
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npc_forest_frogAI(Creature* creature) : ScriptedAI(creature)
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{
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instance = creature->GetInstanceScript();
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}
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InstanceScript* instance;
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void Reset() { }
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void EnterCombat(Unit* /*who*/) { }
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void DoSpawnRandom()
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{
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uint32 cEntry = 24397;
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switch (urand(0, 9))
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{
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//case 0: cEntry = 24397; break; //Mannuth
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case 1: cEntry = 24403; break; //Deez
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case 2: cEntry = 24404; break; //Galathryn
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case 3: cEntry = 24405; break; //Adarrah
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case 4: cEntry = 24406; break; //Fudgerick
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case 5: cEntry = 24407; break; //Darwen
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case 6: cEntry = 24445; break; //Mitzi
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case 7: cEntry = 24448; break; //Christian
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case 8: cEntry = 24453; break; //Brennan
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case 9: cEntry = 24455; break; //Hollee
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}
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if (!instance->GetData(TYPE_RAND_VENDOR_1) && roll_chance_i(10))
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{
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cEntry = 24408; //Gunter
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instance->SetData(TYPE_RAND_VENDOR_1, DONE);
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}
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else if (!instance->GetData(TYPE_RAND_VENDOR_2) && roll_chance_i(10))
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{
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cEntry = 24409; //Kyren
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instance->SetData(TYPE_RAND_VENDOR_2, DONE);
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}
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me->UpdateEntry(cEntry);
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me->DespawnOrUnsummon(2*MINUTE*IN_MILLISECONDS);
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}
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void SpellHit(Unit* caster, const SpellInfo* spell)
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{
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if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == NPC_FOREST_FROG)
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{
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if (roll_chance_i(2))
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DoCast(caster, SPELL_PUSH_MOJO, true);
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else
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DoSpawnRandom();
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}
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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{
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return GetInstanceAI<npc_forest_frogAI>(creature);
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}
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};
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/*######
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## npc_zulaman_hostage
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######*/
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#define GOSSIP_HOSTAGE1 "I am glad to help you."
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static uint32 HostageEntry[] = {23790, 23999, 24024, 24001};
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static uint32 ChestEntry[] = {186648, 187021, 186672, 186667};
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class npc_zulaman_hostage : public CreatureScript
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{
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public:
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npc_zulaman_hostage() : CreatureScript("npc_zulaman_hostage") { }
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struct npc_zulaman_hostageAI : public ScriptedAI
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{
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npc_zulaman_hostageAI(Creature* creature) : ScriptedAI(creature)
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{
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IsLoot = false;
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}
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bool IsLoot;
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uint64 PlayerGUID;
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void Reset() { }
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void EnterCombat(Unit* /*who*/) { }
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void JustDied(Unit* /*killer*/)
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{
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if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
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player->SendLoot(me->GetGUID(), LOOT_CORPSE);
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}
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void UpdateAI(uint32 /*diff*/)
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{
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if (IsLoot)
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DoCast(me, 7, false);
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_zulaman_hostageAI(creature);
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}
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bool OnGossipHello(Player* player, Creature* creature)
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{
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
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{
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player->PlayerTalkClass->ClearMenus();
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if (action == GOSSIP_ACTION_INFO_DEF + 1)
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player->CLOSE_GOSSIP_MENU();
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if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
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return true;
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creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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InstanceScript* instance = creature->GetInstanceScript();
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if (instance)
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{
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//uint8 progress = instance->GetData(DATA_CHESTLOOTED);
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instance->SetData(DATA_CHESTLOOTED, 0);
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float x, y, z;
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creature->GetPosition(x, y, z);
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uint32 entry = creature->GetEntry();
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for (uint8 i = 0; i < 4; ++i)
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{
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if (HostageEntry[i] == entry)
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{
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creature->SummonGameObject(ChestEntry[i], x-2, y, z, 0, 0, 0, 0, 0, 0);
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break;
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}
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}
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}
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return true;
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}
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};
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/*######
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## npc_harrison_jones
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######*/
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enum Says
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{
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SAY_HARRISON_0 = 0,
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SAY_HARRISON_1 = 1,
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SAY_HARRISON_2 = 0,
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SAY_HARRISON_3 = 1
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};
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enum Spells
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{
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SPELL_BANGING_THE_GONG = 45225,
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SPELL_STEALTH = 34189,
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SPELL_COSMETIC_SPEAR_THROW = 43647
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};
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enum Events
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{
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GONG_EVENT_1 = 1,
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GONG_EVENT_2 = 2,
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GONG_EVENT_3 = 3,
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GONG_EVENT_4 = 4,
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GONG_EVENT_5 = 5,
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GONG_EVENT_6 = 6,
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GONG_EVENT_7 = 7,
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GONG_EVENT_8 = 8,
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GONG_EVENT_9 = 9,
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GONG_EVENT_10 = 10,
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GONG_EVENT_11 = 11
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};
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enum Waypoints
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{
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HARRISON_MOVE_1 = 860440,
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HARRISON_MOVE_2 = 860441,
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HARRISON_MOVE_3 = 860442
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};
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enum DisplayIds
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{
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MODEL_HARRISON_JONES_0 = 22340,
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MODEL_HARRISON_JONES_1 = 22354,
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MODEL_HARRISON_JONES_2 = 22347
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};
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enum EntryIds
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{
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NPC_HARRISON_JONES_1 = 24375,
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NPC_HARRISON_JONES_2 = 24365,
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NPC_AMANISHI_GUARDIAN = 23597,
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};
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enum Weapons
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{
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WEAPON_MACE = 5301,
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WEAPON_SPEAR = 13631
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};
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class npc_harrison_jones : public CreatureScript
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{
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public:
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npc_harrison_jones() : CreatureScript("npc_harrison_jones")
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{
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}
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struct npc_harrison_jonesAI : public ScriptedAI
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{
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npc_harrison_jonesAI(Creature* creature) : ScriptedAI(creature)
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{
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instance = creature->GetInstanceScript();
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}
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InstanceScript* instance;
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uint8 _gongEvent;
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uint32 _gongTimer;
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uint64 uiTargetGUID;
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void Reset()
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{
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_gongEvent = 0;
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_gongTimer = 0;
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uiTargetGUID = 0;
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}
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void EnterCombat(Unit* /*who*/) { }
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void sGossipSelect(Player* player, uint32 sender, uint32 action)
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{
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if (me->GetCreatureTemplate()->GossipMenuId == sender && !action)
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{
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player->CLOSE_GOSSIP_MENU();
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me->SetFacingToObject(player);
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me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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Talk(SAY_HARRISON_0);
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_gongEvent = GONG_EVENT_1;
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_gongTimer = 4000;
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}
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}
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void SpellHit(Unit*, const SpellInfo* spell)
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{
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if (spell->Id == SPELL_COSMETIC_SPEAR_THROW)
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{
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me->RemoveAllAuras();
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me->SetEntry(NPC_HARRISON_JONES_2);
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me->SetDisplayId(MODEL_HARRISON_JONES_2);
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me->SetTarget(0);
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me->SetByteValue(UNIT_FIELD_BYTES_1, 0, UNIT_STAND_STATE_DEAD);
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me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
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instance->SetData(DATA_GONGEVENT, DONE);
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}
|
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}
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|
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void UpdateAI(uint32 diff)
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||||
{
|
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if (_gongEvent)
|
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{
|
||||
if (_gongTimer <= diff)
|
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{
|
||||
switch (_gongEvent)
|
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{
|
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case GONG_EVENT_1:
|
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me->GetMotionMaster()->MovePath(HARRISON_MOVE_1, false);
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_gongEvent = GONG_EVENT_2;
|
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_gongTimer = 12000;
|
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break;
|
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case GONG_EVENT_2:
|
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me->SetFacingTo(6.235659f);
|
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Talk(SAY_HARRISON_1);
|
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DoCast(me, SPELL_BANGING_THE_GONG);
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_MACE));
|
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me->SetSheath(SHEATH_STATE_MELEE);
|
||||
_gongEvent = GONG_EVENT_3;
|
||||
_gongTimer = 4000;
|
||||
break;
|
||||
case GONG_EVENT_3:
|
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if (GameObject* gong = me->GetMap()->GetGameObject(instance->GetData64(GO_STRANGE_GONG)))
|
||||
gong->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
|
||||
_gongEvent = GONG_EVENT_4;
|
||||
_gongTimer = 105000;
|
||||
break;
|
||||
case GONG_EVENT_4:
|
||||
me->RemoveAura(SPELL_BANGING_THE_GONG);
|
||||
if (GameObject* gong = me->GetMap()->GetGameObject(instance->GetData64(GO_STRANGE_GONG)))
|
||||
gong->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
|
||||
|
||||
// trigger or gong will need to be scripted to set IN_PROGRESS after enough hits.
|
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// This is temp workaround.
|
||||
instance->SetData(DATA_GONGEVENT, IN_PROGRESS); // to be removed.
|
||||
|
||||
if (instance->GetData(DATA_GONGEVENT) == IN_PROGRESS)
|
||||
{
|
||||
// Players are Now Saved to instance at SPECIAL (Player should be notified?)
|
||||
me->GetMotionMaster()->MovePath(HARRISON_MOVE_2, false);
|
||||
_gongEvent = GONG_EVENT_5;
|
||||
_gongTimer = 5000;
|
||||
}
|
||||
else
|
||||
{
|
||||
_gongTimer = 1000;
|
||||
_gongEvent = GONG_EVENT_9;
|
||||
}
|
||||
break;
|
||||
case GONG_EVENT_5:
|
||||
me->SetEntry(NPC_HARRISON_JONES_1);
|
||||
me->SetDisplayId(MODEL_HARRISON_JONES_1);
|
||||
Talk(SAY_HARRISON_2);
|
||||
_gongTimer = 12000;
|
||||
_gongEvent = GONG_EVENT_6;
|
||||
break;
|
||||
case GONG_EVENT_6:
|
||||
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USE_STANDING);
|
||||
Talk(SAY_HARRISON_3);
|
||||
_gongTimer = 7000;
|
||||
_gongEvent = GONG_EVENT_7;
|
||||
break;
|
||||
case GONG_EVENT_7:
|
||||
if (!uiTargetGUID)
|
||||
{
|
||||
std::list<Creature*> targetList;
|
||||
GetCreatureListWithEntryInGrid(targetList, me, NPC_AMANISHI_GUARDIAN, 26.0f);
|
||||
if (!targetList.empty())
|
||||
{
|
||||
for (std::list<Creature*>::const_iterator itr = targetList.begin(); itr != targetList.end(); ++itr)
|
||||
{
|
||||
if (Creature* ptarget = *itr)
|
||||
{
|
||||
if (ptarget->GetPositionX() > 120)
|
||||
{
|
||||
ptarget->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_SPEAR));
|
||||
ptarget->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
|
||||
ptarget->SetReactState(REACT_PASSIVE);
|
||||
ptarget->AI()->SetData(0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
ptarget->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
|
||||
ptarget->SetReactState(REACT_PASSIVE);
|
||||
ptarget->AI()->SetData(0, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (GameObject* gate = me->GetMap()->GetGameObject(instance->GetData64(GO_MASSIVE_GATE)))
|
||||
gate->SetGoState(GO_STATE_ACTIVE);
|
||||
_gongTimer = 2000;
|
||||
_gongEvent = GONG_EVENT_8;
|
||||
break;
|
||||
case GONG_EVENT_8:
|
||||
DoCast(me, SPELL_STEALTH);
|
||||
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(0));
|
||||
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
|
||||
me->GetMotionMaster()->MovePath(HARRISON_MOVE_3, false);
|
||||
_gongTimer = 1000;
|
||||
_gongEvent = 0;
|
||||
break;
|
||||
case GONG_EVENT_9:
|
||||
me->GetMotionMaster()->MovePoint(0, 120.687f, 1674.0f, 42.0217f);
|
||||
_gongTimer = 12000;
|
||||
_gongEvent = GONG_EVENT_10;
|
||||
break;
|
||||
case GONG_EVENT_10:
|
||||
me->SetFacingTo(1.59044f);
|
||||
_gongEvent = 11;
|
||||
_gongTimer = 6000;
|
||||
break;
|
||||
case GONG_EVENT_11:
|
||||
me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
|
||||
|
||||
instance->SetData(DATA_GONGEVENT, NOT_STARTED);
|
||||
_gongEvent = 0;
|
||||
_gongTimer = 1000;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
_gongTimer -= diff;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const
|
||||
{
|
||||
return GetInstanceAI<npc_harrison_jonesAI>(creature);
|
||||
}
|
||||
};
|
||||
|
||||
class spell_banging_the_gong : public SpellScriptLoader
|
||||
{
|
||||
public:
|
||||
spell_banging_the_gong() : SpellScriptLoader("spell_banging_the_gong") { }
|
||||
|
||||
class spell_banging_the_gong_SpellScript : public SpellScript
|
||||
{
|
||||
PrepareSpellScript(spell_banging_the_gong_SpellScript);
|
||||
|
||||
void Activate(SpellEffIndex index)
|
||||
{
|
||||
PreventHitDefaultEffect(index);
|
||||
GetHitGObj()->SendCustomAnim(0);
|
||||
}
|
||||
|
||||
void Register()
|
||||
{
|
||||
OnEffectHitTarget += SpellEffectFn(spell_banging_the_gong_SpellScript::Activate, EFFECT_1, SPELL_EFFECT_ACTIVATE_OBJECT);
|
||||
}
|
||||
};
|
||||
|
||||
SpellScript* GetSpellScript() const
|
||||
{
|
||||
return new spell_banging_the_gong_SpellScript();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void AddSC_zulaman()
|
||||
{
|
||||
new npc_forest_frog();
|
||||
new npc_zulaman_hostage();
|
||||
new npc_harrison_jones();
|
||||
new spell_banging_the_gong();
|
||||
}
|
||||
Reference in New Issue
Block a user