Another big repo refactoring, should be latest

I've restored old paths for scripts and flattened the src structure
This commit is contained in:
Yehonal
2016-08-12 02:37:42 +02:00
parent 3972a1da63
commit c1a76e07ff
595 changed files with 684 additions and 1854 deletions

View File

@@ -0,0 +1,116 @@
/*
* Copyright (C)
* Copyright (C)
*
* 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: Boss_Grilek
SD%Complete: 100
SDComment:
SDCategory: Zul'Gurub
EndScriptData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "zulgurub.h"
enum Spells
{
SPELL_AVATAR = 24646, // Enrage Spell
SPELL_GROUND_TREMOR = 6524
};
enum Events
{
EVENT_AVATAR = 1,
EVENT_GROUND_TREMOR = 2
};
class boss_grilek : public CreatureScript // grilek
{
public: boss_grilek() : CreatureScript("boss_grilek") { }
struct boss_grilekAI : public BossAI
{
boss_grilekAI(Creature* creature) : BossAI(creature, DATA_EDGE_OF_MADNESS) { }
void Reset()
{
_Reset();
}
void JustDied(Unit* /*killer*/)
{
_JustDied();
}
void EnterCombat(Unit* /*who*/)
{
_EnterCombat();
events.ScheduleEvent(EVENT_AVATAR, urand(15000, 25000));
events.ScheduleEvent(EVENT_GROUND_TREMOR, urand(15000, 25000));
}
void UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_AVATAR:
DoCast(me, SPELL_AVATAR);
if (Unit* victim = me->GetVictim())
{
if (DoGetThreat(victim))
DoModifyThreatPercent(victim, -50);
}
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1))
AttackStart(target);
events.ScheduleEvent(EVENT_AVATAR, urand(25000, 35000));
break;
case EVENT_GROUND_TREMOR:
DoCastVictim(SPELL_GROUND_TREMOR, true);
events.ScheduleEvent(EVENT_GROUND_TREMOR, urand(12000, 16000));
break;
default:
break;
}
}
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new boss_grilekAI(creature);
}
};
void AddSC_boss_grilek()
{
new boss_grilek();
}