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boss_general.cpp
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113 lines (95 loc) · 2.75 KB
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/* Copyright (C) 2010 /dev/rsa for 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: boss_general
SD%Complete: ?%
SDComment: by /dev/rsa
SDCategory: General boss instance script template
EndScriptData */
#include "precompiled.h"
#include "def_instance.h"
enum BossSpells
{
SPELL_SUPERSPELL = 99999,
};
struct MANGOS_DLL_DECL boss_generalAI : public BSWScriptedAI
{
boss_generalAI(Creature* pCreature) : BSWScriptedAI(pCreature)
{
pInstance = (ScriptedInstance*)pCreature->GetInstanceData();
Reset();
}
ScriptedInstance *pInstance;
uint8 stage;
void Reset()
{
if(!pInstance) return;
pInstance->SetData(TYPE_GENERAL, NOT_STARTED);
resetTimers();
}
void MovementInform(uint32 type, uint32 id)
{
if (type != POINT_MOTION_TYPE) return;
}
void KilledUnit(Unit* pVictim)
{
/* switch (urand(0,1)) {
case 0:
DoScriptText(-1631006,m_creature,pVictim);
break;
case 1:
DoScriptText(-1631007,m_creature,pVictim);
break;
};*/
}
void JustReachedHome()
{
if (!pInstance) return;
pInstance->SetData(TYPE_GENERAL, FAIL);
}
void JustSummoned(Creature* summoned)
{
}
void Aggro(Unit *who)
{
if(!pInstance) return;
pInstance->SetData(TYPE_GENERAL, IN_PROGRESS);
}
void JustDied(Unit *killer)
{
if(!pInstance) return;
pInstance->SetData(TYPE_GENERAL, DONE);
}
void UpdateAI(const uint32 diff)
{
if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
return;
timedCast(SPELL_SUPERSPELL, diff);
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_boss_general(Creature* pCreature)
{
return new boss_generalAI(pCreature);
}
void AddSC_boss_general()
{
Script *newscript;
newscript = new Script;
newscript->Name = "boss_general";
newscript->GetAI = &GetAI_boss_general;
newscript->RegisterSelf();
}