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desolace.cpp
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235 lines (195 loc) · 7.43 KB
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/* Copyright (C) 2006 - 2011 ScriptDev2 <http://www.scriptdev2.com/>
* 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: Desolace
SD%Complete: 100
SDComment: Quest support: 5561, 1440
SDCategory: Desolace
EndScriptData */
/* ContentData
npc_aged_dying_ancient_kodo
npc_dalinda_malem
EndContentData */
#include "precompiled.h"
#include "escort_ai.h"
/*######
## npc_aged_dying_ancient_kodo
######*/
enum
{
SAY_SMEED_HOME_1 = -1000348,
SAY_SMEED_HOME_2 = -1000349,
SAY_SMEED_HOME_3 = -1000350,
QUEST_KODO = 5561,
NPC_SMEED = 11596,
NPC_AGED_KODO = 4700,
NPC_DYING_KODO = 4701,
NPC_ANCIENT_KODO = 4702,
NPC_TAMED_KODO = 11627,
SPELL_KODO_KOMBO_ITEM = 18153,
SPELL_KODO_KOMBO_PLAYER_BUFF = 18172, //spells here have unclear function, but using them at least for visual parts and checks
SPELL_KODO_KOMBO_DESPAWN_BUFF = 18377,
SPELL_KODO_KOMBO_GOSSIP = 18362
};
struct MANGOS_DLL_DECL npc_aged_dying_ancient_kodoAI : public ScriptedAI
{
npc_aged_dying_ancient_kodoAI(Creature* pCreature) : ScriptedAI(pCreature) { Reset(); }
uint32 m_uiDespawnTimer;
void Reset()
{
m_uiDespawnTimer = 0;
}
void MoveInLineOfSight(Unit* pWho)
{
if (pWho->GetEntry() == NPC_SMEED)
{
if (m_creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
return;
if (m_creature->IsWithinDistInMap(pWho, 10.0f))
{
switch(urand(0, 2))
{
case 0: DoScriptText(SAY_SMEED_HOME_1, pWho); break;
case 1: DoScriptText(SAY_SMEED_HOME_2, pWho); break;
case 2: DoScriptText(SAY_SMEED_HOME_3, pWho); break;
}
//spell have no implemented effect (dummy), so useful to notify spellHit
m_creature->CastSpell(m_creature,SPELL_KODO_KOMBO_GOSSIP,true);
}
}
}
void SpellHit(Unit* pCaster, SpellEntry const* pSpell)
{
if (pSpell->Id == SPELL_KODO_KOMBO_GOSSIP)
{
m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
m_uiDespawnTimer = 60000;
}
}
void UpdateAI(const uint32 diff)
{
//timer should always be == 0 unless we already updated entry of creature. Then not expect this updated to ever be in combat.
if (m_uiDespawnTimer && m_uiDespawnTimer <= diff)
{
if (!m_creature->getVictim() && m_creature->isAlive())
{
Reset();
m_creature->SetDeathState(JUST_DIED);
m_creature->Respawn();
return;
}
} else m_uiDespawnTimer -= diff;
if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
return;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_npc_aged_dying_ancient_kodo(Creature* pCreature)
{
return new npc_aged_dying_ancient_kodoAI(pCreature);
}
bool EffectDummyCreature_npc_aged_dying_ancient_kodo(Unit *pCaster, uint32 spellId, SpellEffectIndex effIndex, Creature *pCreatureTarget)
{
//always check spellid and effectindex
if (spellId == SPELL_KODO_KOMBO_ITEM && effIndex == EFFECT_INDEX_0)
{
//no effect if player/creature already have aura from spells
if (pCaster->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) || pCreatureTarget->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
return true;
if (pCreatureTarget->GetEntry() == NPC_AGED_KODO ||
pCreatureTarget->GetEntry() == NPC_DYING_KODO ||
pCreatureTarget->GetEntry() == NPC_ANCIENT_KODO)
{
pCaster->CastSpell(pCaster,SPELL_KODO_KOMBO_PLAYER_BUFF,true);
pCreatureTarget->UpdateEntry(NPC_TAMED_KODO);
pCreatureTarget->CastSpell(pCreatureTarget,SPELL_KODO_KOMBO_DESPAWN_BUFF,false);
if (pCreatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
pCreatureTarget->GetMotionMaster()->MoveIdle();
pCreatureTarget->GetMotionMaster()->MoveFollow(pCaster, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
//always return true when we are handling this spell and effect
return true;
}
return false;
}
bool GossipHello_npc_aged_dying_ancient_kodo(Player* pPlayer, Creature* pCreature)
{
if (pPlayer->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) && pCreature->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
{
//the expected quest objective
pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
pPlayer->RemoveAurasDueToSpell(SPELL_KODO_KOMBO_PLAYER_BUFF);
pCreature->GetMotionMaster()->MoveIdle();
}
pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
return true;
}
/*######
## npc_dalinda_malem
######*/
enum
{
QUEST_RETURN_TO_VAHLARRIEL = 1440,
};
struct MANGOS_DLL_DECL npc_dalinda_malemAI : public npc_escortAI
{
npc_dalinda_malemAI(Creature* m_creature) : npc_escortAI(m_creature) { Reset(); }
void Reset() {}
void JustStartedEscort()
{
m_creature->SetStandState(UNIT_STAND_STATE_STAND);
}
void WaypointReached(uint32 uiPointId)
{
if (uiPointId == 18)
{
if (Player* pPlayer = GetPlayerForEscort())
pPlayer->GroupEventHappens(QUEST_RETURN_TO_VAHLARRIEL, m_creature);
}
}
};
CreatureAI* GetAI_npc_dalinda_malem(Creature* pCreature)
{
return new npc_dalinda_malemAI(pCreature);
}
bool QuestAccept_npc_dalinda_malem(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
{
if (pQuest->GetQuestId() == QUEST_RETURN_TO_VAHLARRIEL)
{
if (npc_dalinda_malemAI* pEscortAI = dynamic_cast<npc_dalinda_malemAI*>(pCreature->AI()))
{
// TODO This faction change needs confirmation, also possible that we need to drop her PASSIVE flag
pCreature->setFaction(FACTION_ESCORT_A_NEUTRAL_PASSIVE);
pEscortAI->Start(false, pPlayer->GetGUID(), pQuest);
}
}
return true;
}
void AddSC_desolace()
{
Script* pNewScript;
pNewScript = new Script;
pNewScript->Name = "npc_aged_dying_ancient_kodo";
pNewScript->GetAI = &GetAI_npc_aged_dying_ancient_kodo;
pNewScript->pEffectDummyNPC = &EffectDummyCreature_npc_aged_dying_ancient_kodo;
pNewScript->pGossipHello = &GossipHello_npc_aged_dying_ancient_kodo;
pNewScript->RegisterSelf();
pNewScript = new Script;
pNewScript->Name = "npc_dalinda_malem";
pNewScript->GetAI = &GetAI_npc_dalinda_malem;
pNewScript->pQuestAcceptNPC = &QuestAccept_npc_dalinda_malem;
pNewScript->RegisterSelf();
}