Fix creature script example to be conform to Trinity code standards.

--HG--
branch : trunk
This commit is contained in:
Trazom62
2010-02-07 13:06:03 +01:00
parent 32ef583616
commit 5bdbb5e6d1

View File

@@ -22,6 +22,7 @@ SDCategory: Script Examples
EndScriptData */
#include "ScriptedPch.h"
#include "SpellId.h"
// **** This script is designed as an example for others to build on ****
// **** Please modify whatever you'd like to as this script is only for developement ****
@@ -35,32 +36,41 @@ EndScriptData */
// Functions with Handled Function marked above them are functions that are called automatically by the core
// Functions that are marked Custom Function are functions I've created to simplify code
enum eEnums
enum Yells
{
//List of text id's. The text is stored in database, also in a localized version
//(if translation not exist for the textId, default english text will be used)
//Not required to define in this way, but simplify if changes are needed.
SAY_AGGRO = -1999900,
SAY_RANDOM_0 = -1999901,
SAY_RANDOM_1 = -1999902,
SAY_RANDOM_2 = -1999903,
SAY_RANDOM_3 = -1999904,
SAY_RANDOM_4 = -1999905,
SAY_BESERK = -1999906,
SAY_PHASE = -1999907,
SAY_DANCE = -1999908,
SAY_SALUTE = -1999909,
SAY_AGGRO = -1999900,
SAY_RANDOM_0 = -1999901,
SAY_RANDOM_1 = -1999902,
SAY_RANDOM_2 = -1999903,
SAY_RANDOM_3 = -1999904,
SAY_RANDOM_4 = -1999905,
SAY_BERSERK = -1999906,
SAY_PHASE = -1999907,
SAY_DANCE = -1999908,
SAY_SALUTE = -1999909,
SAY_EVADE = -1999910,
};
//List of spells. Not required to define them in this way, but will make it easier to maintain in case spellId change
SPELL_BUFF = 25661,
SPELL_ONE = 12555,
SPELL_ONE_ALT = 24099,
SPELL_TWO = 10017,
SPELL_THREE = 26027,
SPELL_ENRAGE = 23537,
SPELL_BESERK = 32309,
enum Spells
{
// List of spells.
// Not required to define them in this way, but will make it easier to maintain in case spellId change
SPELL_BUFF = SPELL_INCREASED_STAMINA_25661,
SPELL_ONE = SPELL_PUMMEL_12555,
SPELL_ONE_ALT = SPELL_POISON_BOLT_VOLLEY_24099,
SPELL_TWO = SPELL_FROST_HOLD_10017,
SPELL_THREE = SPELL_KNOCKBACK_26027,
SPELL_FRENZY = SPELL_FRENZY_23537,
SPELL_BERSERK = SPELL_BERSERK_32965,
};
FACTION_WORGEN = 24
enum eEnums
{
// any other constants
FACTION_WORGEN = 24
};
//List of gossip item texts. Items will appear in the gossip window.
@@ -70,42 +80,60 @@ struct example_creatureAI : public ScriptedAI
{
//*** HANDLED FUNCTION ***
//This is the constructor, called only once when the Creature is first created
example_creatureAI(Creature *c) : ScriptedAI(c) {Reset();}
example_creatureAI(Creature *c) : ScriptedAI(c) {}
//*** CUSTOM VARIABLES ****
//These variables are for use only by this individual script.
//Nothing else will ever call them but us.
uint32 m_uiSay_Timer; //Timer for random chat
uint32 m_uiRebuff_Timer; //Timer for rebuffing
uint32 m_uiSpell_1_Timer; //Timer for spell 1 when in combat
uint32 m_uiSpell_2_Timer; //Timer for spell 1 when in combat
uint32 m_uiSpell_3_Timer; //Timer for spell 1 when in combat
uint32 m_uiBeserk_Timer; //Timer until we go into Beserk (enraged) mode
uint32 m_uiPhase; //The current battle phase we are in
uint32 m_uiPhase_Timer; //Timer until phase transition
uint32 m_uiSayTimer; // Timer for random chat
uint32 m_uiRebuffTimer; // Timer for rebuffing
uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
uint32 m_uiPhase; // The current battle phase we are in
uint32 m_uiPhaseTimer; // Timer until phase transition
//*** HANDLED FUNCTION ***
//This is called whenever the core decides we need to evade
//This is called after spawn and whenever the core decides we need to evade
void Reset()
{
m_uiPhase = 1; //Start in phase 1
m_uiPhase_Timer = 60000; //60 seconds
m_uiSpell_1_Timer = 5000; //5 seconds
m_uiSpell_2_Timer = 37000; //37 seconds
m_uiSpell_3_Timer = 19000; //19 seconds
m_uiBeserk_Timer = 120000; //2 minutes
m_uiPhase = 1; // Start in phase 1
m_uiPhaseTimer = 60000; // 60 seconds
m_uiSpell1Timer = 5000; // 5 seconds
m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
m_uiSpell3Timer = 19000; // 19 seconds
m_uiBeserkTimer = 120000; // 2 minutes
m_creature->RestoreFaction();
}
//*** HANDLED FUNCTION ***
//Attack Start is called whenever someone hits us.
// Enter Combat called once per combat
void EnterCombat(Unit* pWho)
{
//Say some stuff
DoScriptText(SAY_AGGRO, m_creature, pWho);
}
//Our Recive emote function
//*** HANDLED FUNCTION ***
// Attack Start is called when victim change (including at start of combat)
// By default, attack pWho and start movement toward the victim.
//void AttackStart(Unit* pWho)
//{
// ScriptedAI::AttackStart(pWho);
//}
//*** HANDLED FUNCTION ***
// Called when going out of combat. Reset is called just after.
void EnterEvadeMode()
{
DoScriptText(SAY_EVADE, m_creature);
}
//*** HANDLED FUNCTION ***
//Our Receive emote function
void ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
{
m_creature->HandleEmoteCommand(uiTextEmote);
@@ -122,31 +150,31 @@ struct example_creatureAI : public ScriptedAI
}
//*** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
void UpdateAI(const uint32 uiDiff)
{
//Out of combat timers
if (!m_creature->getVictim())
{
//Random Say timer
if (m_uiSay_Timer <= uiDiff)
if (m_uiSayTimer <= uiDiff)
{
//Random switch between 5 outcomes
DoScriptText(RAND(SAY_RANDOM_0,SAY_RANDOM_1,SAY_RANDOM_2,SAY_RANDOM_3,SAY_RANDOM_4), m_creature);
m_uiSay_Timer = 45000; //Say something agian in 45 seconds
m_uiSayTimer = 45000; //Say something agian in 45 seconds
}
else
m_uiSay_Timer -= uiDiff;
m_uiSayTimer -= uiDiff;
//Rebuff timer
if (m_uiRebuff_Timer <= uiDiff)
if (m_uiRebuffTimer <= uiDiff)
{
DoCast(m_creature, SPELL_BUFF);
m_uiRebuff_Timer = 900000; //Rebuff agian in 15 minutes
m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
}
else
m_uiRebuff_Timer -= uiDiff;
m_uiRebuffTimer -= uiDiff;
}
//Return since we have no target
@@ -154,7 +182,7 @@ struct example_creatureAI : public ScriptedAI
return;
//Spell 1 timer
if (m_uiSpell_1_Timer <= uiDiff)
if (m_uiSpell1Timer <= uiDiff)
{
//Cast spell one on our current target.
if (rand()%50 > 10)
@@ -162,58 +190,58 @@ struct example_creatureAI : public ScriptedAI
else if (m_creature->IsWithinDist(m_creature->getVictim(), 25.0f))
DoCast(m_creature->getVictim(), SPELL_ONE);
m_uiSpell_1_Timer = 5000;
m_uiSpell1Timer = 5000;
}
else
m_uiSpell_1_Timer -= uiDiff;
m_uiSpell1Timer -= uiDiff;
//Spell 2 timer
if (m_uiSpell_2_Timer <= uiDiff)
if (m_uiSpell2Timer <= uiDiff)
{
//Cast spell one on our current target.
//Cast spell two on our current target.
DoCast(m_creature->getVictim(), SPELL_TWO);
m_uiSpell_2_Timer = 37000;
m_uiSpell2Timer = 37000;
}
else
m_uiSpell_2_Timer -= uiDiff;
m_uiSpell2Timer -= uiDiff;
//Beserk timer
if (m_uiPhase > 1)
{
//Spell 3 timer
if (m_uiSpell_3_Timer <= uiDiff)
if (m_uiSpell3Timer <= uiDiff)
{
//Cast spell one on our current target.
DoCast(m_creature->getVictim(), SPELL_THREE);
m_uiSpell_3_Timer = 19000;
m_uiSpell3Timer = 19000;
}
else
m_uiSpell_3_Timer -= uiDiff;
m_uiSpell3Timer -= uiDiff;
if (m_uiBeserk_Timer <= uiDiff)
if (m_uiBeserkTimer <= uiDiff)
{
//Say our line then cast uber death spell
DoScriptText(SAY_BESERK, m_creature, m_creature->getVictim());
DoCast(m_creature->getVictim(), SPELL_BESERK);
DoScriptText(SAY_BERSERK, m_creature, m_creature->getVictim());
DoCast(m_creature->getVictim(), SPELL_BERSERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
m_uiBeserk_Timer = 12000;
m_uiBeserkTimer = 12000;
}
else
m_uiBeserk_Timer -= uiDiff;
m_uiBeserkTimer -= uiDiff;
}
else if (m_uiPhase == 1) //Phase timer
{
if (m_uiPhase_Timer <= uiDiff)
if (m_uiPhaseTimer <= uiDiff)
{
//Go to next phase
++m_uiPhase;
DoScriptText(SAY_PHASE, m_creature);
DoCast(m_creature, SPELL_ENRAGE);
DoCast(m_creature, SPELL_FRENZY);
}
else
m_uiPhase_Timer -= uiDiff;
m_uiPhaseTimer -= uiDiff;
}
DoMeleeAttackIfReady();
@@ -233,7 +261,7 @@ bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
{
pPlayer->CLOSE_GOSSIP_MENU();
//Set our faction to hostile twoards all
//Set our faction to hostile towards all
pCreature->setFaction(FACTION_WORGEN);
pCreature->AI()->AttackStart(pPlayer);
}