BuildSystem/ALL: Remove unused custom code (most are duplicated as in examples)

+ remove fileglobbing for scripts (less error-prone)
+ Create proper lists per "scriptsection"
NOTE! This change requires new files (cpp/h) to be MANUALLY ADDED to <type>/CmakeLists.txt

--HG--
branch : trunk
This commit is contained in:
click
2010-09-05 17:19:41 +02:00
parent 43e4e1f786
commit 8823a91cdc
16 changed files with 666 additions and 780 deletions

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set(scripts_STAT_SRCS
${scripts_STAT_SRCS}
)
message(" -> Prepared: Custom")

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@@ -1,276 +0,0 @@
/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2008 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, see <http://www.gnu.org/licenses/>.
*/
/* ScriptData
SDName: Custom_Example
SD%Complete: 100
SDComment: Short custom scripting example
SDCategory: Script Examples
EndScriptData */
#include "precompiled.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 ****
// **** Script Info ****
// This script is written in a way that it can be used for both friendly and hostile monsters
// Its primary purpose is to show just how much you can really do with scripts
// I recommend trying it out on both an agressive NPC and on friendly npc
// **** Quick Info ****
// 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
#define SPELL_BUFF 25661
#define SPELL_ONE 12555
#define SPELL_ONE_ALT 24099
#define SPELL_TWO 10017
#define SPELL_THREE 26027
#define SPELL_ENRAGE 23537
#define SPELL_BESERK 32309
#define SAY_AGGRO "Let the games begin."
#define SAY_RANDOM_0 "I see endless suffering. I see torment. I see rage. I see everything."
#define SAY_RANDOM_1 "Muahahahaha"
#define SAY_RANDOM_2 "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets."
#define SAY_RANDOM_3 "You are already dead."
#define SAY_RANDOM_4 "Where to go? What to do? So many choices that all end in pain, end in death."
#define SAY_BESERK "$N, I sentance you to death!"
#define SAY_PHASE "The suffering has just begun!"
#define GOSSIP_ITEM "I'm looking for a fight"
#define SAY_DANCE "I always thought I was a good dancer"
#define SAY_SALUTE "Move out Soldier!"
//This is the GetAI method used by all scripts that involve AI
//It is called every time a new Creature using this script is created
class custom_example : public CreatureScript
{
public:
custom_example() : CreatureScript("custom_example") { }
bool OnReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
{
pCreature->HandleEmoteCommand(emote);
if (emote == TEXTEMOTE_DANCE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);
if (emote == TEXTEMOTE_SALUTE)
((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiSender == GOSSIP_SENDER_MAIN)
SendDefaultMenu(pPlayer, pCreature, uiAction);
return true;
}
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
return true;
}
//This function is called when the player clicks an option on the gossip menu
void SendDefaultMenu(Player* pPlayer, Creature* pCreature, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) //Fight time
{
//Set our faction to hostile twoards all
pCreature->setFaction(24);
pCreature->Attack(pPlayer, true);
pPlayer->PlayerTalkClass->CloseGossip();
}
}
CreatureAI* GetAI(Creature* pCreature) const
{
return new custom_exampleAI (pCreature);
}
struct custom_exampleAI : public ScriptedAI
{
//*** HANDLED FUNCTION ***
//This is the constructor, called only once when the Creature is first created
custom_exampleAI(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 Say_Timer; //Timer for random chat
uint32 Rebuff_Timer; //Timer for rebuffing
uint32 Spell_1_Timer; //Timer for spell 1 when in combat
uint32 Spell_2_Timer; //Timer for spell 1 when in combat
uint32 Spell_3_Timer; //Timer for spell 1 when in combat
uint32 Beserk_Timer; //Timer until we go into Beserk (enraged) mode
uint32 Phase; //The current battle phase we are in
uint32 Phase_Timer; //Timer until phase transition
//*** HANDLED FUNCTION ***
//This is called whenever the core decides we need to evade
void Reset()
{
Phase = 1; //Start in phase 1
Phase_Timer = 60000; //60 seconds
Spell_1_Timer = 5000; //5 seconds
Spell_2_Timer = 37000; //37 seconds
Spell_3_Timer = 19000; //19 seconds
Beserk_Timer = 120000; //2 minutes
}
//*** HANDLED FUNCTION ***
//Attack Start is called whenever someone hits us.
void EnterCombat(Unit *who)
{
//Say some stuff
DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8280);
}
//*** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
void UpdateAI(const uint32 diff)
{
//Out of combat timers
if (!me->getVictim())
{
//Random Say timer
if (Say_Timer < diff)
{
//Random switch between 5 outcomes
switch (rand()%5)
{
case 0:
DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
break;
case 1:
DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8818);
break;
case 2:
DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8041);
break;
case 3:
DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8581);
break;
case 4:
DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(me,8791);
break;
}
Say_Timer = 45000; //Say something agian in 45 seconds
}else Say_Timer -= diff;
//Rebuff timer
if (Rebuff_Timer < diff)
{
DoCast(me,SPELL_BUFF);
Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
}else Rebuff_Timer -= diff;
}
//Return since we have no target
if (!UpdateVictim())
return;
//Spell 1 timer
if (Spell_1_Timer < diff)
{
//Cast spell one on our current target.
if (rand()%50 > 10)
DoCast(me->getVictim(),SPELL_ONE_ALT);
else if (me->IsWithinDist(me->getVictim(), 25))
DoCast(me->getVictim(),SPELL_ONE);
Spell_1_Timer = 5000;
}else Spell_1_Timer -= diff;
//Spell 2 timer
if (Spell_2_Timer < diff)
{
//Cast spell one on our current target.
DoCast(me->getVictim(),SPELL_TWO);
Spell_2_Timer = 37000;
}else Spell_2_Timer -= diff;
//Spell 3 timer
if (Phase > 1)
if (Spell_3_Timer < diff)
{
//Cast spell one on our current target.
DoCast(me->getVictim(),SPELL_THREE);
Spell_3_Timer = 19000;
}else Spell_3_Timer -= diff;
//Beserk timer
if (Phase > 1)
if (Beserk_Timer < diff)
{
//Say our line then cast uber death spell
DoPlaySoundToSet(me,8588);
DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
DoCast(me->getVictim(),SPELL_BESERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
Beserk_Timer = 12000;
}else Beserk_Timer -= diff;
//Phase timer
if (Phase == 1)
if (Phase_Timer < diff)
{
//Go to next phase
Phase++;
DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
DoCast(me,SPELL_ENRAGE);
}else Phase_Timer -= diff;
DoMeleeAttackIfReady();
}
};
};
//This is the actual function called only once durring InitScripts()
//It must define all handled functions that are to be run in this script
//For example if you want this Script to handle Emotes you must include
//newscript->ReciveEmote = My_Emote_Function;
void AddSC_custom_example()
{
new custom_example();
}

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@@ -1,92 +0,0 @@
/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2008 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, see <http://www.gnu.org/licenses/>.
*/
/* ScriptData
SDName: Custom_Gossip_Codebox
SD%Complete: 100
SDComment: Show a codebox in gossip option
SDCategory: Script Examples
EndScriptData */
#include "precompiled.h"
#include <cstring>
#define GOSSIP_ITEM_EXTENDED "A quiz: what's your name?"
#define GOSSIP_ITEM "I'm not interested"
#define SAY_NOT_INTERESTED "Normal select, guess you're not interested."
#define SAY_WRONG "Wrong!"
#define SAY_RIGHT "You're right, you are allowed to see my inner secrets."
//This function is called when the player opens the gossip menubool
class custom_gossip_codebox : public GameObjectScript
{
public:
custom_gossip_codebox() : GameObjectScript("custom_gossip_codebox") { }
bool GossipSelectWithCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
{
if (uiSender == GOSSIP_SENDER_MAIN)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
{
if (std::strcmp(sCode, pPlayer->GetName())!=0)
{
pCreature->Say(SAY_WRONG, LANG_UNIVERSAL, 0);
pCreature->CastSpell(pPlayer, 12826, true);
}
else
{
pCreature->Say(SAY_RIGHT, LANG_UNIVERSAL, 0);
pCreature->CastSpell(pPlayer, 26990, true);
}
pPlayer->CLOSE_GOSSIP_MENU();
return true;
}
}
return false;
}
bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
{
pCreature->Say(SAY_NOT_INTERESTED, LANG_UNIVERSAL, 0);
pPlayer->CLOSE_GOSSIP_MENU();
}
return true;
}
bool GossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
return true;
}
};
//This function is called when the player clicks an option on the gossip menubool
void AddSC_custom_gossip_codebox()
{
new custom_gossip_codebox();
}

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@@ -1,53 +0,0 @@
/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
*
* 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/>.
*/
#include "ScriptPCH.h"
#include "WorldPacket.h"
#define GOSSIP_FLIGHT "I need a ride"
class npc_acherus_taxi : public CreatureScript
{
public:
npc_acherus_taxi() : CreatureScript("npc_acherus_taxi") { }
bool OnGossipHello(Player *pPlayer, Creature *pCreature)
{
pPlayer->SetTaxiCheater(true);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_FLIGHT, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->SEND_GOSSIP_MENU(9978, pCreature->GetGUID());
return true;
}
bool OnGossipSelect(Player *pPlayer, Creature * /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
{
if (pPlayer->GetPositionZ() >= 316)
pPlayer->GetSession()->SendDoFlight(24446, 1053);
else
pPlayer->GetSession()->SendDoFlight(24446, 1054);
}
return true;
}
};
void AddSC_npc_acherus_taxi()
{
new npc_acherus_taxi;
}

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@@ -1,116 +0,0 @@
/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
*
* 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/>.
*/
#include "ScriptPCH.h"
#include "WorldPacket.h"
#define GOSSIP_UP "My Lord, I must go to the upper floor of the temple."
#define GOSSIP_DOWN "I would like to take a flight to the ground, Lord Afrasastrasz."
#define GOSSIP_MIDDLE "Can you spare a drake to travel to Lord Afrasastrasz, in the middle of the temple?"
#define GOSSIP_TOP "Please, Let me take one of these dragons to the top floor of the temple."
#define GOSSIP_BOTTOM "Yes, Please. I would like to return to the ground floor of the temple."
#define GOSSIP_ONEDOWN "I would like to see Lord Afrasastrasz, in the middle of the temple."
class npc_wyrmrest_temple_middle_taxi : public CreatureScript
{
public:
npc_wyrmrest_temple_middle_taxi() : CreatureScript("npc_wyrmresttempelmiddle_taxi") { }
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->SetTaxiCheater(true);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_UP, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_DOWN, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
pPlayer->SEND_GOSSIP_MENU(12887, pCreature->GetGUID());
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
pPlayer->GetSession()->SendDoFlight(6376, 881);
if (uiAction == GOSSIP_ACTION_INFO_DEF + 2)
pPlayer->GetSession()->SendDoFlight(6376, 882);
return true;
}
};
class npc_wyrmrest_temple_bottom_taxi : public CreatureScript
{
public:
npc_wyrmrest_temple_bottom_taxi() : CreatureScript("npc_wyrmresttempelbottom_taxi") { }
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->SetTaxiCheater(true);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TOP, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MIDDLE, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
pPlayer->SEND_GOSSIP_MENU(12713, pCreature->GetGUID());
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF + 4)
pPlayer->GetSession()->SendDoFlight(6376, 878);
if (uiAction == GOSSIP_ACTION_INFO_DEF + 3)
pPlayer->GetSession()->SendDoFlight(6376, 883);
return true;
}
};
class npc_wyrmrest_temple_top_taxi : public CreatureScript
{
public:
npc_wyrmrest_temple_top_taxi() : CreatureScript("npc_wyrmresttempeltop_taxi") { }
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->SetTaxiCheater(true);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_BOTTOM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ONEDOWN, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
pPlayer->SEND_GOSSIP_MENU(12714, pCreature->GetGUID());
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF + 5)
pPlayer->GetSession()->SendDoFlight(6376, 879);
if (uiAction == GOSSIP_ACTION_INFO_DEF + 6)
pPlayer->GetSession()->SendDoFlight(6376, 880);
return true;
}
};
void AddSC_npc_wyrmresttempel_taxi()
{
new npc_wyrmrest_temple_middle_taxi;
new npc_wyrmrest_temple_bottom_taxi;
new npc_wyrmrest_temple_top_taxi;
}

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@@ -1,222 +0,0 @@
/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2008 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, see <http://www.gnu.org/licenses/>.
*/
/* ScriptData
SDName: Test
SD%Complete: 100
SDComment: Script used for testing escortAI
SDCategory: Script Examples
EndScriptData */
#include "precompiled.h"
#include "escort_ai.h"
#define SAY_WALK "Hmm a nice day for a walk alright"
#define SAY_ATTACK "Wild Felboar attack!"
#define SAY_TIME_TO_GO "Time for me to go! See ya around $N!"
#define SAY_BYE "Bye Bye!"
#define SAY_AGGRO1 "Help $N! I'm under attack!"
#define SAY_AGGRO2 "Die scum!"
#define WHISPER_TOO_FAR "How dare you leave me like that! I hate you! =*("
#define SAY_DIE1 "...no...how could you let me die $N"
#define SAY_DIE2 "ugh..."
#define SAY_DEATHCOIL "Taste death!"
#define SAY_FIREWORKS "Fireworks!"
#define SAY_BUFF "Hmm, I think I could use a buff"
#define GOSSIP_TEXT1 "Click to Test Escort(Attack, Defend, Run)"
#define GOSSIP_TEXT2 "Click to Test Escort(NoAttack, NoDefend, Walk)"
#define GOSSIP_TEXT3 "Click to Test Escort(NoAttack, Defend, Walk)"
struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
{
public:
// CreatureAI functions
npc_testAI(Creature *c) : npc_escortAI(c) {}
uint32 DeathCoilTimer;
uint32 ChatTimer;
// Pure Virtual Functions
void WaypointReached(uint32 i)
{
switch (i)
{
case 1:
me->Say(SAY_WALK, LANG_UNIVERSAL, 0);
break;
case 3:
{
me->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
Creature* temp = me->SummonCreature(21878, me->GetPositionX()+5, me->GetPositionY()+7, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
if (temp)
temp->AI()->AttackStart(me);
}
break;
case 4:
{
me->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
Unit* temp = Unit::GetUnit(*me, PlayerGUID);
if (temp)
{
temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
temp->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
}
}
break;
}
}
void EnterCombat(Unit*)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
me->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
}
void Reset()
{
DeathCoilTimer = 4000;
ChatTimer = 4000;
}
void JustDied(Unit* killer)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
//killer = me when player got to far from creature
if (killer == me)
{
Unit *pTemp = Unit::GetUnit(*me,PlayerGUID);
if (pTemp)
DoWhisper(WHISPER_TOO_FAR, pTemp);
}
else me->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
}
else me->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
}
void UpdateAI(const uint32 diff)
{
//Must update npc_escortAI
npc_escortAI::UpdateAI(diff);
//Combat check
if (me->isInCombat() && me->getVictim())
{
if (DeathCoilTimer < diff)
{
me->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
me->CastSpell(me->getVictim(), 33130, false);
DeathCoilTimer = 4000;
}else DeathCoilTimer -= diff;
}else
{
//Out of combat but being escorted
if (HasEscortState(STATE_ESCORT_ESCORTING))
if (ChatTimer < diff)
{
if (me->HasAura(3593, 0))
{
me->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
me->CastSpell(me, 11540, false);
}else
{
me->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
me->CastSpell(me, 3593, false);
}
ChatTimer = 12000;
}else ChatTimer -= diff;
}
}
};
class test : public CreatureScript
{
public:
test() : CreatureScript("test") { }
bool GossipSelect_npc(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
{
pPlayer->CLOSE_GOSSIP_MENU();
((npc_escortAI*)(pCreature->AI()))->Start(true, true, pPlayer->GetGUID());
return true; // prevent Trinity core handling
}
if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
{
pPlayer->CLOSE_GOSSIP_MENU();
((npc_escortAI*)(pCreature->AI()))->Start(false, false, pPlayer->GetGUID());
return true; // prevent Trinity core handling
}
if (uiAction == GOSSIP_ACTION_INFO_DEF+3)
{
pPlayer->CLOSE_GOSSIP_MENU();
((npc_escortAI*)(pCreature->AI()))->Start(false, false, pPlayer->GetGUID());
return true; // prevent Trinity core handling
}
return false;
}
bool GossipHello_npc(Player* pPlayer, Creature* pCreature)
{
pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
pCreature->prepareGossipMenu(pPlayer,0);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
pCreature->sendPreparedGossip(pPlayer);
return true;
}
CreatureAI* GetAI(Creature* pCreature) const
{
npcAI* testAI = new npcAI(pCreature);
testAI->AddWaypoint(0, 1231, -4419, 23);
testAI->AddWaypoint(1, 1198, -4440, 23, 0);
testAI->AddWaypoint(2, 1208, -4392, 23);
testAI->AddWaypoint(3, 1231, -4419, 23, 5000);
testAI->AddWaypoint(4, 1208, -4392, 23, 5000);
return (CreatureAI*)testAI;
}
};
void AddSC_test()
{
new test();
}