Script/Quest: Script Quest 24125 Rite of the Winds

By Malcrom, closes #18262
This commit is contained in:
Aokromes
2017-01-12 03:06:14 +01:00
committed by GitHub
parent 2c1394df84
commit c76226cc41

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@@ -0,0 +1,91 @@
/*
* Copyright (C) 2008-2015 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/>.
*/
/* Script Info
Name: Mulgore
Comment: Support for quest: 24215
*/
/* Included Scripts
npc_eagle_spirit: Used by Creature Eagle Spirit, Entry 36790
*/
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "Player.h"
#include "SpellInfo.h"
/*######
## npc_eagle_spirit
######*/
enum EagleSpirit
{
SPELL_EJECT_ALL_PASSENGERS = 50630
};
G3D::Vector3 const Flightpath[7] =
{
{ -2884.155f, -71.08681f, 242.0678f },
{ -2720.592f, -111.0035f, 242.5955f },
{ -2683.951f, -382.9010f, 231.1792f },
{ -2619.148f, -484.9288f, 231.1792f },
{ -2543.868f, -525.3333f, 231.1792f },
{ -2465.321f, -502.4896f, 190.7347f },
{ -2343.872f, -401.8281f, -8.320873f }
};
class npc_eagle_spirit : public CreatureScript
{
public:
npc_eagle_spirit() : CreatureScript("npc_eagle_spirit") { }
struct npc_eagle_spirit_AI : public ScriptedAI
{
npc_eagle_spirit_AI(Creature* creature) : ScriptedAI(creature)
{
me->SetCanFly(true);
}
void PassengerBoarded(Unit* /*who*/, int8 /*seatId*/, bool apply) override
{
if (!apply)
return;
me->GetMotionMaster()->MoveSmoothPath(1, Flightpath, 7, false);
}
void MovementInform(uint32 type, uint32 pointId) override
{
if (type == EFFECT_MOTION_TYPE && pointId == 1)
{
DoCast(SPELL_EJECT_ALL_PASSENGERS);
me->DespawnOrUnsummon();
}
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_eagle_spirit_AI(creature);
}
};
void AddSC_mulgore()
{
new npc_eagle_spirit();
}