Fix UT/Ingvar the plunderer script.

Fixes issue #1034.

- Remove setDisplayID hack and use UpdateEntry to fix Ingvar Kill Credit related achievements.
- code style cleaning.

Requires DB update to set loot from Ingvar Human (23954) to Undead (23980) (in normal and heroic).

--HG--
branch : trunk
This commit is contained in:
Trazom62
2010-03-27 13:14:13 +01:00
parent ecba58c8f6
commit eedd43efa5

View File

@@ -26,20 +26,29 @@ EndScriptData */
#include "ScriptedPch.h"
#include "utgarde_keep.h"
enum eEnums
enum Yells
{
//Yells Ingvar
YELL_AGGRO_1 = -1574005,
YELL_AGGRO_2 = -1574006,
YELL_AGGRO_1 = -1574005,
YELL_AGGRO_2 = -1574006,
YELL_DEAD_1 = -1574007,
YELL_DEAD_2 = -1574008,
YELL_DEAD_1 = -1574007,
YELL_DEAD_2 = -1574008,
YELL_KILL_1 = -1574009,
YELL_KILL_2 = -1574010,
YELL_KILL_1 = -1574009,
YELL_KILL_2 = -1574010,
};
//Ingvar Spells human form
enum Creatures
{
MOB_INGVAR_HUMAN = 23954,
MOB_ANNHYLDE_THE_CALLER = 24068,
MOB_INGVAR_UNDEAD = 23980,
};
enum Spells
{
//Ingvar Spells human form
SPELL_CLEAVE = 42724,
SPELL_SMASH = 42669,
H_SPELL_SMASH = 59706,
@@ -48,16 +57,11 @@ enum eEnums
SPELL_ENRAGE = 42705,
H_SPELL_ENRAGE = 59707,
MOB_ANNHYLDE_THE_CALLER = 24068,
SPELL_INGVAR_FEIGN_DEATH = 42795,
SPELL_SUMMON_BANSHEE = 42912,
SPELL_SCOURG_RESURRECTION_EFFEKTSPAWN = 42863, //Spawn resurrecteffekt around Ingvar
SPELL_SCOURG_RESURRECTION = 42863, // Spawn resurrect effect around Ingvar
MODEL_INGVAR_UNDEAD = 26351,
MODEL_INGVAR_HUMAN = 21953,
//Ingvar Spells undead form
MOB_INGVAR_UNDEAD = 23980,
//Ingvar Spells undead form
SPELL_DARK_SMASH = 42723,
SPELL_DREADFUL_ROAR = 42729,
H_SPELL_DREADFUL_ROAR = 59734,
@@ -77,35 +81,32 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
ScriptedInstance* pInstance;
bool undead;
bool event_inProgress;
bool bIsUndead;
bool bEventInProgress;
uint32 Cleave_Timer;
uint32 Smash_Timer;
uint32 Enrage_Timer;
uint32 Roar_Timer;
uint32 SpawnResTimer;
uint32 wait_Timer;
uint32 uiCleaveTimer;
uint32 uiSmashTimer;
uint32 uiEnrageTimer;
uint32 uiRoarTimer;
uint32 uiSpawnResTimer;
void Reset()
{
if (undead) // Visual Hack
m_creature->SetDisplayId(MODEL_INGVAR_HUMAN);
if (bIsUndead)
m_creature->UpdateEntry(MOB_INGVAR_HUMAN);
undead = false;
event_inProgress = false;
bIsUndead = false;
bEventInProgress = false;
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->SetStandState(UNIT_STAND_STATE_STAND);
Cleave_Timer = 2000;
Smash_Timer = 5000;
Enrage_Timer = 10000;
Roar_Timer = 15000;
uiCleaveTimer = 2000;
uiSmashTimer = 5000;
uiEnrageTimer = 10000;
uiRoarTimer = 15000;
SpawnResTimer = 3000;
wait_Timer = 0;
uiSpawnResTimer = 3000;
if (pInstance)
pInstance->SetData(DATA_INGVAR_EVENT, NOT_STARTED);
@@ -113,27 +114,26 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
void DamageTaken(Unit *done_by, uint32 &damage)
{
if (damage >= m_creature->GetHealth() && !undead)
if (damage >= m_creature->GetHealth() && !bIsUndead)
{
//DoCast(m_creature, SPELL_INGVAR_FEIGN_DEATH, true); // Dont work ???
// visuel hack
m_creature->SetHealth(0);
m_creature->InterruptNonMeleeSpells(true);
m_creature->RemoveAllAuras();
m_creature->SetDisplayId(MODEL_INGVAR_UNDEAD);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->GetMotionMaster()->MovementExpired(false);
m_creature->GetMotionMaster()->MoveIdle();
m_creature->SetStandState(UNIT_STAND_STATE_DEAD);
// visuel hack end
event_inProgress = true;
undead = true;
bEventInProgress = true;
bIsUndead = true;
DoScriptText(YELL_DEAD_1,m_creature);
}
if (event_inProgress)
if (bEventInProgress)
{
damage = 0;
}
@@ -141,11 +141,12 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
void StartZombiePhase()
{
undead = true;
event_inProgress = false;
bIsUndead = true;
bEventInProgress = false;
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->UpdateEntry(MOB_INGVAR_UNDEAD);
m_creature->SetInCombatWith(m_creature->getVictim());
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
m_creature->AI()->AttackStart(m_creature->getVictim());
DoScriptText(YELL_AGGRO_2,m_creature);
}
@@ -168,8 +169,10 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
void KilledUnit(Unit *victim)
{
if (undead) { DoScriptText(YELL_KILL_1,m_creature); }
else { DoScriptText(YELL_KILL_2,m_creature); }
if (bIsUndead)
DoScriptText(YELL_KILL_1,m_creature);
else
DoScriptText(YELL_KILL_2,m_creature);
}
void UpdateAI(const uint32 diff)
@@ -177,66 +180,55 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
if (!UpdateVictim())
return;
if (event_inProgress)
if (bEventInProgress)
{
if (SpawnResTimer)
if (SpawnResTimer <= diff)
if (uiSpawnResTimer)
if (uiSpawnResTimer <= diff)
{
DoCast(m_creature, SPELL_SUMMON_BANSHEE); // Summons direktly on caster position
//DoCast(m_creature, SPELL_SCOURG_RESURRECTION_EFFEKTSPAWN); // Dont needet ?
SpawnResTimer = 0;
} else SpawnResTimer -= diff;
DoCast(m_creature, SPELL_SUMMON_BANSHEE); // Summons directly on caster position
// DoCast(m_creature, SPELL_SCOURG_RESURRECTION, true); // Not needed ?
uiSpawnResTimer = 0;
} else uiSpawnResTimer -= diff;
return;
}
// This is used for a spell queue ... the spells should not castet if one spell is already casting
if (wait_Timer)
if (wait_Timer <= diff)
{
wait_Timer = 0;
} else wait_Timer -= diff;
if (Cleave_Timer <= diff)
if (uiCleaveTimer <= diff)
{
if (!wait_Timer)
if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
{
if (undead)
if (bIsUndead)
DoCast(m_creature->getVictim(), DUNGEON_MODE(SPELL_WOE_STRIKE, H_SPELL_WOE_STRIKE));
else
DoCast(m_creature->getVictim(), SPELL_CLEAVE);
Cleave_Timer = rand()%5000 + 2000;
wait_Timer = 1000;
uiCleaveTimer = rand()%5000 + 2000;
}
} else Cleave_Timer -= diff;
} else uiCleaveTimer -= diff;
if (Smash_Timer <= diff)
if (uiSmashTimer <= diff)
{
if (!wait_Timer)
if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
{
if (undead)
if (bIsUndead)
DoCast(m_creature->getVictim(), SPELL_DARK_SMASH);
else
DoCast(m_creature->getVictim(), DUNGEON_MODE(SPELL_SMASH, H_SPELL_SMASH));
Smash_Timer = 10000;
wait_Timer = 5000;
uiSmashTimer = 10000;
}
} else Smash_Timer -= diff;
} else uiSmashTimer -= diff;
if (!undead)
if (!bIsUndead)
{
if (Enrage_Timer <= diff)
if (uiEnrageTimer <= diff)
{
DoCast(m_creature, DUNGEON_MODE(SPELL_ENRAGE, H_SPELL_ENRAGE));
Enrage_Timer = 10000;
} else Enrage_Timer -= diff;
uiEnrageTimer = 10000;
} else uiEnrageTimer -= diff;
} else // In Undead form used to summon weapon
{
if (Enrage_Timer <= diff)
if (uiEnrageTimer <= diff)
{
if (!wait_Timer)
if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
{
// Spawn target for Axe
Unit *pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO, 1);
@@ -246,24 +238,22 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
DoCast(m_creature, SPELL_SHADOW_AXE_SUMMON);
}
Enrage_Timer = 30000;
uiEnrageTimer = 30000;
}
} else Enrage_Timer -= diff;
} else uiEnrageTimer -= diff;
}
if (Roar_Timer <= diff)
if (uiRoarTimer <= diff)
{
if (!wait_Timer)
if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
{
if (undead)
if (bIsUndead)
DoCast(m_creature, DUNGEON_MODE(SPELL_DREADFUL_ROAR, H_SPELL_DREADFUL_ROAR));
else
DoCast(m_creature, DUNGEON_MODE(SPELL_STAGGERING_ROAR, H_SPELL_STAGGERING_ROAR));
Roar_Timer = 10000;
wait_Timer = 5000;
uiRoarTimer = 10000;
}
} else Roar_Timer -= diff;
} else uiRoarTimer -= diff;
DoMeleeAttackIfReady();
}
@@ -271,7 +261,7 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
CreatureAI* GetAI_boss_ingvar_the_plunderer(Creature* pCreature)
{
return new boss_ingvar_the_plundererAI (pCreature);
return new boss_ingvar_the_plundererAI(pCreature);
}
enum eSpells
@@ -295,8 +285,8 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
float x,y,z;
ScriptedInstance* pInstance;
uint32 Resurect_Timer;
uint32 Resurect_Phase;
uint32 uiResurectTimer;
uint32 uiResurectPhase;
void Reset()
{
@@ -331,8 +321,8 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
ingvar->RemoveAura(SPELL_SUMMON_BANSHEE);
ingvar->CastSpell(ingvar,SPELL_SCOURG_RESURRECTION_DUMMY,true);
DoCast(ingvar, SPELL_SCOURG_RESURRECTION_BEAM);
Resurect_Timer = 8000;
Resurect_Phase = 1;
uiResurectTimer = 8000;
uiResurectPhase = 1;
break;
case 2:
m_creature->SetVisibility(VISIBILITY_OFF);
@@ -348,10 +338,10 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
void EnterCombat(Unit *who) {}
void UpdateAI(const uint32 diff)
{
if (Resurect_Timer)
if (Resurect_Timer <= diff)
if (uiResurectTimer)
if (uiResurectTimer <= diff)
{
if (Resurect_Phase == 1)
if (uiResurectPhase == 1)
{
Unit* ingvar = Unit::GetUnit(*m_creature, pInstance ? pInstance->GetData64(DATA_INGVAR) : 0);
if (ingvar)
@@ -359,26 +349,25 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
ingvar->SetStandState(UNIT_STAND_STATE_STAND);
ingvar->CastSpell(ingvar,SPELL_SCOURG_RESURRECTION_HEAL,false);
}
Resurect_Timer = 3000;
Resurect_Phase = 2;
} else if (Resurect_Phase == 2)
uiResurectTimer = 3000;
uiResurectPhase = 2;
}
else if (uiResurectPhase == 2)
{
Creature* ingvar = Unit::GetCreature(*m_creature, pInstance ? pInstance->GetData64(DATA_INGVAR) : 0);
if (ingvar)
if (Creature* ingvar = Unit::GetCreature(*m_creature, pInstance ? pInstance->GetData64(DATA_INGVAR) : 0))
{
ingvar->RemoveAurasDueToSpell(SPELL_SCOURG_RESURRECTION_DUMMY);
//ingvar->CastSpell(ingvar,SPELL_INGVAR_TRANSFORM,false);
//ingvar->SetDisplayId(MODEL_INGVAR_UNDEAD); // Visual Hack - when he dies he becomes human model -> wrong
Creature* c_ingvar = ingvar;
CAST_AI(boss_ingvar_the_plundererAI, (c_ingvar->AI()))->StartZombiePhase();
if (boss_ingvar_the_plundererAI* pAI = CAST_AI(boss_ingvar_the_plundererAI, ingvar->AI()))
pAI->StartZombiePhase();
m_creature->GetMotionMaster()->MovePoint(2,x+1,y,z+30);
++Resurect_Phase;
++uiResurectPhase;
uiResurectTimer = 0;
}
}
} else Resurect_Timer -= diff;
} else uiResurectTimer -= diff;
}
};
@@ -399,7 +388,7 @@ struct mob_ingvar_throw_dummyAI : public ScriptedAI
{
}
uint32 Despawn_Timer;
uint32 uiDespawnTimer;
void Reset()
{
@@ -411,19 +400,19 @@ struct mob_ingvar_throw_dummyAI : public ScriptedAI
pTarget->GetPosition(x,y,z);
m_creature->GetMotionMaster()->MovePoint(0,x,y,z);
}
Despawn_Timer = 7000;
uiDespawnTimer = 7000;
}
void AttackStart(Unit* who) {}
void MoveInLineOfSight(Unit* who) {}
void EnterCombat(Unit *who) {}
void UpdateAI(const uint32 diff)
{
if (Despawn_Timer <= diff)
if (uiDespawnTimer <= diff)
{
m_creature->DealDamage(m_creature,m_creature->GetHealth());
m_creature->RemoveCorpse();
Despawn_Timer = 0;
} else Despawn_Timer -= diff;
uiDespawnTimer = 0;
} else uiDespawnTimer -= diff;
}
};