diff options
author | Rat <none@none> | 2010-01-19 11:36:05 +0100 |
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committer | Rat <none@none> | 2010-01-19 11:36:05 +0100 |
commit | 0cc053ea4d42ce405a915857f75ee00f0f65666b (patch) | |
tree | 7c25955ee5db618deee963f515ba061fbb1e1e8c /src/scripts/custom/custom_example.cpp | |
parent | f5dea61b66a616110cfc82ff640ec448b1efa702 (diff) |
*Integrate Script system to Core
-added ScriptMgr for loading scripts
-removed bindings
-moved script system to src/game
-moved scripts to src/scripts
-VC project files updated
-cmakes updated (not 100% done yet)
NOTE to Devs:
-file locations changed
-precompiled renamed to ScriptedPch
-ecsort_ai renamed to ScriptedEscortAI
-follower_ai renamed to ScriptedFollowerAI
-guard_ai renamed to ScriptedGuardAI
-simple_ai renamed to ScriptedSimpleAI
-sc_creature renamed to ScriptedCreature
-sc_gossip renamed to ScriptedGossip
-sc_instance renamed to ScriptedInstance
*use the new headers in scripts, thank you
NOTE to ALL:
cmake not fully tested, please report any errors with it
could make creashes, incompability
USE AT YOUR OWN RISK before further tests!!
--HG--
branch : trunk
Diffstat (limited to 'src/scripts/custom/custom_example.cpp')
-rw-r--r-- | src/scripts/custom/custom_example.cpp | 278 |
1 files changed, 278 insertions, 0 deletions
diff --git a/src/scripts/custom/custom_example.cpp b/src/scripts/custom/custom_example.cpp new file mode 100644 index 00000000000..5fec0646101 --- /dev/null +++ b/src/scripts/custom/custom_example.cpp @@ -0,0 +1,278 @@ +/* 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, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +/* 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!" + +struct TRINITY_DLL_DECL 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 Aggro(Unit *who) + { + //Say some stuff + DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL); + DoPlaySoundToSet(m_creature,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 (!m_creature->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(m_creature,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(m_creature,8818); + break; + + case 2: + DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL); + DoPlaySoundToSet(m_creature,8041); + break; + + case 3: + DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL); + DoPlaySoundToSet(m_creature,8581); + break; + + case 4: + DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL); + DoPlaySoundToSet(m_creature,8791); + break; + } + + Say_Timer = 45000; //Say something agian in 45 seconds + }else Say_Timer -= diff; + + //Rebuff timer + if (Rebuff_Timer < diff) + { + DoCast(m_creature,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(m_creature->getVictim(),SPELL_ONE_ALT); + else if (m_creature->IsWithinDist(m_creature->getVictim(), 25)) + DoCast(m_creature->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(m_creature->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(m_creature->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(m_creature,8588); + DoYell(SAY_BESERK,LANG_UNIVERSAL,m_creature->getVictim()); + DoCast(m_creature->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(m_creature,SPELL_ENRAGE); + }else Phase_Timer -= diff; + + DoMeleeAttackIfReady(); + } +}; + +//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 +CreatureAI* GetAI_custom_example(Creature* pCreature) +{ + return new custom_exampleAI (pCreature); +} + +//This function is called when the player clicks an option on the gossip menu +void SendDefaultMenu_custom_example(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(); + } +} + +//This function is called when the player clicks an option on the gossip menu +bool GossipSelect_custom_example(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction) +{ + if (uiSender == GOSSIP_SENDER_MAIN) + SendDefaultMenu_custom_example(pPlayer, pCreature, uiAction); + + return true; +} + +//This function is called when the player opens the gossip menu +bool GossipHello_custom_example(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; +} + +//Our Recive emote function +bool ReceiveEmote_custom_example(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; +} + +//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() +{ + Script *newscript; + + newscript = new Script; + newscript->Name="custom_example"; + newscript->GetAI = &GetAI_custom_example; + newscript->pGossipHello = &GossipHello_custom_example; + newscript->pGossipSelect = &GossipSelect_custom_example; + newscript->pReceiveEmote = &ReceiveEmote_custom_example; + newscript->RegisterSelf(); +} + |