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/examples/example_creature.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/examples/example_creature.cpp')
-rw-r--r-- | src/scripts/examples/example_creature.cpp | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/src/scripts/examples/example_creature.cpp b/src/scripts/examples/example_creature.cpp new file mode 100644 index 00000000000..65dcdb43a78 --- /dev/null +++ b/src/scripts/examples/example_creature.cpp @@ -0,0 +1,265 @@ +/* Copyright (C) 2006 - 2009 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: Example_Creature +SD%Complete: 100 +SDComment: Short custom scripting example +SDCategory: Script Examples +EndScriptData */ + +#include "ScriptedPch.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 + +enum eEnums +{ + //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, + + //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, + + FACTION_WORGEN = 24 +}; + +//List of gossip item texts. Items will appear in the gossip window. +#define GOSSIP_ITEM "I'm looking for a fight" + +struct TRINITY_DLL_DECL 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();} + + //*** 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 + + //*** HANDLED FUNCTION *** + //This is called 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 + } + + //*** HANDLED FUNCTION *** + //Attack Start is called whenever someone hits us. + void EnterCombat(Unit* pWho) + { + //Say some stuff + DoScriptText(SAY_AGGRO, m_creature, pWho); + } + + //Our Recive emote function + void ReceiveEmote(Player* pPlayer, uint32 uiTextEmote) + { + m_creature->HandleEmoteCommand(uiTextEmote); + + switch(uiTextEmote) + { + case TEXTEMOTE_DANCE: + DoScriptText(SAY_DANCE, m_creature); + break; + case TEXTEMOTE_SALUTE: + DoScriptText(SAY_SALUTE, m_creature); + break; + } + } + + //*** 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 uiDiff) + { + //Out of combat timers + if (!m_creature->getVictim()) + { + //Random Say timer + if (m_uiSay_Timer <= 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 + } + else + m_uiSay_Timer -= uiDiff; + + //Rebuff timer + if (m_uiRebuff_Timer <= uiDiff) + { + DoCast(m_creature, SPELL_BUFF); + m_uiRebuff_Timer = 900000; //Rebuff agian in 15 minutes + } + else + m_uiRebuff_Timer -= uiDiff; + } + + //Return since we have no target + if (!UpdateVictim()) + return; + + //Spell 1 timer + if (m_uiSpell_1_Timer <= uiDiff) + { + //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(), 25.0f)) + DoCast(m_creature->getVictim(), SPELL_ONE); + + m_uiSpell_1_Timer = 5000; + } + else + m_uiSpell_1_Timer -= uiDiff; + + //Spell 2 timer + if (m_uiSpell_2_Timer <= uiDiff) + { + //Cast spell one on our current target. + DoCast(m_creature->getVictim(), SPELL_TWO); + m_uiSpell_2_Timer = 37000; + } + else + m_uiSpell_2_Timer -= uiDiff; + + //Beserk timer + if (m_uiPhase > 1) + { + //Spell 3 timer + if (m_uiSpell_3_Timer <= uiDiff) + { + //Cast spell one on our current target. + DoCast(m_creature->getVictim(), SPELL_THREE); + + m_uiSpell_3_Timer = 19000; + } + else + m_uiSpell_3_Timer -= uiDiff; + + if (m_uiBeserk_Timer <= uiDiff) + { + //Say our line then cast uber death spell + DoScriptText(SAY_BESERK, m_creature, m_creature->getVictim()); + DoCast(m_creature->getVictim(), SPELL_BESERK); + + //Cast our beserk spell agian in 12 seconds if we didn't kill everyone + m_uiBeserk_Timer = 12000; + } + else + m_uiBeserk_Timer -= uiDiff; + } + else if (m_uiPhase == 1) //Phase timer + { + if (m_uiPhase_Timer <= uiDiff) + { + //Go to next phase + ++m_uiPhase; + DoScriptText(SAY_PHASE, m_creature); + DoCast(m_creature, SPELL_ENRAGE); + } + else + m_uiPhase_Timer -= uiDiff; + } + + 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_example_creature(Creature* pCreature) +{ + return new example_creatureAI (pCreature); +} + +//This function is called when the player clicks an option on the gossip menu +bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction) +{ + if (uiAction == GOSSIP_ACTION_INFO_DEF+1) + { + pPlayer->CLOSE_GOSSIP_MENU(); + //Set our faction to hostile twoards all + pCreature->setFaction(FACTION_WORGEN); + pCreature->AI()->AttackStart(pPlayer); + } + + return true; +} + +//This function is called when the player opens the gossip menu +bool GossipHello_example_creature(Player* pPlayer, Creature* pCreature) +{ + pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1); + pPlayer->SEND_GOSSIP_MENU(907, pCreature->GetGUID()); + + 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 +void AddSC_example_creature() +{ + Script* newscript; + + newscript = new Script; + newscript->Name = "example_creature"; + newscript->GetAI = &GetAI_example_creature; + newscript->pGossipHello = &GossipHello_example_creature; + newscript->pGossipSelect = &GossipSelect_example_creature; + newscript->RegisterSelf(); +} |