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authorRat <none@none>2010-01-19 11:36:05 +0100
committerRat <none@none>2010-01-19 11:36:05 +0100
commit0cc053ea4d42ce405a915857f75ee00f0f65666b (patch)
tree7c25955ee5db618deee963f515ba061fbb1e1e8c /src/scripts/examples/example_creature.cpp
parentf5dea61b66a616110cfc82ff640ec448b1efa702 (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
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+/* 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();
+}