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authorazazel <none@none>2010-08-09 00:56:10 +0600
committerazazel <none@none>2010-08-09 00:56:10 +0600
commite5c797cef69d7973943269e0d8de427b9e72cc62 (patch)
treebea0618f213375133bbcb8bbc5750eaa58522d49 /src/server/scripts/Custom
parentb3b7ffdfeb25dab2c96f67f917ec9259e56d12e6 (diff)
* Fix remaining errors in scripts project
* Remove now obsolete ScriptedInstance.h file --HG-- branch : trunk
Diffstat (limited to 'src/server/scripts/Custom')
-rw-r--r--src/server/scripts/Custom/custom_example.cpp334
1 files changed, 164 insertions, 170 deletions
diff --git a/src/server/scripts/Custom/custom_example.cpp b/src/server/scripts/Custom/custom_example.cpp
index 61b1f4e9229..ca7603bcfac 100644
--- a/src/server/scripts/Custom/custom_example.cpp
+++ b/src/server/scripts/Custom/custom_example.cpp
@@ -58,165 +58,13 @@ EndScriptData */
#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 EnterCombat(Unit *who)
- {
- //Say some stuff
- DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
- DoPlaySoundToSet(me,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 (!me->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(me,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(me,8818);
- break;
-
- case 2:
- DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
- DoPlaySoundToSet(me,8041);
- break;
-
- case 3:
- DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
- DoPlaySoundToSet(me,8581);
- break;
-
- case 4:
- DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
- DoPlaySoundToSet(me,8791);
- break;
- }
-
- Say_Timer = 45000; //Say something agian in 45 seconds
- }else Say_Timer -= diff;
-
- //Rebuff timer
- if (Rebuff_Timer < diff)
- {
- DoCast(me,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(me->getVictim(),SPELL_ONE_ALT);
- else if (me->IsWithinDist(me->getVictim(), 25))
- DoCast(me->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(me->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(me->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(me,8588);
- DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
- DoCast(me->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(me,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 class custom_example : public CreatureScript
{
public:
custom_example() : CreatureScript("custom_example") { }
- bool ReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
+ bool OnReceiveEmote(Player* pPlayer, Creature* pCreature, uint32 emote)
{
pCreature->HandleEmoteCommand(emote);
@@ -229,7 +77,7 @@ public:
return true;
}
- bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
+ bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
if (uiSender == GOSSIP_SENDER_MAIN)
SendDefaultMenu(pPlayer, pCreature, uiAction);
@@ -237,7 +85,7 @@ public:
return true;
}
- bool GossipHello(Player* pPlayer, Creature* pCreature)
+ bool OnGossipHello(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());
@@ -245,30 +93,176 @@ public:
return true;
}
+ //This function is called when the player clicks an option on the gossip menu
+ void SendDefaultMenu(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();
+ }
+ }
+
CreatureAI* GetAI(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
+ struct custom_exampleAI : public ScriptedAI
{
- //Set our faction to hostile twoards all
- pCreature->setFaction(24);
- pCreature->Attack(pPlayer, true);
- pPlayer->PlayerTalkClass->CloseGossip();
- }
-}
+ //*** 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 EnterCombat(Unit *who)
+ {
+ //Say some stuff
+ DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
+ DoPlaySoundToSet(me,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 (!me->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(me,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(me,8818);
+ break;
+
+ case 2:
+ DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
+ DoPlaySoundToSet(me,8041);
+ break;
+
+ case 3:
+ DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
+ DoPlaySoundToSet(me,8581);
+ break;
+
+ case 4:
+ DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
+ DoPlaySoundToSet(me,8791);
+ break;
+ }
+
+ Say_Timer = 45000; //Say something agian in 45 seconds
+ }else Say_Timer -= diff;
+
+ //Rebuff timer
+ if (Rebuff_Timer < diff)
+ {
+ DoCast(me,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(me->getVictim(),SPELL_ONE_ALT);
+ else if (me->IsWithinDist(me->getVictim(), 25))
+ DoCast(me->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(me->getVictim(),SPELL_TWO);
-//This function is called when the player clicks an option on the gossip menu
+ Spell_2_Timer = 37000;
+ }else Spell_2_Timer -= diff;
-//This function is called when the player opens the gossip menu
+ //Spell 3 timer
+ if (Phase > 1)
+ if (Spell_3_Timer < diff)
+ {
+ //Cast spell one on our current target.
+ DoCast(me->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(me,8588);
+ DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
+ DoCast(me->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(me,SPELL_ENRAGE);
+ }else Phase_Timer -= diff;
+
+ DoMeleeAttackIfReady();
+ }
+ };
-//Our Recive emote function
+};
//This is the actual function called only once durring InitScripts()
//It must define all handled functions that are to be run in this script