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+/* 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();
+}
+