aboutsummaryrefslogtreecommitdiff
path: root/src/scripts/examples/example_creature.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/scripts/examples/example_creature.cpp')
-rw-r--r--src/scripts/examples/example_creature.cpp160
1 files changed, 94 insertions, 66 deletions
diff --git a/src/scripts/examples/example_creature.cpp b/src/scripts/examples/example_creature.cpp
index 3bce98e30ea..41cc0217132 100644
--- a/src/scripts/examples/example_creature.cpp
+++ b/src/scripts/examples/example_creature.cpp
@@ -22,6 +22,7 @@ SDCategory: Script Examples
EndScriptData */
#include "ScriptedPch.h"
+#include "SpellId.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 ****
@@ -35,32 +36,41 @@ EndScriptData */
// 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
+enum Yells
{
//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
+ SAY_AGGRO = -1999900,
+ SAY_RANDOM_0 = -1999901,
+ SAY_RANDOM_1 = -1999902,
+ SAY_RANDOM_2 = -1999903,
+ SAY_RANDOM_3 = -1999904,
+ SAY_RANDOM_4 = -1999905,
+ SAY_BERSERK = -1999906,
+ SAY_PHASE = -1999907,
+ SAY_DANCE = -1999908,
+ SAY_SALUTE = -1999909,
+ SAY_EVADE = -1999910,
+};
+
+enum Spells
+{
+ // List of spells.
+ // Not required to define them in this way, but will make it easier to maintain in case spellId change
+ SPELL_BUFF = SPELL_INCREASED_STAMINA_25661,
+ SPELL_ONE = SPELL_PUMMEL_12555,
+ SPELL_ONE_ALT = SPELL_POISON_BOLT_VOLLEY_24099,
+ SPELL_TWO = SPELL_FROST_HOLD_10017,
+ SPELL_THREE = SPELL_KNOCKBACK_26027,
+ SPELL_FRENZY = SPELL_FRENZY_23537,
+ SPELL_BERSERK = SPELL_BERSERK_32965,
+};
+
+enum eEnums
+{
+ // any other constants
+ FACTION_WORGEN = 24
};
//List of gossip item texts. Items will appear in the gossip window.
@@ -70,42 +80,60 @@ struct 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();}
+ example_creatureAI(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 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
+ uint32 m_uiSayTimer; // Timer for random chat
+ uint32 m_uiRebuffTimer; // Timer for rebuffing
+ uint32 m_uiSpell1Timer; // Timer for spell 1 when in combat
+ uint32 m_uiSpell2Timer; // Timer for spell 1 when in combat
+ uint32 m_uiSpell3Timer; // Timer for spell 1 when in combat
+ uint32 m_uiBeserkTimer; // Timer until we go into Beserk (enraged) mode
+ uint32 m_uiPhase; // The current battle phase we are in
+ uint32 m_uiPhaseTimer; // Timer until phase transition
//*** HANDLED FUNCTION ***
- //This is called whenever the core decides we need to evade
+ //This is called after spawn and 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
+ m_uiPhase = 1; // Start in phase 1
+ m_uiPhaseTimer = 60000; // 60 seconds
+ m_uiSpell1Timer = 5000; // 5 seconds
+ m_uiSpell2Timer = urand(10000,20000); // between 10 and 20 seconds
+ m_uiSpell3Timer = 19000; // 19 seconds
+ m_uiBeserkTimer = 120000; // 2 minutes
+
+ m_creature->RestoreFaction();
}
//*** HANDLED FUNCTION ***
- //Attack Start is called whenever someone hits us.
+ // Enter Combat called once per combat
void EnterCombat(Unit* pWho)
{
//Say some stuff
DoScriptText(SAY_AGGRO, m_creature, pWho);
}
- //Our Recive emote function
+ //*** HANDLED FUNCTION ***
+ // Attack Start is called when victim change (including at start of combat)
+ // By default, attack pWho and start movement toward the victim.
+ //void AttackStart(Unit* pWho)
+ //{
+ // ScriptedAI::AttackStart(pWho);
+ //}
+
+ //*** HANDLED FUNCTION ***
+ // Called when going out of combat. Reset is called just after.
+ void EnterEvadeMode()
+ {
+ DoScriptText(SAY_EVADE, m_creature);
+ }
+
+ //*** HANDLED FUNCTION ***
+ //Our Receive emote function
void ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
{
m_creature->HandleEmoteCommand(uiTextEmote);
@@ -122,31 +150,31 @@ struct example_creatureAI : public ScriptedAI
}
//*** HANDLED FUNCTION ***
- //Update AI is called Every single map update (roughly once every 100ms if a player is within the grid)
+ //Update AI is called Every single map update (roughly once every 50ms 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)
+ if (m_uiSayTimer <= 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
+ m_uiSayTimer = 45000; //Say something agian in 45 seconds
}
else
- m_uiSay_Timer -= uiDiff;
+ m_uiSayTimer -= uiDiff;
//Rebuff timer
- if (m_uiRebuff_Timer <= uiDiff)
+ if (m_uiRebuffTimer <= uiDiff)
{
DoCast(m_creature, SPELL_BUFF);
- m_uiRebuff_Timer = 900000; //Rebuff agian in 15 minutes
+ m_uiRebuffTimer = 900000; //Rebuff agian in 15 minutes
}
else
- m_uiRebuff_Timer -= uiDiff;
+ m_uiRebuffTimer -= uiDiff;
}
//Return since we have no target
@@ -154,7 +182,7 @@ struct example_creatureAI : public ScriptedAI
return;
//Spell 1 timer
- if (m_uiSpell_1_Timer <= uiDiff)
+ if (m_uiSpell1Timer <= uiDiff)
{
//Cast spell one on our current target.
if (rand()%50 > 10)
@@ -162,58 +190,58 @@ struct example_creatureAI : public ScriptedAI
else if (m_creature->IsWithinDist(m_creature->getVictim(), 25.0f))
DoCast(m_creature->getVictim(), SPELL_ONE);
- m_uiSpell_1_Timer = 5000;
+ m_uiSpell1Timer = 5000;
}
else
- m_uiSpell_1_Timer -= uiDiff;
+ m_uiSpell1Timer -= uiDiff;
//Spell 2 timer
- if (m_uiSpell_2_Timer <= uiDiff)
+ if (m_uiSpell2Timer <= uiDiff)
{
- //Cast spell one on our current target.
+ //Cast spell two on our current target.
DoCast(m_creature->getVictim(), SPELL_TWO);
- m_uiSpell_2_Timer = 37000;
+ m_uiSpell2Timer = 37000;
}
else
- m_uiSpell_2_Timer -= uiDiff;
+ m_uiSpell2Timer -= uiDiff;
//Beserk timer
if (m_uiPhase > 1)
{
//Spell 3 timer
- if (m_uiSpell_3_Timer <= uiDiff)
+ if (m_uiSpell3Timer <= uiDiff)
{
//Cast spell one on our current target.
DoCast(m_creature->getVictim(), SPELL_THREE);
- m_uiSpell_3_Timer = 19000;
+ m_uiSpell3Timer = 19000;
}
else
- m_uiSpell_3_Timer -= uiDiff;
+ m_uiSpell3Timer -= uiDiff;
- if (m_uiBeserk_Timer <= uiDiff)
+ if (m_uiBeserkTimer <= uiDiff)
{
//Say our line then cast uber death spell
- DoScriptText(SAY_BESERK, m_creature, m_creature->getVictim());
- DoCast(m_creature->getVictim(), SPELL_BESERK);
+ DoScriptText(SAY_BERSERK, m_creature, m_creature->getVictim());
+ DoCast(m_creature->getVictim(), SPELL_BERSERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
- m_uiBeserk_Timer = 12000;
+ m_uiBeserkTimer = 12000;
}
else
- m_uiBeserk_Timer -= uiDiff;
+ m_uiBeserkTimer -= uiDiff;
}
else if (m_uiPhase == 1) //Phase timer
{
- if (m_uiPhase_Timer <= uiDiff)
+ if (m_uiPhaseTimer <= uiDiff)
{
//Go to next phase
++m_uiPhase;
DoScriptText(SAY_PHASE, m_creature);
- DoCast(m_creature, SPELL_ENRAGE);
+ DoCast(m_creature, SPELL_FRENZY);
}
else
- m_uiPhase_Timer -= uiDiff;
+ m_uiPhaseTimer -= uiDiff;
}
DoMeleeAttackIfReady();
@@ -233,7 +261,7 @@ bool GossipSelect_example_creature(Player* pPlayer, Creature* pCreature, uint32
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
{
pPlayer->CLOSE_GOSSIP_MENU();
- //Set our faction to hostile twoards all
+ //Set our faction to hostile towards all
pCreature->setFaction(FACTION_WORGEN);
pCreature->AI()->AttackStart(pPlayer);
}