/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2006-2009 ScriptDev2 * * 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, see . */ /* ScriptData SDName: Ghostlands SD%Complete: 100 SDComment: SDCategory: Ghostlands EndScriptData */ /* ContentData npc_rathis_tomber npc_ranger_lilatha EndContentData */ #include "ScriptMgr.h" #include "ScriptedCreature.h" #include "ScriptedGossip.h" #include "ScriptedEscortAI.h" #include "Player.h" #include "WorldSession.h" /*###### ## npc_rathis_tomber ######*/ class npc_rathis_tomber : public CreatureScript { public: npc_rathis_tomber() : CreatureScript("npc_rathis_tomber") { } bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) { player->PlayerTalkClass->ClearMenus(); if (action == GOSSIP_ACTION_TRADE) player->GetSession()->SendListInventory(creature->GetGUID()); return true; } bool OnGossipHello(Player* player, Creature* creature) { if (creature->isQuestGiver()) player->PrepareQuestMenu(creature->GetGUID()); if (creature->isVendor() && player->GetQuestRewardStatus(9152)) { player->ADD_GOSSIP_ITEM(GOSSIP_ICON_VENDOR, GOSSIP_TEXT_BROWSE_GOODS, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_TRADE); player->SEND_GOSSIP_MENU(8432, creature->GetGUID()); }else player->SEND_GOSSIP_MENU(8431, creature->GetGUID()); return true; } }; /*###### ## npc_ranger_lilatha ######*/ enum eEnums { SAY_START = 0, SAY_PROGRESS1 = 1, SAY_PROGRESS2 = 2, SAY_PROGRESS3 = 3, SAY_END1 = 4, SAY_END2 = 5, SAY_CAPTAIN_ANSWER = 0, QUEST_ESCAPE_FROM_THE_CATACOMBS = 9212, GO_CAGE = 181152, NPC_CAPTAIN_HELIOS = 16220, FACTION_SMOON_E = 1603 }; class npc_ranger_lilatha : public CreatureScript { public: npc_ranger_lilatha() : CreatureScript("npc_ranger_lilatha") { } struct npc_ranger_lilathaAI : public npc_escortAI { npc_ranger_lilathaAI(Creature* creature) : npc_escortAI(creature) {} void WaypointReached(uint32 waypointId) { Player* player = GetPlayerForEscort(); if (!player) return; switch (waypointId) { case 0: me->SetUInt32Value(UNIT_FIELD_BYTES_1, 0); if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 20)) Cage->SetGoState(GO_STATE_ACTIVE); Talk(SAY_START, player->GetGUID()); break; case 5: Talk(SAY_PROGRESS1, player->GetGUID()); break; case 11: Talk(SAY_PROGRESS2, player->GetGUID()); me->SetOrientation(4.762841f); break; case 18: { Talk(SAY_PROGRESS3, player->GetGUID()); Creature* Summ1 = me->SummonCreature(16342, 7627.083984f, -7532.538086f, 152.128616f, 1.082733f, TEMPSUMMON_DEAD_DESPAWN, 0); Creature* Summ2 = me->SummonCreature(16343, 7620.432129f, -7532.550293f, 152.454865f, 0.827478f, TEMPSUMMON_DEAD_DESPAWN, 0); if (Summ1 && Summ2) { Summ1->Attack(me, true); Summ2->Attack(player, true); } me->AI()->AttackStart(Summ1); } break; case 19: me->SetWalk(false); break; case 25: me->SetWalk(true); break; case 30: if (player->GetTypeId() == TYPEID_PLAYER) CAST_PLR(player)->GroupEventHappens(QUEST_ESCAPE_FROM_THE_CATACOMBS, me); break; case 32: me->SetOrientation(2.978281f); Talk(SAY_END1, player->GetGUID()); break; case 33: me->SetOrientation(5.858011f); Talk(SAY_END2, player->GetGUID()); Creature* CaptainHelios = me->FindNearestCreature(NPC_CAPTAIN_HELIOS, 50); if (CaptainHelios) CaptainHelios->AI()->Talk(SAY_CAPTAIN_ANSWER, player->GetGUID()); break; } } void Reset() { if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 20)) Cage->SetGoState(GO_STATE_READY); } }; bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest) { if (quest->GetQuestId() == QUEST_ESCAPE_FROM_THE_CATACOMBS) { creature->setFaction(113); if (npc_escortAI* pEscortAI = CAST_AI(npc_ranger_lilatha::npc_ranger_lilathaAI, creature->AI())) pEscortAI->Start(true, false, player->GetGUID()); } return true; } CreatureAI* GetAI(Creature* creature) const { return new npc_ranger_lilathaAI(creature); } }; void AddSC_ghostlands() { new npc_rathis_tomber(); new npc_ranger_lilatha(); }