/*
* Copyright (C) 2008-2012 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: Hinterlands
SD%Complete: 100
SDComment: Quest support: 863, 2742
SDCategory: The Hinterlands
EndScriptData */
/* ContentData
npc_00x09hl
npc_rinji
EndContentData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "ScriptedEscortAI.h"
/*######
## npc_00x09hl
######*/
enum eOOX
{
SAY_OOX_START = -1000287,
SAY_OOX_AGGRO1 = -1000288,
SAY_OOX_AGGRO2 = -1000289,
SAY_OOX_AMBUSH = -1000290,
SAY_OOX_END = -1000292,
QUEST_RESQUE_OOX_09 = 836,
NPC_MARAUDING_OWL = 7808,
NPC_VILE_AMBUSHER = 7809,
FACTION_ESCORTEE_A = 774,
FACTION_ESCORTEE_H = 775
};
class npc_00x09hl : public CreatureScript
{
public:
npc_00x09hl() : CreatureScript("npc_00x09hl") { }
bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
{
if (quest->GetQuestId() == QUEST_RESQUE_OOX_09)
{
creature->SetStandState(UNIT_STAND_STATE_STAND);
if (player->GetTeam() == ALLIANCE)
creature->setFaction(FACTION_ESCORTEE_A);
else if (player->GetTeam() == HORDE)
creature->setFaction(FACTION_ESCORTEE_H);
DoScriptText(SAY_OOX_START, creature, player);
if (npc_00x09hlAI* pEscortAI = CAST_AI(npc_00x09hl::npc_00x09hlAI, creature->AI()))
pEscortAI->Start(false, false, player->GetGUID(), quest);
}
return true;
}
CreatureAI* GetAI(Creature* creature) const
{
return new npc_00x09hlAI(creature);
}
struct npc_00x09hlAI : public npc_escortAI
{
npc_00x09hlAI(Creature* creature) : npc_escortAI(creature) { }
void Reset() { }
void WaypointReached(uint32 waypointId)
{
switch (waypointId)
{
case 26:
DoScriptText(SAY_OOX_AMBUSH, me);
break;
case 43:
DoScriptText(SAY_OOX_AMBUSH, me);
break;
case 64:
DoScriptText(SAY_OOX_END, me);
if (Player* player = GetPlayerForEscort())
player->GroupEventHappens(QUEST_RESQUE_OOX_09, me);
break;
}
}
void WaypointStart(uint32 uiPointId)
{
switch (uiPointId)
{
case 27:
for (uint8 i = 0; i < 3; ++i)
{
const Position src = {147.927444f, -3851.513428f, 130.893f, 0};
Position dst;
me->GetRandomPoint(src, 7.0f, dst);
DoSummon(NPC_MARAUDING_OWL, dst, 25000, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
}
break;
case 44:
for (uint8 i = 0; i < 3; ++i)
{
const Position src = {-141.151581f, -4291.213867f, 120.130f, 0};
Position dst;
me->GetRandomPoint(src, 7.0f, dst);
me->SummonCreature(NPC_VILE_AMBUSHER, dst, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 25000);
}
break;
}
}
void EnterCombat(Unit* who)
{
if (who->GetEntry() == NPC_MARAUDING_OWL || who->GetEntry() == NPC_VILE_AMBUSHER)
return;
if (rand()%1)
DoScriptText(SAY_OOX_AGGRO1, me);
else
DoScriptText(SAY_OOX_AGGRO2, me);
}
void JustSummoned(Creature* summoned)
{
summoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
}
};
};
/*######
## npc_rinji
######*/
enum eRinji
{
SAY_RIN_FREE = -1000403, //from here
SAY_RIN_BY_OUTRUNNER = -1000404,
SAY_RIN_HELP_1 = -1000405,
SAY_RIN_HELP_2 = -1000406, //to here, are used also by 6182 but this is wrong...
SAY_RIN_COMPLETE = -1000407,
SAY_RIN_PROGRESS_1 = -1000408,
SAY_RIN_PROGRESS_2 = -1000409,
QUEST_RINJI_TRAPPED = 2742,
NPC_RANGER = 2694,
NPC_OUTRUNNER = 2691,
GO_RINJI_CAGE = 142036
};
struct Location
{
float m_fX, m_fY, m_fZ;
};
Location m_afAmbushSpawn[] =
{
{191.296204f, -2839.329346f, 107.388f},
{70.972466f, -2848.674805f, 109.459f}
};
Location m_afAmbushMoveTo[] =
{
{166.630386f, -2824.780273f, 108.153f},
{70.886589f, -2874.335449f, 116.675f}
};
class npc_rinji : public CreatureScript
{
public:
npc_rinji() : CreatureScript("npc_rinji") { }
bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
{
if (quest->GetQuestId() == QUEST_RINJI_TRAPPED)
{
if (GameObject* go = creature->FindNearestGameObject(GO_RINJI_CAGE, INTERACTION_DISTANCE))
go->UseDoorOrButton();
if (npc_rinjiAI* pEscortAI = CAST_AI(npc_rinji::npc_rinjiAI, creature->AI()))
pEscortAI->Start(false, false, player->GetGUID(), quest);
}
return true;
}
CreatureAI* GetAI(Creature* creature) const
{
return new npc_rinjiAI(creature);
}
struct npc_rinjiAI : public npc_escortAI
{
npc_rinjiAI(Creature* creature) : npc_escortAI(creature)
{
m_bIsByOutrunner = false;
m_iSpawnId = 0;
}
bool m_bIsByOutrunner;
uint32 m_uiPostEventCount;
uint32 m_uiPostEventTimer;
int m_iSpawnId;
void Reset()
{
m_uiPostEventCount = 0;
m_uiPostEventTimer = 3000;
}
void JustRespawned()
{
m_bIsByOutrunner = false;
m_iSpawnId = 0;
npc_escortAI::JustRespawned();
}
void EnterCombat(Unit* who)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
if (who->GetEntry() == NPC_OUTRUNNER && !m_bIsByOutrunner)
{
DoScriptText(SAY_RIN_BY_OUTRUNNER, who);
m_bIsByOutrunner = true;
}
if (rand()%4)
return;
//only if attacked and escorter is not in combat?
DoScriptText(RAND(SAY_RIN_HELP_1, SAY_RIN_HELP_2), me);
}
}
void DoSpawnAmbush(bool bFirst)
{
if (!bFirst)
m_iSpawnId = 1;
me->SummonCreature(NPC_RANGER,
m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
for (int i = 0; i < 2; ++i)
{
me->SummonCreature(NPC_OUTRUNNER,
m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
}
}
void JustSummoned(Creature* summoned)
{
summoned->SetWalk(false);
summoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
}
void WaypointReached(uint32 waypointId)
{
Player* player = GetPlayerForEscort();
if (!player)
return;
switch (waypointId)
{
case 1:
DoScriptText(SAY_RIN_FREE, me, player);
break;
case 7:
DoSpawnAmbush(true);
break;
case 13:
DoSpawnAmbush(false);
break;
case 17:
DoScriptText(SAY_RIN_COMPLETE, me, player);
player->GroupEventHappens(QUEST_RINJI_TRAPPED, me);
SetRun();
m_uiPostEventCount = 1;
break;
}
}
void UpdateEscortAI(const uint32 uiDiff)
{
//Check if we have a current target
if (!UpdateVictim())
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPostEventCount)
{
if (m_uiPostEventTimer <= uiDiff)
{
m_uiPostEventTimer = 3000;
if (Player* player = GetPlayerForEscort())
{
switch (m_uiPostEventCount)
{
case 1:
DoScriptText(SAY_RIN_PROGRESS_1, me, player);
++m_uiPostEventCount;
break;
case 2:
DoScriptText(SAY_RIN_PROGRESS_2, me, player);
m_uiPostEventCount = 0;
break;
}
}
else
{
me->DespawnOrUnsummon();
return;
}
}
else
m_uiPostEventTimer -= uiDiff;
}
return;
}
DoMeleeAttackIfReady();
}
};
};
void AddSC_hinterlands()
{
new npc_00x09hl();
new npc_rinji();
}