/* * 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(); }