/*
* Copyright (C)
* Copyright (C)
*
* 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: Zulaman
SD%Complete: 90
SDComment: Forest Frog will turn into different NPC's. Workaround to prevent new entry from running this script
SDCategory: Zul'Aman
EndScriptData */
/* ContentData
npc_forest_frog
EndContentData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "ScriptedGossip.h"
#include "zulaman.h"
#include "Player.h"
#include "SpellInfo.h"
#include "SpellScript.h"
/*######
## npc_forest_frog
######*/
enum ForestFrog
{
// Spells
SPELL_REMOVE_AMANI_CURSE = 43732,
SPELL_PUSH_MOJO = 43923,
// Creatures
NPC_FOREST_FROG = 24396
};
class npc_forest_frog : public CreatureScript
{
public:
npc_forest_frog() : CreatureScript("npc_forest_frog") { }
struct npc_forest_frogAI : public ScriptedAI
{
npc_forest_frogAI(Creature* creature) : ScriptedAI(creature)
{
instance = creature->GetInstanceScript();
}
InstanceScript* instance;
void Reset() { }
void EnterCombat(Unit* /*who*/) { }
void DoSpawnRandom()
{
uint32 cEntry = 24397;
switch (urand(0, 9))
{
//case 0: cEntry = 24397; break; //Mannuth
case 1: cEntry = 24403; break; //Deez
case 2: cEntry = 24404; break; //Galathryn
case 3: cEntry = 24405; break; //Adarrah
case 4: cEntry = 24406; break; //Fudgerick
case 5: cEntry = 24407; break; //Darwen
case 6: cEntry = 24445; break; //Mitzi
case 7: cEntry = 24448; break; //Christian
case 8: cEntry = 24453; break; //Brennan
case 9: cEntry = 24455; break; //Hollee
}
if (!instance->GetData(TYPE_RAND_VENDOR_1) && roll_chance_i(10))
{
cEntry = 24408; //Gunter
instance->SetData(TYPE_RAND_VENDOR_1, DONE);
}
else if (!instance->GetData(TYPE_RAND_VENDOR_2) && roll_chance_i(10))
{
cEntry = 24409; //Kyren
instance->SetData(TYPE_RAND_VENDOR_2, DONE);
}
me->UpdateEntry(cEntry);
me->DespawnOrUnsummon(2*MINUTE*IN_MILLISECONDS);
}
void SpellHit(Unit* caster, const SpellInfo* spell)
{
if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == NPC_FOREST_FROG)
{
if (roll_chance_i(2))
DoCast(caster, SPELL_PUSH_MOJO, true);
else
DoSpawnRandom();
}
}
};
CreatureAI* GetAI(Creature* creature) const
{
return GetInstanceAI(creature);
}
};
/*######
## npc_zulaman_hostage
######*/
#define GOSSIP_HOSTAGE1 "I am glad to help you."
static uint32 HostageEntry[] = {23790, 23999, 24024, 24001};
static uint32 ChestEntry[] = {186648, 187021, 186672, 186667};
class npc_zulaman_hostage : public CreatureScript
{
public:
npc_zulaman_hostage() : CreatureScript("npc_zulaman_hostage") { }
struct npc_zulaman_hostageAI : public ScriptedAI
{
npc_zulaman_hostageAI(Creature* creature) : ScriptedAI(creature)
{
IsLoot = false;
}
bool IsLoot;
uint64 PlayerGUID;
void Reset() { }
void EnterCombat(Unit* /*who*/) { }
void JustDied(Unit* /*killer*/)
{
if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
player->SendLoot(me->GetGUID(), LOOT_CORPSE);
}
void UpdateAI(uint32 /*diff*/)
{
if (IsLoot)
DoCast(me, 7, false);
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new npc_zulaman_hostageAI(creature);
}
bool OnGossipHello(Player* player, Creature* creature)
{
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
return true;
}
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
{
player->PlayerTalkClass->ClearMenus();
if (action == GOSSIP_ACTION_INFO_DEF + 1)
player->CLOSE_GOSSIP_MENU();
if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
return true;
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
InstanceScript* instance = creature->GetInstanceScript();
if (instance)
{
//uint8 progress = instance->GetData(DATA_CHESTLOOTED);
instance->SetData(DATA_CHESTLOOTED, 0);
float x, y, z;
creature->GetPosition(x, y, z);
uint32 entry = creature->GetEntry();
for (uint8 i = 0; i < 4; ++i)
{
if (HostageEntry[i] == entry)
{
creature->SummonGameObject(ChestEntry[i], x-2, y, z, 0, 0, 0, 0, 0, 0);
break;
}
}
}
return true;
}
};
/*######
## npc_harrison_jones
######*/
enum Says
{
SAY_HARRISON_0 = 0,
SAY_HARRISON_1 = 1,
SAY_HARRISON_2 = 0,
SAY_HARRISON_3 = 1
};
enum Spells
{
SPELL_BANGING_THE_GONG = 45225,
SPELL_STEALTH = 34189,
SPELL_COSMETIC_SPEAR_THROW = 43647
};
enum Events
{
GONG_EVENT_1 = 1,
GONG_EVENT_2 = 2,
GONG_EVENT_3 = 3,
GONG_EVENT_4 = 4,
GONG_EVENT_5 = 5,
GONG_EVENT_6 = 6,
GONG_EVENT_7 = 7,
GONG_EVENT_8 = 8,
GONG_EVENT_9 = 9,
GONG_EVENT_10 = 10,
GONG_EVENT_11 = 11
};
enum Waypoints
{
HARRISON_MOVE_1 = 860440,
HARRISON_MOVE_2 = 860441,
HARRISON_MOVE_3 = 860442
};
enum DisplayIds
{
MODEL_HARRISON_JONES_0 = 22340,
MODEL_HARRISON_JONES_1 = 22354,
MODEL_HARRISON_JONES_2 = 22347
};
enum EntryIds
{
NPC_HARRISON_JONES_1 = 24375,
NPC_HARRISON_JONES_2 = 24365,
NPC_AMANISHI_GUARDIAN = 23597,
};
enum Weapons
{
WEAPON_MACE = 5301,
WEAPON_SPEAR = 13631
};
class npc_harrison_jones : public CreatureScript
{
public:
npc_harrison_jones() : CreatureScript("npc_harrison_jones")
{
}
struct npc_harrison_jonesAI : public ScriptedAI
{
npc_harrison_jonesAI(Creature* creature) : ScriptedAI(creature)
{
instance = creature->GetInstanceScript();
}
InstanceScript* instance;
uint8 _gongEvent;
uint32 _gongTimer;
uint64 uiTargetGUID;
void Reset()
{
_gongEvent = 0;
_gongTimer = 0;
uiTargetGUID = 0;
}
void EnterCombat(Unit* /*who*/) { }
void sGossipSelect(Player* player, uint32 sender, uint32 action)
{
if (me->GetCreatureTemplate()->GossipMenuId == sender && !action)
{
player->CLOSE_GOSSIP_MENU();
me->SetFacingToObject(player);
me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
Talk(SAY_HARRISON_0);
_gongEvent = GONG_EVENT_1;
_gongTimer = 4000;
}
}
void SpellHit(Unit*, const SpellInfo* spell)
{
if (spell->Id == SPELL_COSMETIC_SPEAR_THROW)
{
me->RemoveAllAuras();
me->SetEntry(NPC_HARRISON_JONES_2);
me->SetDisplayId(MODEL_HARRISON_JONES_2);
me->SetTarget(0);
me->SetByteValue(UNIT_FIELD_BYTES_1, 0, UNIT_STAND_STATE_DEAD);
me->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
instance->SetData(DATA_GONGEVENT, DONE);
}
}
void UpdateAI(uint32 diff)
{
if (_gongEvent)
{
if (_gongTimer <= diff)
{
switch (_gongEvent)
{
case GONG_EVENT_1:
me->GetMotionMaster()->MovePath(HARRISON_MOVE_1, false);
_gongEvent = GONG_EVENT_2;
_gongTimer = 12000;
break;
case GONG_EVENT_2:
me->SetFacingTo(6.235659f);
Talk(SAY_HARRISON_1);
DoCast(me, SPELL_BANGING_THE_GONG);
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_MACE));
me->SetSheath(SHEATH_STATE_MELEE);
_gongEvent = GONG_EVENT_3;
_gongTimer = 4000;
break;
case GONG_EVENT_3:
if (GameObject* gong = me->GetMap()->GetGameObject(instance->GetData64(GO_STRANGE_GONG)))
gong->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
_gongEvent = GONG_EVENT_4;
_gongTimer = 105000;
break;
case GONG_EVENT_4:
me->RemoveAura(SPELL_BANGING_THE_GONG);
if (GameObject* gong = me->GetMap()->GetGameObject(instance->GetData64(GO_STRANGE_GONG)))
gong->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
// trigger or gong will need to be scripted to set IN_PROGRESS after enough hits.
// This is temp workaround.
instance->SetData(DATA_GONGEVENT, IN_PROGRESS); // to be removed.
if (instance->GetData(DATA_GONGEVENT) == IN_PROGRESS)
{
// Players are Now Saved to instance at SPECIAL (Player should be notified?)
me->GetMotionMaster()->MovePath(HARRISON_MOVE_2, false);
_gongEvent = GONG_EVENT_5;
_gongTimer = 5000;
}
else
{
_gongTimer = 1000;
_gongEvent = GONG_EVENT_9;
}
break;
case GONG_EVENT_5:
me->SetEntry(NPC_HARRISON_JONES_1);
me->SetDisplayId(MODEL_HARRISON_JONES_1);
Talk(SAY_HARRISON_2);
_gongTimer = 12000;
_gongEvent = GONG_EVENT_6;
break;
case GONG_EVENT_6:
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USE_STANDING);
Talk(SAY_HARRISON_3);
_gongTimer = 7000;
_gongEvent = GONG_EVENT_7;
break;
case GONG_EVENT_7:
if (!uiTargetGUID)
{
std::list targetList;
GetCreatureListWithEntryInGrid(targetList, me, NPC_AMANISHI_GUARDIAN, 26.0f);
if (!targetList.empty())
{
for (std::list::const_iterator itr = targetList.begin(); itr != targetList.end(); ++itr)
{
if (Creature* ptarget = *itr)
{
if (ptarget->GetPositionX() > 120)
{
ptarget->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_SPEAR));
ptarget->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
ptarget->SetReactState(REACT_PASSIVE);
ptarget->AI()->SetData(0, 1);
}
else
{
ptarget->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
ptarget->SetReactState(REACT_PASSIVE);
ptarget->AI()->SetData(0, 2);
}
}
}
}
}
if (GameObject* gate = me->GetMap()->GetGameObject(instance->GetData64(GO_MASSIVE_GATE)))
gate->SetGoState(GO_STATE_ACTIVE);
_gongTimer = 2000;
_gongEvent = GONG_EVENT_8;
break;
case GONG_EVENT_8:
DoCast(me, SPELL_STEALTH);
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(0));
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
me->GetMotionMaster()->MovePath(HARRISON_MOVE_3, false);
_gongTimer = 1000;
_gongEvent = 0;
break;
case GONG_EVENT_9:
me->GetMotionMaster()->MovePoint(0, 120.687f, 1674.0f, 42.0217f);
_gongTimer = 12000;
_gongEvent = GONG_EVENT_10;
break;
case GONG_EVENT_10:
me->SetFacingTo(1.59044f);
_gongEvent = 11;
_gongTimer = 6000;
break;
case GONG_EVENT_11:
me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
instance->SetData(DATA_GONGEVENT, NOT_STARTED);
_gongEvent = 0;
_gongTimer = 1000;
break;
}
}
else
_gongTimer -= diff;
}
}
};
CreatureAI* GetAI(Creature* creature) const
{
return GetInstanceAI(creature);
}
};
class spell_banging_the_gong : public SpellScriptLoader
{
public:
spell_banging_the_gong() : SpellScriptLoader("spell_banging_the_gong") { }
class spell_banging_the_gong_SpellScript : public SpellScript
{
PrepareSpellScript(spell_banging_the_gong_SpellScript);
void Activate(SpellEffIndex index)
{
PreventHitDefaultEffect(index);
GetHitGObj()->SendCustomAnim(0);
}
void Register()
{
OnEffectHitTarget += SpellEffectFn(spell_banging_the_gong_SpellScript::Activate, EFFECT_1, SPELL_EFFECT_ACTIVATE_OBJECT);
}
};
SpellScript* GetSpellScript() const
{
return new spell_banging_the_gong_SpellScript();
}
};
void AddSC_zulaman()
{
new npc_forest_frog();
new npc_zulaman_hostage();
new npc_harrison_jones();
new spell_banging_the_gong();
}