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example_escort.cpp
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/*
This file is part of the ScriptDev2 Project. See AUTHORS file for Copyright information
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
ScriptData
SDName: Example_Escort
SD%Complete: 100
SDComment: Script used for testing escortAI
SDCategory: Script Examples
EndScriptData
*/
#
include
"
precompiled.h
"
#
include
"
escort_ai.h
"
enum
{
NPC_FELBOAR
=
21878
,
SPELL_DEATH_COIL
=
33130
,
SPELL_ELIXIR_OF_FORTITUDE
=
3593
,
SPELL_BLUE_FIREWORK
=
11540
,
SAY_AGGRO1
= -
1999910
,
SAY_AGGRO2
= -
1999911
,
SAY_WP_1
= -
1999912
,
SAY_WP_2
= -
1999913
,
SAY_WP_3
= -
1999914
,
SAY_WP_4
= -
1999915
,
SAY_DEATH_1
= -
1999916
,
SAY_DEATH_2
= -
1999917
,
SAY_DEATH_3
= -
1999918
,
SAY_SPELL
= -
1999919
,
SAY_RAND_1
= -
1999920
,
SAY_RAND_2
= -
1999921
};
#
define
GOSSIP_ITEM_1
"
Click to Test Escort(Attack, Run)
"
#
define
GOSSIP_ITEM_2
"
Click to Test Escort(NoAttack, Walk)
"
#
define
GOSSIP_ITEM_3
"
Click to Test Escort(NoAttack, Run)
"
struct
example_escortAI
:
public
npc_escortAI
{
//
CreatureAI functions
example_escortAI
(Creature* pCreature) : npc_escortAI(pCreature) {
Reset
(); }
uint32 m_uiDeathCoilTimer;
uint32 m_uiChatTimer;
//
Is called after each combat, so usally only reset combat-stuff here
void
Reset
()
override
{
m_uiDeathCoilTimer =
4000
;
m_uiChatTimer =
4000
;
}
void
JustSummoned
(Creature* pSummoned)
override
{
pSummoned->
AI
()->
AttackStart
(m_creature);
}
//
Pure Virtual Functions (Have to be implemented)
void
WaypointReached
(uint32 uiWP)
override
{
switch
(uiWP)
{
case
1
:
DoScriptText
(
SAY_WP_1
, m_creature);
break
;
case
3
:
DoScriptText
(
SAY_WP_2
, m_creature);
m_creature->
SummonCreature
(
NPC_FELBOAR
, m_creature->
GetPositionX
() +
5
.
0f
, m_creature->
GetPositionY
() +
7
.
0f
, m_creature->
GetPositionZ
(),
0
.
0f
,
TEMPSUMMON_TIMED_OOC_DESPAWN
,
3000
);
break
;
case
4
:
if
(Player* pTmpPlayer =
GetPlayerForEscort
())
{
//
pTmpPlayer is the target of the text
DoScriptText
(
SAY_WP_3
, m_creature, pTmpPlayer);
//
pTmpPlayer is the source of the text
DoScriptText
(
SAY_WP_4
, pTmpPlayer);
}
break
;
}
}
void
Aggro
(Unit*
/*
pWho
*/
)
override
{
if
(
HasEscortState
(
STATE_ESCORT_ESCORTING
))
{
if
(Player* pTemp =
GetPlayerForEscort
())
DoScriptText
(
SAY_AGGRO1
, m_creature, pTemp);
}
else
DoScriptText
(
SAY_AGGRO2
, m_creature);
}
//
Only overwrite if there is something special
void
JustDied
(Unit* pKiller)
override
{
if
(
HasEscortState
(
STATE_ESCORT_ESCORTING
))
{
if
(Player* pTemp =
GetPlayerForEscort
())
{
//
not a likely case, code here for the sake of example
if
(pKiller == m_creature)
{
//
This is actually a whisper. You control the text type in database
DoScriptText
(
SAY_DEATH_1
, m_creature, pTemp);
}
else
DoScriptText
(
SAY_DEATH_2
, m_creature, pTemp);
}
}
else
DoScriptText
(
SAY_DEATH_3
, m_creature);
//
Fail quest for group - if you don't implement JustDied in your script, this will automatically work
npc_escortAI::JustDied
(pKiller);
}
void
UpdateEscortAI
(
const
uint32 uiDiff)
override
{
//
Combat check
if
(m_creature->
SelectHostileTarget
() && m_creature->
getVictim
())
{
if
(m_uiDeathCoilTimer < uiDiff)
{
DoScriptText
(
SAY_SPELL
, m_creature);
m_creature->
CastSpell
(m_creature->
getVictim
(),
SPELL_DEATH_COIL
,
false
);
m_uiDeathCoilTimer =
4000
;
}
else
m_uiDeathCoilTimer -= uiDiff;
DoMeleeAttackIfReady
();
}
else
{
//
Out of combat but being escorted
if
(
HasEscortState
(
STATE_ESCORT_ESCORTING
))
{
if
(m_uiChatTimer < uiDiff)
{
if
(m_creature->
HasAura
(
SPELL_ELIXIR_OF_FORTITUDE
,
EFFECT_INDEX_0
))
{
DoScriptText
(
SAY_RAND_1
, m_creature);
m_creature->
CastSpell
(m_creature,
SPELL_BLUE_FIREWORK
,
false
);
}
else
{
DoScriptText
(
SAY_RAND_2
, m_creature);
m_creature->
CastSpell
(m_creature,
SPELL_ELIXIR_OF_FORTITUDE
,
false
);
}
m_uiChatTimer =
12000
;
}
else
m_uiChatTimer -= uiDiff;
}
}
}
};
CreatureAI*
GetAI_example_escort
(Creature* pCreature)
{
return
new
example_escortAI
(pCreature);
}
bool
GossipHello_example_escort
(Player* pPlayer, Creature* pCreature)
{
pPlayer->
TalkedToCreature
(pCreature->
GetEntry
(), pCreature->
GetObjectGuid
());
pPlayer->
PrepareGossipMenu
(pCreature, pPlayer->
GetDefaultGossipMenuForSource
(pCreature));
pPlayer->
ADD_GOSSIP_ITEM
(
GOSSIP_ICON_CHAT
,
GOSSIP_ITEM_1
,
GOSSIP_SENDER_MAIN
,
GOSSIP_ACTION_INFO_DEF
+
1
);
pPlayer->
ADD_GOSSIP_ITEM
(
GOSSIP_ICON_CHAT
,
GOSSIP_ITEM_2
,
GOSSIP_SENDER_MAIN
,
GOSSIP_ACTION_INFO_DEF
+
2
);
pPlayer->
ADD_GOSSIP_ITEM
(
GOSSIP_ICON_CHAT
,
GOSSIP_ITEM_3
,
GOSSIP_SENDER_MAIN
,
GOSSIP_ACTION_INFO_DEF
+
3
);
pPlayer->
SendPreparedGossip
(pCreature);
return
true
;
}
bool
GossipSelect_example_escort
(Player* pPlayer, Creature* pCreature, uint32
/*
uiSender
*/
, uint32 uiAction)
{
example_escortAI* pEscortAI =
dynamic_cast
<example_escortAI*>(pCreature->
AI
());
switch
(uiAction)
{
case
GOSSIP_ACTION_INFO_DEF
+
1
:
pPlayer->
CLOSE_GOSSIP_MENU
();
if
(pEscortAI)
pEscortAI->
Start
(
true
, pPlayer);
break
;
case
GOSSIP_ACTION_INFO_DEF
+
2
:
pPlayer->
CLOSE_GOSSIP_MENU
();
if
(pEscortAI)
pEscortAI->
Start
(
false
, pPlayer);
break
;
case
GOSSIP_ACTION_INFO_DEF
+
3
:
pPlayer->
CLOSE_GOSSIP_MENU
();
if
(pEscortAI)
pEscortAI->
Start
(
true
, pPlayer);
break
;
default
:
return
false
;
//
nothing defined -> mangos core handling
}
return
true
;
//
no default handling -> prevent mangos core handling
}
void
AddSC_example_escort
()
{
Script* pNewScript;
pNewScript =
new
Script;
pNewScript->
Name
=
"
example_escort
"
;
pNewScript->
GetAI
= &GetAI_example_escort;
pNewScript->
pGossipHello
= &GossipHello_example_escort;
pNewScript->
pGossipSelect
= &GossipSelect_example_escort;
pNewScript->
RegisterSelf
(
false
);
}
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