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Created August 2, 2010 00:02
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/* Copyright (C) 2006 - 2010 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* 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 MANGOS_DLL_DECL example_escortAI : public npc_escortAI
{
// CreatureAI functions
example_escortAI(Creature* pCreature) : npc_escortAI(pCreature) {Reset();}
uint32 m_uiDeathCoilTimer;
uint32 m_uiChatTimer;
void JustSummoned(Creature* pSummoned)
{
pSummoned->AI()->AttackStart(m_creature);
}
// Pure Virtual Functions (Have to be implemented)
void WaypointReached(uint32 uiWP)
{
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_DESPAWN_OUT_OF_COMBAT, 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)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
if (Player* pTemp = GetPlayerForEscort())
DoScriptText(SAY_AGGRO1, m_creature, pTemp);
}
else
DoScriptText(SAY_AGGRO2, m_creature);
}
void Reset()
{
m_uiDeathCoilTimer = 4000;
m_uiChatTimer = 4000;
}
void JustDied(Unit* pKiller)
{
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);
}
void UpdateAI(const uint32 uiDiff)
{
//Must update npc_escortAI
npc_escortAI::UpdateAI(uiDiff);
//Combat check
if (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;
}
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->GetGUID());
pPlayer->PrepareGossipMenu(pCreature, 0);
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->GetGUID());
break;
case GOSSIP_ACTION_INFO_DEF+2:
pPlayer->CLOSE_GOSSIP_MENU();
if (pEscortAI)
pEscortAI->Start(false, pPlayer->GetGUID());
break;
case GOSSIP_ACTION_INFO_DEF+3:
pPlayer->CLOSE_GOSSIP_MENU();
if (pEscortAI)
pEscortAI->Start(true, pPlayer->GetGUID());
break;
default:
return false; // nothing defined -> mangos core handling
}
return true; // no default handling -> prevent mangos core handling
}
void AddSC_example_escort()
{
Script *newscript;
newscript = new Script;
newscript->Name = "example_escort";
newscript->GetAI = &GetAI_example_escort;
newscript->pGossipHello = &GossipHello_example_escort;
newscript->pGossipSelect = &GossipSelect_example_escort;
newscript->RegisterSelf(false);
}
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