306 lines
8.3 KiB
C++
306 lines
8.3 KiB
C++
/*
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* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Stratholme
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SD%Complete: 100
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SDComment: Misc mobs for instance. go-script to apply aura and start event for quest 8945
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SDCategory: Stratholme
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EndScriptData */
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/* ContentData
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go_gauntlet_gate
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npc_freed_soul
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npc_restless_soul
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npc_spectral_ghostly_citizen
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EndContentData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "stratholme.h"
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#include "Group.h"
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#include "Player.h"
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#include "SpellInfo.h"
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#include "GameObjectAI.h"
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/*######
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## go_gauntlet_gate (this is the _first_ of the gauntlet gates, two exist)
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######*/
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class go_gauntlet_gate : public GameObjectScript
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{
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public:
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go_gauntlet_gate() : GameObjectScript("go_gauntlet_gate") { }
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struct go_gauntlet_gateAI : public GameObjectAI
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{
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go_gauntlet_gateAI(GameObject* go) : GameObjectAI(go) { }
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bool GossipHello(Player* player) override
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{
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InstanceScript* instance = me->GetInstanceScript();
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if (!instance)
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return false;
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if (instance->GetData(TYPE_BARON_RUN) != NOT_STARTED)
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return false;
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* pGroupie = itr->GetSource();
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if (!pGroupie || !pGroupie->IsInMap(player))
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continue;
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if (pGroupie->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE &&
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!pGroupie->HasAura(SPELL_BARON_ULTIMATUM) &&
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pGroupie->GetMap() == me->GetMap())
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pGroupie->CastSpell(pGroupie, SPELL_BARON_ULTIMATUM, true);
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}
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}
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else if (player->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE &&
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!player->HasAura(SPELL_BARON_ULTIMATUM) &&
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player->GetMap() == me->GetMap())
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player->CastSpell(player, SPELL_BARON_ULTIMATUM, true);
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instance->SetData(TYPE_BARON_RUN, IN_PROGRESS);
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return false;
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}
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};
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_gauntlet_gateAI(go);
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}
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};
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/*######
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## npc_restless_soul
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######*/
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enum RestlessSoul
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{
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// Spells
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SPELL_EGAN_BLASTER = 17368,
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SPELL_SOUL_FREED = 17370,
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// Quest
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QUEST_RESTLESS_SOUL = 5282,
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// Creatures
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NPC_RESTLESS = 11122,
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NPC_FREED = 11136
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};
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class npc_restless_soul : public CreatureScript
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{
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public:
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npc_restless_soul() : CreatureScript("npc_restless_soul") { }
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_restless_soulAI(creature);
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}
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struct npc_restless_soulAI : public ScriptedAI
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{
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npc_restless_soulAI(Creature* creature) : ScriptedAI(creature)
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{
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Initialize();
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}
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void Initialize()
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{
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Tagger.Clear();
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Die_Timer = 5000;
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Tagged = false;
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}
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ObjectGuid Tagger;
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uint32 Die_Timer;
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bool Tagged;
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void Reset() override
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{
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Initialize();
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}
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void EnterCombat(Unit* /*who*/) override { }
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void SpellHit(Unit* caster, const SpellInfo* spell) override
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{
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if (Tagged || spell->Id != SPELL_EGAN_BLASTER)
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return;
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Player* player = caster->ToPlayer();
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if (!player || player->GetQuestStatus(QUEST_RESTLESS_SOUL) != QUEST_STATUS_INCOMPLETE)
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return;
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Tagged = true;
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Tagger = caster->GetGUID();
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}
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void JustSummoned(Creature* summoned) override
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{
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summoned->CastSpell(summoned, SPELL_SOUL_FREED, false);
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if (Player* player = ObjectAccessor::GetPlayer(*me, Tagger))
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summoned->GetMotionMaster()->MoveFollow(player, 0.0f, 0.0f);
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}
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void JustDied(Unit* /*killer*/) override
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{
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if (Tagged)
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me->SummonCreature(NPC_FREED, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 300000);
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}
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void UpdateAI(uint32 diff) override
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{
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if (Tagged)
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{
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if (Die_Timer <= diff)
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{
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if (Unit* temp = ObjectAccessor::GetUnit(*me, Tagger))
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{
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if (Player* player = temp->ToPlayer())
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player->KilledMonsterCredit(NPC_RESTLESS, me->GetGUID());
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me->KillSelf();
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}
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}
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else
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Die_Timer -= diff;
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}
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}
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};
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};
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/*######
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## npc_spectral_ghostly_citizen
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######*/
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enum GhostlyCitizenSpells
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{
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SPELL_HAUNTING_PHANTOM = 16336,
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SPELL_SLAP = 6754
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};
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class npc_spectral_ghostly_citizen : public CreatureScript
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{
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public:
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npc_spectral_ghostly_citizen() : CreatureScript("npc_spectral_ghostly_citizen") { }
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_spectral_ghostly_citizenAI(creature);
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}
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struct npc_spectral_ghostly_citizenAI : public ScriptedAI
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{
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npc_spectral_ghostly_citizenAI(Creature* creature) : ScriptedAI(creature)
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{
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Initialize();
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}
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void Initialize()
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{
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Die_Timer = 5000;
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Tagged = false;
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}
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uint32 Die_Timer;
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bool Tagged;
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void Reset() override
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{
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Initialize();
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}
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void EnterCombat(Unit* /*who*/) override { }
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void SpellHit(Unit* /*caster*/, const SpellInfo* spell) override
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{
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if (!Tagged && spell->Id == SPELL_EGAN_BLASTER)
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Tagged = true;
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}
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void JustDied(Unit* /*killer*/) override
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{
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if (Tagged)
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{
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for (uint32 i = 1; i <= 4; ++i)
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{
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//100%, 50%, 33%, 25% chance to spawn
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if (urand(1, i) == 1)
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DoSummon(NPC_RESTLESS, me, 20.0f, 600000);
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}
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}
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}
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void UpdateAI(uint32 diff) override
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{
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if (Tagged)
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{
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if (Die_Timer <= diff)
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me->KillSelf();
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else Die_Timer -= diff;
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}
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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void ReceiveEmote(Player* player, uint32 emote) override
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{
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switch (emote)
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{
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case TEXT_EMOTE_DANCE:
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EnterEvadeMode();
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break;
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case TEXT_EMOTE_RUDE:
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if (me->IsWithinDistInMap(player, 5))
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DoCast(player, SPELL_SLAP, false);
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else
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me->HandleEmoteCommand(EMOTE_ONESHOT_RUDE);
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break;
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case TEXT_EMOTE_WAVE:
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me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
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break;
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case TEXT_EMOTE_BOW:
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me->HandleEmoteCommand(EMOTE_ONESHOT_BOW);
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break;
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case TEXT_EMOTE_KISS:
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me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX);
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break;
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}
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}
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};
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};
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void AddSC_stratholme()
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{
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new go_gauntlet_gate();
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new npc_restless_soul();
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new npc_spectral_ghostly_citizen();
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}
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