Files
Viano-Core/src/server/scripts/EasternKingdoms/Uldaman/uldaman.cpp
T
tkrokli 627ec0e35e Core/Scripts/Uldaman: change hardcoded text to enum
Change #define to enum {with brackets}

Possibly the smallest change so far in this series of core script changes.
2016-02-01 22:07:47 +01:00

165 lines
4.0 KiB
C++

/*
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2009 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, see <http://www.gnu.org/licenses/>.
*/
/* ScriptData
SDName: Uldaman
SD%Complete: 100
SDComment: Quest support: 2240, 2278 + 1 trash mob.
SDCategory: Uldaman
EndScriptData */
/* ContentData
npc_jadespine_basilisk
go_keystone_chamber
at_map_chamber
EndContentData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "uldaman.h"
#include "Player.h"
/*######
## npc_jadespine_basilisk
######*/
enum Spells
{
SPELL_CRYSTALLINE_SLUMBER = 3636,
};
class npc_jadespine_basilisk : public CreatureScript
{
public:
npc_jadespine_basilisk()
: CreatureScript("npc_jadespine_basilisk")
{
}
struct npc_jadespine_basiliskAI : public ScriptedAI
{
npc_jadespine_basiliskAI(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
void Initialize()
{
uiCslumberTimer = 2000;
}
uint32 uiCslumberTimer;
void Reset() override
{
Initialize();
}
void EnterCombat(Unit* /*who*/) override
{
}
void UpdateAI(uint32 uiDiff) override
{
//Return since we have no target
if (!UpdateVictim())
return;
//uiCslumberTimer
if (uiCslumberTimer <= uiDiff)
{
//Cast
DoCastVictim(SPELL_CRYSTALLINE_SLUMBER, true);
//Stop attacking target thast asleep and pick new target
uiCslumberTimer = 28000;
Unit* target = SelectTarget(SELECT_TARGET_TOPAGGRO, 0);
if (!target || target == me->GetVictim())
target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
if (target)
me->TauntApply(target);
} else uiCslumberTimer -= uiDiff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_jadespine_basiliskAI(creature);
}
};
/*######
## go_keystone_chamber
######*/
class go_keystone_chamber : public GameObjectScript
{
public:
go_keystone_chamber() : GameObjectScript("go_keystone_chamber") { }
bool OnGossipHello(Player* /*player*/, GameObject* go) override
{
if (InstanceScript* instance = go->GetInstanceScript())
instance->SetData(DATA_IRONAYA_SEAL, IN_PROGRESS); //door animation and save state.
return false;
}
};
/*######
## at_map_chamber
######*/
enum MapChamber
{
QUEST_HIDDEN_CHAMBER = 2240
};
class AreaTrigger_at_map_chamber : public AreaTriggerScript
{
public:
AreaTrigger_at_map_chamber()
: AreaTriggerScript("at_map_chamber")
{
}
bool OnTrigger(Player* player, AreaTriggerEntry const* /*trigger*/) override
{
if (player->GetQuestStatus(QUEST_HIDDEN_CHAMBER) == QUEST_STATUS_INCOMPLETE)
player->AreaExploredOrEventHappens(QUEST_HIDDEN_CHAMBER);
return true;
}
};
void AddSC_uldaman()
{
new npc_jadespine_basilisk();
new go_keystone_chamber();
new AreaTrigger_at_map_chamber();
}