Change #define to enum {with brackets}
Possibly the smallest change so far in this series of core script changes.
165 lines
4.0 KiB
C++
165 lines
4.0 KiB
C++
/*
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* Copyright (C) 2008-2016 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: Uldaman
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SD%Complete: 100
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SDComment: Quest support: 2240, 2278 + 1 trash mob.
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SDCategory: Uldaman
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EndScriptData */
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/* ContentData
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npc_jadespine_basilisk
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go_keystone_chamber
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at_map_chamber
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EndContentData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "uldaman.h"
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#include "Player.h"
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/*######
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## npc_jadespine_basilisk
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######*/
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enum Spells
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{
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SPELL_CRYSTALLINE_SLUMBER = 3636,
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};
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class npc_jadespine_basilisk : public CreatureScript
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{
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public:
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npc_jadespine_basilisk()
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: CreatureScript("npc_jadespine_basilisk")
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{
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}
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struct npc_jadespine_basiliskAI : public ScriptedAI
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{
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npc_jadespine_basiliskAI(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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uiCslumberTimer = 2000;
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}
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uint32 uiCslumberTimer;
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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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{
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}
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void UpdateAI(uint32 uiDiff) override
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{
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//uiCslumberTimer
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if (uiCslumberTimer <= uiDiff)
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{
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//Cast
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DoCastVictim(SPELL_CRYSTALLINE_SLUMBER, true);
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//Stop attacking target thast asleep and pick new target
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uiCslumberTimer = 28000;
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Unit* target = SelectTarget(SELECT_TARGET_TOPAGGRO, 0);
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if (!target || target == me->GetVictim())
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target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
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if (target)
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me->TauntApply(target);
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} else uiCslumberTimer -= uiDiff;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_jadespine_basiliskAI(creature);
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}
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};
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/*######
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## go_keystone_chamber
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######*/
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class go_keystone_chamber : public GameObjectScript
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{
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public:
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go_keystone_chamber() : GameObjectScript("go_keystone_chamber") { }
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bool OnGossipHello(Player* /*player*/, GameObject* go) override
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{
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if (InstanceScript* instance = go->GetInstanceScript())
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instance->SetData(DATA_IRONAYA_SEAL, IN_PROGRESS); //door animation and save state.
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return false;
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}
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};
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/*######
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## at_map_chamber
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######*/
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enum MapChamber
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{
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QUEST_HIDDEN_CHAMBER = 2240
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};
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class AreaTrigger_at_map_chamber : public AreaTriggerScript
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{
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public:
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AreaTrigger_at_map_chamber()
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: AreaTriggerScript("at_map_chamber")
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{
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}
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bool OnTrigger(Player* player, AreaTriggerEntry const* /*trigger*/) override
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{
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if (player->GetQuestStatus(QUEST_HIDDEN_CHAMBER) == QUEST_STATUS_INCOMPLETE)
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player->AreaExploredOrEventHappens(QUEST_HIDDEN_CHAMBER);
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return true;
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}
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};
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void AddSC_uldaman()
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{
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new npc_jadespine_basilisk();
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new go_keystone_chamber();
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new AreaTrigger_at_map_chamber();
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}
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