Deadmines

Scripturi C++ pentru Ascent

Deadmines

Postby Duster » 03 Nov 2007, 10:12

Instance_Deadmines.cpp

Eventul cu Mr. Smite e inca putin buguit, si usile si cannons au nevoie de scripting - in rest merge cam totul :D

Code: Select all
#include "StdAfx.h"
#include "Setup.h"

// TODO scripts:
// Factory Door        - 13965
// Door Lever        - 101831

// Foundry Door        - 16399
// Door Lever        - 101832

// Mast Room Door    - 16400
// Door Lever        - 101834

// Defias Cannon    - 16398
// Iron Clad Door    - 16397
// Door Lever        - 181833

// Rhahk'Zor - Sends sound and talk message on enter combat, opens door on death.
class RhahkZorAI : public CreatureAIScript
{
public:
    RhahkZorAI(Creature * pCreature) : CreatureAIScript(pCreature) {}

    void OnCombatStart(Unit * mTarget)
    {
        _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "VanCleef pay big for your heads!");
        _unit->PlaySoundToSet(5774);
    }

    void OnDied(Unit * mKiller)
    {
        // Find "Factory Door"
        GameObject * pDoor = _unit->GetMapMgr()->GetInterface()->GetObjectNearestCoords<GameObject, TYPEID_GAMEOBJECT>(
            13965, -190.860092f, -456.332184f, 54.496822f);
        if(pDoor == 0)
            return;

        // Open the door
        pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 33);
        pDoor->SetUInt32Value(GAMEOBJECT_STATE, 0);
    }

    void Destroy()
    {
        delete (RhahkZorAI*)this;
    }

    static CreatureAIScript * Create(Creature * c)
    {
        return new RhahkZorAI(c);
    }
};

CreatureAIScript * create_rhakzor(Creature * c)
{
    return new RhahkZorAI(c);
}

// Sneeds Shredder -> Opens Mast Room door on death, spawn Sneed at 0%.
class SneedsShredderAI : public CreatureAIScript
{
public:
    ADD_CREATURE_FACTORY_FUNCTION(SneedsShredderAI);

    SneedsShredderAI(Creature * pCreature) : CreatureAIScript(pCreature) {}

    void OnDied(Unit * mKiller)
    {
        // Spawn Sneed
        float x = _unit->GetPositionX();
        float y = _unit->GetPositionY();
        float z = _unit->GetPositionZ();
        float o = _unit->GetOrientation();
        _unit->GetMapMgr()->GetInterface()->SpawnCreature(643, x, y, z, o, true, false, 0, 0);

        // Find "Mast Room Door"
        GameObject * pDoor = _unit->GetMapMgr()->GetInterface()->GetObjectNearestCoords<GameObject, TYPEID_GAMEOBJECT>(
            16400, -289.691650f, -535.988953f, 49.440678f);
        if(pDoor == 0)
            return;

        // Open the door
        pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 33);
        pDoor->SetUInt32Value(GAMEOBJECT_STATE, 0);
    }

    void Destroy()
    {
        delete (SneedsShredderAI*)this;
    }
};

// Gilnid -> Opens Foundry door on death.
class GilnidAI : public CreatureAIScript
{
public:
    GilnidAI(Creature * pCreature) : CreatureAIScript(pCreature) {}

    void OnCombatStop(Unit * mTarget)
    {
        _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
        _unit->GetAIInterface()->SetAIState(STATE_IDLE);
    }

    void OnDied(Unit * mKiller)
    {
        // Find "Foundry Door"
        GameObject * pDoor = _unit->GetMapMgr()->GetInterface()->GetObjectNearestCoords<GameObject, TYPEID_GAMEOBJECT>(
            16399, -176.569f, -577.640991f, 19.311600f);
        if(pDoor == 0)
            return;

        // Open the door
        pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 33);
        pDoor->SetUInt32Value(GAMEOBJECT_STATE, 0);
    }

    void Destroy()
    {
        delete (GilnidAI*)this;
    }

    static CreatureAIScript * Create(Creature * c) {
        return new GilnidAI(c);
    }
};

// Mr. Smite - Sends sound and talk message on enter combat and at 66%, 33% health.
//             - At 66%, AoE stun, run to chest and equip second cutlass.
//             - At 33%, AoE stun, run to chest and equip hammer.
// Run to co-ords (1.723147, -779.913086, 9.758725, 5.105231) and kneel/loot
class MrSmiteAI : public CreatureAIScript
{
public:
    ADD_CREATURE_FACTORY_FUNCTION(MrSmiteAI);

    MrSmiteAI(Creature * pCreature) : CreatureAIScript(pCreature) {}

    void OnCombatStart(Unit * mTarget)
    {
        mPhase = 0;
        _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "We're under attack! A vast, ye swabs! Repel the invaders!");
        _unit->PlaySoundToSet(5777);
    }

    void OnDamageTaken(Unit * mAttacker, float fAmount)
    {
        if(_unit->GetHealthPct() <= 66 && mPhase == 0)
        {
            _unit->CastSpell(_unit, 6432, true);
            _unit->SetUInt32Value(UNIT_FIELD_HEALTH, _unit->GetUInt32Value(UNIT_FIELD_MAXHEALTH) / 100 * 66);
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "You landlubbers are tougher than I thought. I'll have to improvise!");
            _unit->PlaySoundToSet(5778);
            mPhase++;
            RunToChest();
        }
        else if(_unit->GetHealthPct() <= 33 && mPhase == 1)
        {
            _unit->CastSpell(_unit, 6432, true);
            _unit->SetUInt32Value(UNIT_FIELD_HEALTH, _unit->GetUInt32Value(UNIT_FIELD_MAXHEALTH) / 100 * 33);
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "D'ah! Now you're making me angry!");
            _unit->PlaySoundToSet(5779);
            mPhase++;
            RunToChest();
        }
    }

    void OnCombatStop(Unit * mTarget)
    {
        _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
        _unit->GetAIInterface()->SetAIState(STATE_IDLE);
        RemoveAIUpdateEvent();
        mPhase = 0;
        SwitchWeapon();
    }

    void OnDied(Unit * mKiller)
    {
        RemoveAIUpdateEvent();
    }

    void AIUpdate()
    {
        SwitchWeapon();
        _unit->GetAIInterface()->SetAIState(STATE_ATTACKING);
    }

    void RunToChest()
    {
        _unit->GetAIInterface()->SetAIState(STATE_SCRIPTMOVE);
        _unit->GetAIInterface()->MoveTo(1.723147f, -779.913086f, 9.758725f, 5.105231f);
        RegisterAIUpdateEvent(3000);
    }

    void SwitchWeapon()
    {
        switch(mPhase)
        {
        case 0:
            // how to set one-handed?
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, 7420);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, 33490690);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_01, 768);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_01, 0);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_02, 0);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_03, 0);
            _unit->SetDuelWield(false);
            break;
        case 1:
            // how to set dual-wield?
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_01, 7419);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_02, 33490690);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_03, 781);
            _unit->SetDuelWield(true);
            break;
        case 2:
            // how to set two-handed?
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, 19610);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, 00000000); // no idea what these 2 do?
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_01, 000);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_01, 0);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_02, 0);
            _unit->SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_03, 0);
            _unit->SetUInt32Value(UNIT_FIELD_BYTES_2, 1);
            _unit->SetDuelWield(false);
            _unit->CastSpell(_unit, 6436, true);
        }
        RemoveAIUpdateEvent();
    }

protected:

    uint32 mPhase;
};

// VanCleef - Sends sound and talk message on enter combat and at 75%, 50%, 25% health.
//            - Taunt dead players and pets.
//            - Summon henchmen at 50% health.
class VanCleefAI : public CreatureAIScript
{
public:
    VanCleefAI(Creature * pCreature) : CreatureAIScript(pCreature) {}

    void OnCombatStart(Unit * mTarget)
    {
        mPhase = 0;
        _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "None may challenge the Brotherhood!");
        _unit->PlaySoundToSet(5780);
    }

    void OnTargetDied(Unit * mTarget)
    {
        char msg[200];
        if(mTarget->GetTypeId() == TYPEID_PLAYER)
            sprintf(msg, "And stay down, %s!", static_cast<Player*>(mTarget)->GetName());
        else if (mTarget->GetGUIDHigh() == HIGHGUID_PET)
            sprintf(msg, "And stay down, %s!", static_cast<Pet*>(mTarget)->GetName().c_str());

        _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, msg);
        _unit->PlaySoundToSet(5781);
    }

    void OnDamageTaken(Unit * mAttacker, float fAmount)
    {
        if(fAmount < 5) return;
        if(_unit->GetHealthPct() <= 75 && mPhase == 0)
        {
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "Lapdogs, all of you!");
            _unit->PlaySoundToSet(5782);
            mPhase++;
        }
        else if(_unit->GetHealthPct() <= 50 && mPhase == 1)
        {
            _unit->CastSpell(_unit, 5200, true);
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "Fools! Our cause is righteous!");
            _unit->PlaySoundToSet(5783);
            mPhase++;
        }
        else if(_unit->GetHealthPct() <= 25 && mPhase == 2)
        {
            _unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "The Brotherhood shall prevail!");
            _unit->PlaySoundToSet(5784);
            mPhase++;
        }
    }

    static CreatureAIScript * Create(Creature * c) {
        return new VanCleefAI(c);
    }

protected:

    uint32 mPhase;
};

void SetupDeadmines(ScriptMgr * mgr)
{
    mgr->register_creature_script(644, &RhahkZorAI::Create);
    mgr->register_creature_script(642, &SneedsShredderAI::Create);
    mgr->register_creature_script(1763, &GilnidAI::Create);
    mgr->register_creature_script(646, &MrSmiteAI::Create);
    mgr->register_creature_script(639, &VanCleefAI::Create);
}


Enjoy!

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Re: Deadmines

Postby creepy » 24 Jun 2008, 19:59

poti posta si un tutorial cum se pot aplica script C++ ? ms

edit: am gasit :D
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Re: Deadmines

Postby valentiores » 09 Sep 2018, 15:04

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Re: Deadmines

Postby valentiores2 » 30 Nov 2018, 21:22

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Re: Deadmines

Postby valentiores2 » 12 Dec 2018, 14:57

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Re: Deadmines

Postby valentiores2 » 12 Dec 2018, 14:57

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Re: Deadmines

Postby valentiores2 » 12 Dec 2018, 14:58

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Re: Deadmines

Postby valentiores2 » 12 Dec 2018, 14:59

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Re: Deadmines

Postby valentiores2 » 12 Dec 2018, 15:00

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Re: Deadmines

Postby valentiores2 » 12 Dec 2018, 15:01

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