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TCPlayerbotCore/src/scripts/eastern_kingdoms/zulaman/zulaman.cpp
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/* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
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/* ScriptData
SDName: Zulaman
SD%Complete: 90
SDComment: Forest Frog will turn into different NPC's. Workaround to prevent new entry from running this script
SDCategory: Zul'Aman
EndScriptData */
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/* ContentData
npc_forest_frog
EndContentData */
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#include "ScriptedPch.h"
#include "zulaman.h"
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/*######
## npc_forest_frog
######*/
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#define SPELL_REMOVE_AMANI_CURSE 43732
#define SPELL_PUSH_MOJO 43923
#define ENTRY_FOREST_FROG 24396
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struct npc_forest_frogAI : public ScriptedAI
{
npc_forest_frogAI(Creature* c) : ScriptedAI(c)
{
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pInstance = c->GetInstanceData();
}
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ScriptedInstance *pInstance;
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void Reset() {}
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void EnterCombat(Unit *who) {}
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void DoSpawnRandom()
{
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if (pInstance)
{
uint32 cEntry = 0;
switch(rand()%10)
{
case 0: cEntry = 24397; break; //Mannuth
case 1: cEntry = 24403; break; //Deez
case 2: cEntry = 24404; break; //Galathryn
case 3: cEntry = 24405; break; //Adarrah
case 4: cEntry = 24406; break; //Fudgerick
case 5: cEntry = 24407; break; //Darwen
case 6: cEntry = 24445; break; //Mitzi
case 7: cEntry = 24448; break; //Christian
case 8: cEntry = 24453; break; //Brennan
case 9: cEntry = 24455; break; //Hollee
}
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if (!pInstance->GetData(TYPE_RAND_VENDOR_1))
if (rand()%10 == 1) cEntry = 24408; //Gunter
if (!pInstance->GetData(TYPE_RAND_VENDOR_2))
if (rand()%10 == 1) cEntry = 24409; //Kyren
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if (cEntry) me->UpdateEntry(cEntry);
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if (cEntry == 24408) pInstance->SetData(TYPE_RAND_VENDOR_1,DONE);
if (cEntry == 24409) pInstance->SetData(TYPE_RAND_VENDOR_2,DONE);
}
}
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void SpellHit(Unit *caster, const SpellEntry *spell)
{
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if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == ENTRY_FOREST_FROG)
{
//increase or decrease chance of mojo?
if (rand()%99 == 50) DoCast(caster, SPELL_PUSH_MOJO, true);
else DoSpawnRandom();
}
}
};
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CreatureAI* GetAI_npc_forest_frog(Creature* pCreature)
{
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return new npc_forest_frogAI (pCreature);
}
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/*######
## npc_zulaman_hostage
######*/
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#define GOSSIP_HOSTAGE1 "I am glad to help you."
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static uint32 HostageEntry[] = {23790, 23999, 24024, 24001};
static uint32 ChestEntry[] = {186648, 187021, 186672, 186667};
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struct npc_zulaman_hostageAI : public ScriptedAI
{
npc_zulaman_hostageAI(Creature *c) : ScriptedAI(c) {IsLoot = false;}
bool IsLoot;
uint64 PlayerGUID;
void Reset() {}
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void EnterCombat(Unit *who) {}
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void JustDied(Unit* who)
{
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Player* pPlayer = Unit::GetPlayer(PlayerGUID);
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if (pPlayer) pPlayer->SendLoot(me->GetGUID(), LOOT_CORPSE);
}
void UpdateAI(const uint32 diff)
{
if (IsLoot)
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DoCast(me, 7, false);
}
};
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bool GossipHello_npc_zulaman_hostage(Player* pPlayer, Creature* pCreature)
{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
return true;
}
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bool GossipSelect_npc_zulaman_hostage(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
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if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
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pPlayer->CLOSE_GOSSIP_MENU();
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if (!pCreature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
return true;
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pCreature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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ScriptedInstance* pInstance = pCreature->GetInstanceData();
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if (pInstance)
{
//uint8 progress = pInstance->GetData(DATA_CHESTLOOTED);
pInstance->SetData(DATA_CHESTLOOTED, 0);
float x, y, z;
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pCreature->GetPosition(x, y, z);
uint32 entry = pCreature->GetEntry();
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for (uint8 i = 0; i < 4; ++i)
{
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if (HostageEntry[i] == entry)
{
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pCreature->SummonGameObject(ChestEntry[i], x-2, y, z, 0, 0, 0, 0, 0, 0);
break;
}
}
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/*Creature* summon = pCreature->SummonCreature(HostageInfo[progress], x-2, y, z, 0, TEMPSUMMON_DEAD_DESPAWN, 0);
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if (summon)
{
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CAST_AI(npc_zulaman_hostageAI, summon->AI())->PlayerGUID = pPlayer->GetGUID();
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CAST_AI(npc_zulaman_hostageAI, summon->AI())->IsLoot = true;
summon->SetDisplayId(10056);
summon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
summon->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
}*/
}
return true;
}
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CreatureAI* GetAI_npc_zulaman_hostage(Creature* pCreature)
{
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return new npc_zulaman_hostageAI(pCreature);
}
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void AddSC_zulaman()
{
Script *newscript;
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newscript = new Script;
newscript->Name = "npc_forest_frog";
newscript->GetAI = &GetAI_npc_forest_frog;
newscript->RegisterSelf();
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newscript = new Script;
newscript->Name = "npc_zulaman_hostage";
newscript->GetAI = &GetAI_npc_zulaman_hostage;
newscript->pGossipHello = &GossipHello_npc_zulaman_hostage;
newscript->pGossipSelect = &GossipSelect_npc_zulaman_hostage;
newscript->RegisterSelf();
}
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