*Integrate Script system to Core
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Boss_Kruul
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SD%Complete: 100
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SDComment: Highlord Kruul are presumably no longer in-game on regular bases, however future events could bring him back.
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SDCategory: Bosses
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EndScriptData */
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#include "ScriptedPch.h"
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#define SPELL_SHADOWVOLLEY 21341
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#define SPELL_CLEAVE 20677
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#define SPELL_THUNDERCLAP 23931
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#define SPELL_TWISTEDREFLECTION 21063
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#define SPELL_VOIDBOLT 21066
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#define SPELL_RAGE 21340
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#define SPELL_CAPTURESOUL 21054
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struct TRINITY_DLL_DECL boss_kruulAI : public ScriptedAI
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{
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boss_kruulAI(Creature *c) : ScriptedAI(c) {}
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uint32 ShadowVolley_Timer;
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uint32 Cleave_Timer;
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uint32 ThunderClap_Timer;
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uint32 TwistedReflection_Timer;
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uint32 VoidBolt_Timer;
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uint32 Rage_Timer;
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uint32 Hound_Timer;
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void Reset()
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{
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ShadowVolley_Timer = 10000;
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Cleave_Timer = 14000;
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ThunderClap_Timer = 20000;
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TwistedReflection_Timer = 25000;
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VoidBolt_Timer = 30000;
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Rage_Timer = 60000; //Cast rage after 1 minute
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Hound_Timer = 8000;
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}
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void EnterCombat(Unit *who)
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{
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}
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void KilledUnit()
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{
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// When a player, pet or totem gets killed, Lord Kazzak casts this spell to instantly regenerate 70,000 health.
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DoCast(m_creature, SPELL_CAPTURESOUL);
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}
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void SummonHounds(Unit* pVictim)
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{
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if (Creature *Hound = DoSpawnCreature(19207, RAND(irand(0,-9),irand(0,9)), RAND(irand(0,-9),irand(0,9)), 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 300000))
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Hound->AI()->AttackStart(pVictim);
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}
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void UpdateAI(const uint32 diff)
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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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//ShadowVolley_Timer
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if (ShadowVolley_Timer <= diff)
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{
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if (urand(0,99) < 45)
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DoCast(m_creature->getVictim(), SPELL_SHADOWVOLLEY);
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ShadowVolley_Timer = 5000;
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} else ShadowVolley_Timer -= diff;
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//Cleave_Timer
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if (Cleave_Timer <= diff)
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{
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if (urand(0,1))
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DoCast(m_creature->getVictim(), SPELL_CLEAVE);
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Cleave_Timer = 10000;
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} else Cleave_Timer -= diff;
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//ThunderClap_Timer
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if (ThunderClap_Timer <= diff)
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{
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if (urand(0,9) < 2)
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DoCast(m_creature->getVictim(), SPELL_THUNDERCLAP);
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ThunderClap_Timer = 12000;
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} else ThunderClap_Timer -= diff;
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//TwistedReflection_Timer
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if (TwistedReflection_Timer <= diff)
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{
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DoCast(m_creature->getVictim(), SPELL_TWISTEDREFLECTION);
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TwistedReflection_Timer = 30000;
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} else TwistedReflection_Timer -= diff;
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//VoidBolt_Timer
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if (VoidBolt_Timer <= diff)
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{
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if (urand(0,9) < 4)
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DoCast(m_creature->getVictim(), SPELL_VOIDBOLT);
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VoidBolt_Timer = 18000;
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} else VoidBolt_Timer -= diff;
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//Rage_Timer
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if (Rage_Timer <= diff)
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{
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DoCast(m_creature, SPELL_RAGE);
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Rage_Timer = 70000;
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} else Rage_Timer -= diff;
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//Hound_Timer
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if (Hound_Timer <= diff)
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{
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SummonHounds(m_creature->getVictim());
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SummonHounds(m_creature->getVictim());
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SummonHounds(m_creature->getVictim());
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Hound_Timer = 45000;
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} else Hound_Timer -= diff;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI_boss_kruul(Creature* pCreature)
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{
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return new boss_kruulAI (pCreature);
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}
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void AddSC_boss_kruul()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "boss_kruul";
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newscript->GetAI = &GetAI_boss_kruul;
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newscript->RegisterSelf();
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}
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