*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
This commit is contained in:
Rat
2010-01-19 11:36:05 +01:00
parent f5dea61b66
commit 0cc053ea4d
601 changed files with 3908 additions and 7245 deletions
+154
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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
*/
/* ScriptData
SDName: Boss_Kruul
SD%Complete: 100
SDComment: Highlord Kruul are presumably no longer in-game on regular bases, however future events could bring him back.
SDCategory: Bosses
EndScriptData */
#include "ScriptedPch.h"
#define SPELL_SHADOWVOLLEY 21341
#define SPELL_CLEAVE 20677
#define SPELL_THUNDERCLAP 23931
#define SPELL_TWISTEDREFLECTION 21063
#define SPELL_VOIDBOLT 21066
#define SPELL_RAGE 21340
#define SPELL_CAPTURESOUL 21054
struct TRINITY_DLL_DECL boss_kruulAI : public ScriptedAI
{
boss_kruulAI(Creature *c) : ScriptedAI(c) {}
uint32 ShadowVolley_Timer;
uint32 Cleave_Timer;
uint32 ThunderClap_Timer;
uint32 TwistedReflection_Timer;
uint32 VoidBolt_Timer;
uint32 Rage_Timer;
uint32 Hound_Timer;
void Reset()
{
ShadowVolley_Timer = 10000;
Cleave_Timer = 14000;
ThunderClap_Timer = 20000;
TwistedReflection_Timer = 25000;
VoidBolt_Timer = 30000;
Rage_Timer = 60000; //Cast rage after 1 minute
Hound_Timer = 8000;
}
void EnterCombat(Unit *who)
{
}
void KilledUnit()
{
// When a player, pet or totem gets killed, Lord Kazzak casts this spell to instantly regenerate 70,000 health.
DoCast(m_creature, SPELL_CAPTURESOUL);
}
void SummonHounds(Unit* pVictim)
{
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))
Hound->AI()->AttackStart(pVictim);
}
void UpdateAI(const uint32 diff)
{
//Return since we have no target
if (!UpdateVictim())
return;
//ShadowVolley_Timer
if (ShadowVolley_Timer <= diff)
{
if (urand(0,99) < 45)
DoCast(m_creature->getVictim(), SPELL_SHADOWVOLLEY);
ShadowVolley_Timer = 5000;
} else ShadowVolley_Timer -= diff;
//Cleave_Timer
if (Cleave_Timer <= diff)
{
if (urand(0,1))
DoCast(m_creature->getVictim(), SPELL_CLEAVE);
Cleave_Timer = 10000;
} else Cleave_Timer -= diff;
//ThunderClap_Timer
if (ThunderClap_Timer <= diff)
{
if (urand(0,9) < 2)
DoCast(m_creature->getVictim(), SPELL_THUNDERCLAP);
ThunderClap_Timer = 12000;
} else ThunderClap_Timer -= diff;
//TwistedReflection_Timer
if (TwistedReflection_Timer <= diff)
{
DoCast(m_creature->getVictim(), SPELL_TWISTEDREFLECTION);
TwistedReflection_Timer = 30000;
} else TwistedReflection_Timer -= diff;
//VoidBolt_Timer
if (VoidBolt_Timer <= diff)
{
if (urand(0,9) < 4)
DoCast(m_creature->getVictim(), SPELL_VOIDBOLT);
VoidBolt_Timer = 18000;
} else VoidBolt_Timer -= diff;
//Rage_Timer
if (Rage_Timer <= diff)
{
DoCast(m_creature, SPELL_RAGE);
Rage_Timer = 70000;
} else Rage_Timer -= diff;
//Hound_Timer
if (Hound_Timer <= diff)
{
SummonHounds(m_creature->getVictim());
SummonHounds(m_creature->getVictim());
SummonHounds(m_creature->getVictim());
Hound_Timer = 45000;
} else Hound_Timer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI_boss_kruul(Creature* pCreature)
{
return new boss_kruulAI (pCreature);
}
void AddSC_boss_kruul()
{
Script *newscript;
newscript = new Script;
newscript->Name = "boss_kruul";
newscript->GetAI = &GetAI_boss_kruul;
newscript->RegisterSelf();
}