*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_Doomwalker
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SD%Complete: 100
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SDComment:
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SDCategory: Shadowmoon Valley
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EndScriptData */
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#include "ScriptedPch.h"
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#define SAY_AGGRO -1000387 //signed for 21027
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#define SAY_EARTHQUAKE_1 -1000388 //signed for 21027
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#define SAY_EARTHQUAKE_2 -1000389 //signed for 21027
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#define SAY_OVERRUN_1 -1000390 //signed for 21027
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#define SAY_OVERRUN_2 -1000391 //signed for 5955
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#define SAY_SLAY_1 -1000392 //signed for 5955
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#define SAY_SLAY_2 -1000393 //signed for 5955
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#define SAY_SLAY_3 -1000394 //signed for 5955
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#define SAY_DEATH -1000395 //signed for 5955
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#define SPELL_EARTHQUAKE 32686
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#define SPELL_SUNDER_ARMOR 33661
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#define SPELL_CHAIN_LIGHTNING 33665
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#define SPELL_OVERRUN 32636
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#define SPELL_ENRAGE 33653
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#define SPELL_MARK_DEATH 37128
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#define SPELL_AURA_DEATH 37131
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struct TRINITY_DLL_DECL boss_doomwalkerAI : public ScriptedAI
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{
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boss_doomwalkerAI(Creature *c) : ScriptedAI(c) {}
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uint32 Chain_Timer;
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uint32 Enrage_Timer;
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uint32 Overrun_Timer;
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uint32 Quake_Timer;
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uint32 Armor_Timer;
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bool InEnrage;
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void Reset()
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{
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Enrage_Timer = 0;
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Armor_Timer = 5000 + rand()%8000;
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Chain_Timer = 10000 + rand()%20000;
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Quake_Timer = 25000 + rand()%10000;
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Overrun_Timer = 30000 + rand()%15000;
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InEnrage = false;
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}
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void KilledUnit(Unit* Victim)
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{
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Victim->CastSpell(Victim,SPELL_MARK_DEATH,0);
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if (rand()%5)
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return;
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DoScriptText(RAND(SAY_SLAY_1,SAY_SLAY_2,SAY_SLAY_3), m_creature);
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}
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void JustDied(Unit* Killer)
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{
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DoScriptText(SAY_DEATH, m_creature);
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}
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void EnterCombat(Unit *who)
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{
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DoScriptText(SAY_AGGRO, m_creature);
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}
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void MoveInLineOfSight(Unit *who)
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{
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if (who && who->GetTypeId() == TYPEID_PLAYER && m_creature->IsHostileTo(who))
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{
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if (who->HasAura(SPELL_MARK_DEATH,0))
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{
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who->CastSpell(who,SPELL_AURA_DEATH,1);
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}
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}
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}
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void UpdateAI(const uint32 diff)
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{
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if (!UpdateVictim())
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return;
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//Spell Enrage, when hp <= 20% gain enrage
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if (((m_creature->GetHealth()*100)/ m_creature->GetMaxHealth()) <= 20)
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{
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if (Enrage_Timer <= diff)
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{
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DoCast(m_creature, SPELL_ENRAGE);
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Enrage_Timer = 6000;
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InEnrage = true;
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} else Enrage_Timer -= diff;
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}
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//Spell Overrun
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if (Overrun_Timer <= diff)
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{
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DoScriptText(RAND(SAY_OVERRUN_1,SAY_OVERRUN_2), m_creature);
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DoCast(m_creature->getVictim(), SPELL_OVERRUN);
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Overrun_Timer = 25000 + rand()%15000;
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} else Overrun_Timer -= diff;
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//Spell Earthquake
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if (Quake_Timer <= diff)
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{
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if (rand()%2)
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return;
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DoScriptText(RAND(SAY_EARTHQUAKE_1,SAY_EARTHQUAKE_2), m_creature);
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//remove enrage before casting earthquake because enrage + earthquake = 16000dmg over 8sec and all dead
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if (InEnrage)
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m_creature->RemoveAura(SPELL_ENRAGE);
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DoCast(m_creature, SPELL_EARTHQUAKE);
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Quake_Timer = 30000 + rand()%25000;
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} else Quake_Timer -= diff;
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//Spell Chain Lightning
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if (Chain_Timer <= diff)
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{
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Unit *pTarget = NULL;
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,1);
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if (!pTarget)
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pTarget = m_creature->getVictim();
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if (pTarget)
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DoCast(pTarget, SPELL_CHAIN_LIGHTNING);
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Chain_Timer = 7000 + rand()%20000;
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} else Chain_Timer -= diff;
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//Spell Sunder Armor
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if (Armor_Timer <= diff)
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{
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DoCast(m_creature->getVictim(), SPELL_SUNDER_ARMOR);
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Armor_Timer = 10000 + rand()%15000;
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} else Armor_Timer -= diff;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI_boss_doomwalker(Creature* pCreature)
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{
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return new boss_doomwalkerAI (pCreature);
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}
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void AddSC_boss_doomwalker()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "boss_doomwalker";
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newscript->GetAI = &GetAI_boss_doomwalker;
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newscript->RegisterSelf();
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}
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