* Rename InstanceData to InstanceScript

* Rename *mgr to their new names in scripts project
* Mass convert all the scripts (NEEDS THOROUGH TESTING, because it was done automatically) Please, report bugs on issue tracker.

--HG--
branch : trunk
rename : src/server/game/Instances/InstanceData.cpp => src/server/game/Instances/InstanceScript.cpp
rename : src/server/game/Instances/InstanceData.h => src/server/game/Instances/InstanceScript.h
This commit is contained in:
azazel
2010-08-08 22:54:58 +06:00
parent 8a69e50d6a
commit 590199d8e1
482 changed files with 84476 additions and 82697 deletions
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -22,97 +22,96 @@
####*/
#define SPELL_REVIVE 51918
#define VALK_WHISPER "It is not yet your time, champion. Rise! Rise and fight once more!"
struct npc_valkyr_battle_maidenAI : public PassiveAI
␍class npc_valkyr_battle_maiden : public CreatureScript
{
npc_valkyr_battle_maidenAI(Creature *c) : PassiveAI(c) {}
public:
npc_valkyr_battle_maiden() : CreatureScript("npc_valkyr_battle_maiden") { }
uint32 FlyBackTimer;
float x, y, z;
uint32 phase;
void Reset()
CreatureAI* GetAI(Creature* pCreature) const
{
me->setActive(true);
me->SetVisibility(VISIBILITY_OFF);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
me->SetFlying(true);
FlyBackTimer = 500;
phase = 0;
me->GetPosition(x, y, z);
z += 4; x -= 3.5; y -= 5;
me->GetMotionMaster()->Clear(false);
me->GetMap()->CreatureRelocation(me, x, y, z, 0.0f);
return new npc_valkyr_battle_maidenAI (pCreature);
}
void UpdateAI(const uint32 diff)
struct npc_valkyr_battle_maidenAI : public PassiveAI
{
if (FlyBackTimer <= diff)
npc_valkyr_battle_maidenAI(Creature *c) : PassiveAI(c) {}
uint32 FlyBackTimer;
float x, y, z;
uint32 phase;
void Reset()
{
Player *plr = NULL;
if (me->isSummon())
if (Unit *summoner = CAST_SUM(me)->GetSummoner())
if (summoner->GetTypeId() == TYPEID_PLAYER)
plr = CAST_PLR(summoner);
me->setActive(true);
me->SetVisibility(VISIBILITY_OFF);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
me->SetFlying(true);
FlyBackTimer = 500;
phase = 0;
if (!plr)
phase = 3;
me->GetPosition(x, y, z);
z += 4; x -= 3.5; y -= 5;
me->GetMotionMaster()->Clear(false);
me->GetMap()->CreatureRelocation(me, x, y, z, 0.0f);
}
switch(phase)
void UpdateAI(const uint32 diff)
{
if (FlyBackTimer <= diff)
{
case 0:
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
me->HandleEmoteCommand(EMOTE_STATE_FLYGRABCLOSED);
FlyBackTimer = 500;
break;
case 1:
plr->GetClosePoint(x,y,z, me->GetObjectSize());
z += 2.5; x -= 2; y -= 1.5;
me->GetMotionMaster()->MovePoint(0, x, y, z);
me->SetUInt64Value(UNIT_FIELD_TARGET, plr->GetGUID());
me->SetVisibility(VISIBILITY_ON);
FlyBackTimer = 4500;
break;
case 2:
if (!plr->isRessurectRequested())
{
me->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOMSPELL01);
DoCast(plr, SPELL_REVIVE, true);
me->MonsterWhisper(VALK_WHISPER, plr->GetGUID());
}
FlyBackTimer = 5000;
break;
case 3:
me->SetVisibility(VISIBILITY_OFF);
FlyBackTimer = 3000;
break;
case 4:
me->DisappearAndDie();
break;
default:
//Nothing To DO
break;
}
++phase;
} else FlyBackTimer-=diff;
}
Player *plr = NULL;
if (me->isSummon())
if (Unit *summoner = CAST_SUM(me)->GetSummoner())
if (summoner->GetTypeId() == TYPEID_PLAYER)
plr = CAST_PLR(summoner);
if (!plr)
phase = 3;
switch(phase)
{
case 0:
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
me->HandleEmoteCommand(EMOTE_STATE_FLYGRABCLOSED);
FlyBackTimer = 500;
break;
case 1:
plr->GetClosePoint(x,y,z, me->GetObjectSize());
z += 2.5; x -= 2; y -= 1.5;
me->GetMotionMaster()->MovePoint(0, x, y, z);
me->SetUInt64Value(UNIT_FIELD_TARGET, plr->GetGUID());
me->SetVisibility(VISIBILITY_ON);
FlyBackTimer = 4500;
break;
case 2:
if (!plr->isRessurectRequested())
{
me->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOMSPELL01);
DoCast(plr, SPELL_REVIVE, true);
me->MonsterWhisper(VALK_WHISPER, plr->GetGUID());
}
FlyBackTimer = 5000;
break;
case 3:
me->SetVisibility(VISIBILITY_OFF);
FlyBackTimer = 3000;
break;
case 4:
me->DisappearAndDie();
break;
default:
//Nothing To DO
break;
}
++phase;
} else FlyBackTimer-=diff;
}
};
};
CreatureAI* GetAI_npc_valkyr_battle_maiden(Creature* pCreature)
{
return new npc_valkyr_battle_maidenAI (pCreature);
}
void AddSC_the_scarlet_enclave()
{
Script *newscript;
newscript = new Script;
newscript->Name = "npc_valkyr_battle_maiden";
newscript->GetAI = &GetAI_npc_valkyr_battle_maiden;
newscript->RegisterSelf();
// Chapter 3: Scarlet Armies Approach... - An End To All Things...
// Chapter 4: An End To All Things... - An End To All Things...
new npc_valkyr_battle_maiden();
}