* 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
+219 -214
View File
@@ -51,96 +51,104 @@ enum eOOX
FACTION_ESCORTEE_A = 774,
FACTION_ESCORTEE_H = 775
};
struct npc_00x09hlAI : public npc_escortAI
␍class npc_00x09hl : public CreatureScript
{
npc_00x09hlAI(Creature* pCreature) : npc_escortAI(pCreature) { }
public:
npc_00x09hl() : CreatureScript("npc_00x09hl") { }
void Reset() { }
void WaypointReached(uint32 uiPointId)
bool OnQuestAccept(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
{
switch(uiPointId)
if (pQuest->GetQuestId() == QUEST_RESQUE_OOX_09)
{
case 26:
DoScriptText(SAY_OOX_AMBUSH, me);
break;
case 43:
DoScriptText(SAY_OOX_AMBUSH, me);
break;
case 64:
DoScriptText(SAY_OOX_END, me);
if (Player* pPlayer = GetPlayerForEscort())
pPlayer->GroupEventHappens(QUEST_RESQUE_OOX_09, me);
break;
pCreature->SetStandState(UNIT_STAND_STATE_STAND);
if (pPlayer->GetTeam() == ALLIANCE)
pCreature->setFaction(FACTION_ESCORTEE_A);
else if (pPlayer->GetTeam() == HORDE)
pCreature->setFaction(FACTION_ESCORTEE_H);
DoScriptText(SAY_OOX_START, pCreature, pPlayer);
if (npc_00x09hlAI* pEscortAI = CAST_AI(npc_00x09hl::npc_00x09hlAI, pCreature->AI()))
pEscortAI->Start(false, false, pPlayer->GetGUID(), pQuest);
}
return true;
}
void WaypointStart(uint32 uiPointId)
CreatureAI* GetAI(Creature* pCreature) const
{
switch(uiPointId)
return new npc_00x09hlAI(pCreature);
}
struct npc_00x09hlAI : public npc_escortAI
{
npc_00x09hlAI(Creature* pCreature) : npc_escortAI(pCreature) { }
void Reset() { }
void WaypointReached(uint32 uiPointId)
{
case 27:
for (uint8 i = 0; i < 3; ++i)
{
const Position src = {147.927444f, -3851.513428f, 130.893f, 0};
Position dst;
me->GetRandomPoint(src, 7.0f, dst);
DoSummon(NPC_MARAUDING_OWL, dst, 25000, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
}
break;
case 44:
for (uint8 i = 0; i < 3; ++i)
{
const Position src = {-141.151581f, -4291.213867f, 120.130f, 0};
Position dst;
me->GetRandomPoint(src, 7.0f, dst);
me->SummonCreature(NPC_VILE_AMBUSHER, dst, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 25000);
}
break;
switch(uiPointId)
{
case 26:
DoScriptText(SAY_OOX_AMBUSH, me);
break;
case 43:
DoScriptText(SAY_OOX_AMBUSH, me);
break;
case 64:
DoScriptText(SAY_OOX_END, me);
if (Player* pPlayer = GetPlayerForEscort())
pPlayer->GroupEventHappens(QUEST_RESQUE_OOX_09, me);
break;
}
}
}
void EnterCombat(Unit* pWho)
{
if (pWho->GetEntry() == NPC_MARAUDING_OWL || pWho->GetEntry() == NPC_VILE_AMBUSHER)
return;
void WaypointStart(uint32 uiPointId)
{
switch(uiPointId)
{
case 27:
for (uint8 i = 0; i < 3; ++i)
{
const Position src = {147.927444f, -3851.513428f, 130.893f, 0};
Position dst;
me->GetRandomPoint(src, 7.0f, dst);
DoSummon(NPC_MARAUDING_OWL, dst, 25000, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
}
break;
case 44:
for (uint8 i = 0; i < 3; ++i)
{
const Position src = {-141.151581f, -4291.213867f, 120.130f, 0};
Position dst;
me->GetRandomPoint(src, 7.0f, dst);
me->SummonCreature(NPC_VILE_AMBUSHER, dst, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 25000);
}
break;
}
}
if (rand()%1)
DoScriptText(SAY_OOX_AGGRO1, me);
else
DoScriptText(SAY_OOX_AGGRO2, me);
}
void EnterCombat(Unit* pWho)
{
if (pWho->GetEntry() == NPC_MARAUDING_OWL || pWho->GetEntry() == NPC_VILE_AMBUSHER)
return;
if (rand()%1)
DoScriptText(SAY_OOX_AGGRO1, me);
else
DoScriptText(SAY_OOX_AGGRO2, me);
}
void JustSummoned(Creature* pSummoned)
{
pSummoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
}
};
void JustSummoned(Creature* pSummoned)
{
pSummoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
}
};
bool QuestAccept_npc_00x09hl(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
{
if (pQuest->GetQuestId() == QUEST_RESQUE_OOX_09)
{
pCreature->SetStandState(UNIT_STAND_STATE_STAND);
if (pPlayer->GetTeam() == ALLIANCE)
pCreature->setFaction(FACTION_ESCORTEE_A);
else if (pPlayer->GetTeam() == HORDE)
pCreature->setFaction(FACTION_ESCORTEE_H);
DoScriptText(SAY_OOX_START, pCreature, pPlayer);
if (npc_00x09hlAI* pEscortAI = CAST_AI(npc_00x09hlAI, pCreature->AI()))
pEscortAI->Start(false, false, pPlayer->GetGUID(), pQuest);
}
return true;
}
CreatureAI* GetAI_npc_00x09hl(Creature* pCreature)
{
return new npc_00x09hlAI(pCreature);
}
/*######
## npc_rinji
@@ -178,175 +186,172 @@ Location m_afAmbushMoveTo[] =
{166.630386, -2824.780273, 108.153},
{70.886589, -2874.335449, 116.675}
};
struct npc_rinjiAI : public npc_escortAI
␍class npc_rinji : public CreatureScript
{
npc_rinjiAI(Creature* pCreature) : npc_escortAI(pCreature)
public:
npc_rinji() : CreatureScript("npc_rinji") { }
bool OnQuestAccept(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
{
m_bIsByOutrunner = false;
m_iSpawnId = 0;
}
bool m_bIsByOutrunner;
uint32 m_uiPostEventCount;
uint32 m_uiPostEventTimer;
int m_iSpawnId;
void Reset()
{
m_uiPostEventCount = 0;
m_uiPostEventTimer = 3000;
}
void JustRespawned()
{
m_bIsByOutrunner = false;
m_iSpawnId = 0;
npc_escortAI::JustRespawned();
}
void EnterCombat(Unit* pWho)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
if (pQuest->GetQuestId() == QUEST_RINJI_TRAPPED)
{
if (pWho->GetEntry() == NPC_OUTRUNNER && !m_bIsByOutrunner)
{
DoScriptText(SAY_RIN_BY_OUTRUNNER, pWho);
m_bIsByOutrunner = true;
}
if (GameObject* pGo = pCreature->FindNearestGameObject(GO_RINJI_CAGE, INTERACTION_DISTANCE))
pGo->UseDoorOrButton();
if (rand()%4)
return;
//only if attacked and escorter is not in combat?
DoScriptText(RAND(SAY_RIN_HELP_1,SAY_RIN_HELP_2), me);
if (npc_rinjiAI* pEscortAI = CAST_AI(npc_rinji::npc_rinjiAI, pCreature->AI()))
pEscortAI->Start(false, false, pPlayer->GetGUID(), pQuest);
}
return true;
}
void DoSpawnAmbush(bool bFirst)
CreatureAI* GetAI(Creature* pCreature) const
{
if (!bFirst)
m_iSpawnId = 1;
return new npc_rinjiAI(pCreature);
}
me->SummonCreature(NPC_RANGER,
m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
for (int i = 0; i < 2; ++i)
struct npc_rinjiAI : public npc_escortAI
{
npc_rinjiAI(Creature* pCreature) : npc_escortAI(pCreature)
{
me->SummonCreature(NPC_OUTRUNNER,
m_bIsByOutrunner = false;
m_iSpawnId = 0;
}
bool m_bIsByOutrunner;
uint32 m_uiPostEventCount;
uint32 m_uiPostEventTimer;
int m_iSpawnId;
void Reset()
{
m_uiPostEventCount = 0;
m_uiPostEventTimer = 3000;
}
void JustRespawned()
{
m_bIsByOutrunner = false;
m_iSpawnId = 0;
npc_escortAI::JustRespawned();
}
void EnterCombat(Unit* pWho)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
if (pWho->GetEntry() == NPC_OUTRUNNER && !m_bIsByOutrunner)
{
DoScriptText(SAY_RIN_BY_OUTRUNNER, pWho);
m_bIsByOutrunner = true;
}
if (rand()%4)
return;
//only if attacked and escorter is not in combat?
DoScriptText(RAND(SAY_RIN_HELP_1,SAY_RIN_HELP_2), me);
}
}
void DoSpawnAmbush(bool bFirst)
{
if (!bFirst)
m_iSpawnId = 1;
me->SummonCreature(NPC_RANGER,
m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
}
}
void JustSummoned(Creature* pSummoned)
{
pSummoned->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
pSummoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
}
void WaypointReached(uint32 uiPointId)
{
Player* pPlayer = GetPlayerForEscort();
if (!pPlayer)
return;
switch(uiPointId)
{
case 1:
DoScriptText(SAY_RIN_FREE, me, pPlayer);
break;
case 7:
DoSpawnAmbush(true);
break;
case 13:
DoSpawnAmbush(false);
break;
case 17:
DoScriptText(SAY_RIN_COMPLETE, me, pPlayer);
pPlayer->GroupEventHappens(QUEST_RINJI_TRAPPED, me);
SetRun();
m_uiPostEventCount = 1;
break;
}
}
void UpdateEscortAI(const uint32 uiDiff)
{
//Check if we have a current target
if (!UpdateVictim())
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPostEventCount)
for (int i = 0; i < 2; ++i)
{
if (m_uiPostEventTimer <= uiDiff)
{
m_uiPostEventTimer = 3000;
me->SummonCreature(NPC_OUTRUNNER,
m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
}
}
if (Unit* pPlayer = GetPlayerForEscort())
void JustSummoned(Creature* pSummoned)
{
pSummoned->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
pSummoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
}
void WaypointReached(uint32 uiPointId)
{
Player* pPlayer = GetPlayerForEscort();
if (!pPlayer)
return;
switch(uiPointId)
{
case 1:
DoScriptText(SAY_RIN_FREE, me, pPlayer);
break;
case 7:
DoSpawnAmbush(true);
break;
case 13:
DoSpawnAmbush(false);
break;
case 17:
DoScriptText(SAY_RIN_COMPLETE, me, pPlayer);
pPlayer->GroupEventHappens(QUEST_RINJI_TRAPPED, me);
SetRun();
m_uiPostEventCount = 1;
break;
}
}
void UpdateEscortAI(const uint32 uiDiff)
{
//Check if we have a current target
if (!UpdateVictim())
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPostEventCount)
{
if (m_uiPostEventTimer <= uiDiff)
{
switch(m_uiPostEventCount)
m_uiPostEventTimer = 3000;
if (Unit* pPlayer = GetPlayerForEscort())
{
case 1:
DoScriptText(SAY_RIN_PROGRESS_1, me, pPlayer);
++m_uiPostEventCount;
break;
case 2:
DoScriptText(SAY_RIN_PROGRESS_2, me, pPlayer);
m_uiPostEventCount = 0;
break;
switch(m_uiPostEventCount)
{
case 1:
DoScriptText(SAY_RIN_PROGRESS_1, me, pPlayer);
++m_uiPostEventCount;
break;
case 2:
DoScriptText(SAY_RIN_PROGRESS_2, me, pPlayer);
m_uiPostEventCount = 0;
break;
}
}
else
{
me->ForcedDespawn();
return;
}
}
else
{
me->ForcedDespawn();
return;
}
m_uiPostEventTimer -= uiDiff;
}
else
m_uiPostEventTimer -= uiDiff;
return;
}
return;
DoMeleeAttackIfReady();
}
};
DoMeleeAttackIfReady();
}
};
bool QuestAccept_npc_rinji(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
{
if (pQuest->GetQuestId() == QUEST_RINJI_TRAPPED)
{
if (GameObject* pGo = pCreature->FindNearestGameObject(GO_RINJI_CAGE, INTERACTION_DISTANCE))
pGo->UseDoorOrButton();
if (npc_rinjiAI* pEscortAI = CAST_AI(npc_rinjiAI, pCreature->AI()))
pEscortAI->Start(false, false, pPlayer->GetGUID(), pQuest);
}
return true;
}
CreatureAI* GetAI_npc_rinji(Creature* pCreature)
{
return new npc_rinjiAI(pCreature);
}
void AddSC_hinterlands()
{
Script* newscript;
newscript = new Script;
newscript->Name = "npc_00x09hl";
newscript->GetAI = &GetAI_npc_00x09hl;
newscript->pQuestAccept = &QuestAccept_npc_00x09hl;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "npc_rinji";
newscript->GetAI = &GetAI_npc_rinji;
newscript->pQuestAccept = &QuestAccept_npc_rinji;
newscript->RegisterSelf();
new npc_00x09hl();
new npc_rinji();
}