* 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
@@ -38,67 +38,70 @@ EndContentData */
#define QUEST_REDEEMING_THE_DEAD 9685
#define SPELL_SHIMMERING_VESSEL 31225
#define SPELL_REVIVE_SELF 32343
struct npc_blood_knight_stillbladeAI : public ScriptedAI
␍class npc_blood_knight_stillblade : public CreatureScript
{
npc_blood_knight_stillbladeAI(Creature *c) : ScriptedAI(c) {}
public:
npc_blood_knight_stillblade() : CreatureScript("npc_blood_knight_stillblade") { }
uint32 lifeTimer;
bool spellHit;
void Reset()
CreatureAI* GetAI(Creature* pCreature) const
{
lifeTimer = 120000;
me->SetStandState(UNIT_STAND_STATE_DEAD);
me->SetUInt32Value(UNIT_FIELD_BYTES_1,7); // lay down
spellHit = false;
return new npc_blood_knight_stillbladeAI (pCreature);
}
void EnterCombat(Unit * /*who*/)
struct npc_blood_knight_stillbladeAI : public ScriptedAI
{
}
npc_blood_knight_stillbladeAI(Creature *c) : ScriptedAI(c) {}
void MoveInLineOfSight(Unit * /*who*/)
{
}
uint32 lifeTimer;
bool spellHit;
void UpdateAI(const uint32 diff)
{
if (me->IsStandState())
void Reset()
{
if (lifeTimer <= diff)
me->AI()->EnterEvadeMode();
else
lifeTimer -= diff;
lifeTimer = 120000;
me->SetStandState(UNIT_STAND_STATE_DEAD);
me->SetUInt32Value(UNIT_FIELD_BYTES_1,7); // lay down
spellHit = false;
}
}
void SpellHit(Unit *Hitter, const SpellEntry *Spellkind)
{
if ((Spellkind->Id == SPELL_SHIMMERING_VESSEL) && !spellHit &&
(Hitter->GetTypeId() == TYPEID_PLAYER) && (CAST_PLR(Hitter)->IsActiveQuest(QUEST_REDEEMING_THE_DEAD)))
void EnterCombat(Unit * /*who*/)
{
CAST_PLR(Hitter)->AreaExploredOrEventHappens(QUEST_REDEEMING_THE_DEAD);
DoCast(me, SPELL_REVIVE_SELF);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0);
//me->RemoveAllAuras();
DoScriptText(SAY_HEAL, me);
spellHit = true;
}
}
void MoveInLineOfSight(Unit * /*who*/)
{
}
void UpdateAI(const uint32 diff)
{
if (me->IsStandState())
{
if (lifeTimer <= diff)
me->AI()->EnterEvadeMode();
else
lifeTimer -= diff;
}
}
void SpellHit(Unit *Hitter, const SpellEntry *Spellkind)
{
if ((Spellkind->Id == SPELL_SHIMMERING_VESSEL) && !spellHit &&
(Hitter->GetTypeId() == TYPEID_PLAYER) && (CAST_PLR(Hitter)->IsActiveQuest(QUEST_REDEEMING_THE_DEAD)))
{
CAST_PLR(Hitter)->AreaExploredOrEventHappens(QUEST_REDEEMING_THE_DEAD);
DoCast(me, SPELL_REVIVE_SELF);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0);
//me->RemoveAllAuras();
DoScriptText(SAY_HEAL, me);
spellHit = true;
}
}
};
};
CreatureAI* GetAI_npc_blood_knight_stillblade(Creature* pCreature)
{
return new npc_blood_knight_stillbladeAI (pCreature);
}
void AddSC_silvermoon_city()
{
Script *newscript;
newscript = new Script;
newscript->Name = "npc_blood_knight_stillblade";
newscript->GetAI = &GetAI_npc_blood_knight_stillblade;
newscript->RegisterSelf();
new npc_blood_knight_stillblade();
}