Fix build, replace script that should have been removed

This commit is contained in:
Nay
2012-06-20 17:17:34 +01:00
parent ab3430762d
commit 66c9973d44
@@ -131,28 +131,40 @@ class mobs_risen_husk_spirit : public CreatureScript
}; };
/*###### /*######
## npc_deserter_agitator ## npc_theramor_guard
######*/ ######*/
enum Deserter enum TheramoreGuard
{ {
QUEST_TRAITORS_AMONG_US = 11126, SAY_QUEST1 = -1000641,
NPC_THERAMORE_DESERTER = 23602, SAY_QUEST2 = -1000642,
SAY_QUEST3 = -1000643,
SAY_QUEST4 = -1000644,
SAY_QUEST5 = -1000645,
SAY_QUEST6 = -1000646,
SAY_QUEST7 = -1000647,
SAY_QUEST8 = -1000648,
SAY_QUEST9 = -1000649,
QUEST_DISCREDITING_THE_DESERTERS = 11133,
NPC_THERAMORE_GUARD = 4979,
SPELL_DOCTORED_LEAFLET = 42725,
SPELL_PROPAGANDIZED = 42246,
}; };
const Position DeserterDisappearPos = {-3609.03f, -4332.91f, 9.39354f, 3.73862f}; #define GOSSIP_ITEM_THERAMORE_GUARD "You look like an intelligent person. Why don't you read one of these leaflets and give it some thought?"
#define GOSSIP_ITEM_DESERTER "Your propaganda wont`t work on me. Spout your treasonous filth elsewhere traitor!" class npc_theramore_guard : public CreatureScript
class npc_deserter_agitator : public CreatureScript
{ {
public: public:
npc_deserter_agitator() : CreatureScript("npc_deserter_agitator") { } npc_theramore_guard() : CreatureScript("npc_theramore_guard") { }
bool OnGossipHello(Player* player, Creature* creature) bool OnGossipHello(Player* player, Creature* creature)
{ {
if (player->GetQuestStatus(QUEST_TRAITORS_AMONG_US) == QUEST_STATUS_INCOMPLETE) if (player->GetQuestStatus(QUEST_DISCREDITING_THE_DESERTERS) == QUEST_STATUS_INCOMPLETE)
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_DESERTER, GOSSIP_SENDER_MAIN, GOSSIP_SENDER_INFO); player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_THERAMORE_GUARD, GOSSIP_SENDER_MAIN, GOSSIP_SENDER_INFO);
player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID()); player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
@@ -166,23 +178,12 @@ public:
if (action == GOSSIP_SENDER_INFO) if (action == GOSSIP_SENDER_INFO)
{ {
player->CLOSE_GOSSIP_MENU(); player->CLOSE_GOSSIP_MENU();
switch (urand(0, 1)) player->KilledMonsterCredit(NPC_THERAMORE_GUARD, 0);
{ DoScriptText(SAY_QUEST1, creature);
case 0: creature->CastSpell(creature, SPELL_DOCTORED_LEAFLET, false);
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
creature->setFaction(14); CAST_AI(npc_theramore_guard::npc_theramore_guardAI, creature->AI())->YellTimer = 4000;
creature->AI()->AttackStart(player); CAST_AI(npc_theramore_guard::npc_theramore_guardAI, creature->AI())->bYellTimer = true;
break;
case 1:
player->KilledMonsterCredit(NPC_THERAMORE_DESERTER, 0);
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
creature->SetSpeed(MOVE_RUN, creature->GetSpeedRate(MOVE_RUN), true);
creature->setFaction(35);
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NON_ATTACKABLE);
creature->SetReactState(REACT_PASSIVE);
creature->GetMotionMaster()->MovePoint(1, DeserterDisappearPos);
break;
}
} }
return true; return true;
@@ -190,28 +191,47 @@ public:
CreatureAI* GetAI(Creature* creature) const CreatureAI* GetAI(Creature* creature) const
{ {
return new npc_deserter_agitatorAI(creature); return new npc_theramore_guardAI(creature);
} }
struct npc_deserter_agitatorAI : public ScriptedAI struct npc_theramore_guardAI : public ScriptedAI
{ {
npc_deserter_agitatorAI(Creature* creature) : ScriptedAI(creature) { } npc_theramore_guardAI(Creature* creature) : ScriptedAI(creature) { }
uint32 YellTimer;
uint32 Step;
bool bYellTimer;
void Reset() void Reset()
{ {
me->RestoreFaction(); bYellTimer = false;
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NON_ATTACKABLE); Step = 0;
me->SetReactState(REACT_AGGRESSIVE);
me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
} }
void MovementInform(uint32 Type, uint32 Id) void UpdateAI(const uint32 Diff)
{ {
if (Type != POINT_MOTION_TYPE) if (!me->HasAura(SPELL_PROPAGANDIZED))
return; me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
if (Id == 1) if (bYellTimer && YellTimer <= Diff)
me->DisappearAndDie(); {
switch (Step)
{
case 0:
DoScriptText(RAND(SAY_QUEST2, SAY_QUEST3, SAY_QUEST4, SAY_QUEST5, SAY_QUEST6), me);
YellTimer = 3000;
++Step;
break;
case 1:
DoScriptText(RAND(SAY_QUEST7, SAY_QUEST8, SAY_QUEST9), me);
me->HandleEmoteCommand(EMOTE_ONESHOT_LAUGH);
Step = 0;
bYellTimer = false;
break;
}
}
else
YellTimer -= Diff;
} }
}; };
}; };