Zul'Drak: Improvements in scripts for quest chain The Amphitheater of Anguish. Now the Korrak movement is done with escortai.

--HG--
branch : trunk
This commit is contained in:
maanuel
2009-12-23 00:30:10 -03:00
parent 1df511c5dd
commit eccaad7b01
3 changed files with 96 additions and 106 deletions
@@ -17,6 +17,7 @@
*/
#include "precompiled.h"
#include "escort_ai.h"
/*####
## npc_drakuru_shackles
@@ -226,6 +227,12 @@ enum eGurgthock
SAY_QUEST_ACCEPT_KORRAK_2 = -1571034,
};
const Position SpawnPosition[] =
{
{5757.765137, -2945.161133, 286.276672, 5.156380},
{5762.054199, -2954.385010, 273.826955, 5.108289} //yggdras
};
struct TRINITY_DLL_DECL npc_gurgthockAI : public ScriptedAI
{
npc_gurgthockAI(Creature* pCreature) : ScriptedAI(pCreature)
@@ -274,8 +281,43 @@ struct TRINITY_DLL_DECL npc_gurgthockAI : public ScriptedAI
SummonList.clear();
}
void SetData(uint32 uiId, uint32 uiValue)
{
if (!bEventInProgress)
{
bEventInProgress = true;
bRemoveFlag = true;
switch(uiId)
{
case 1:
switch(uiValue)
{
case QUEST_AMPHITHEATER_ANGUISH_TUSKARRMAGEDDON:
DoScriptText(SAY_QUEST_ACCEPT_TUSKARRMAGEDON, m_creature);
uiPhase = 1;
uiTimer = 4000;
break;
case QUEST_AMPHITHEATER_ANGUISH_KORRAK_BLOODRAGER:
DoScriptText(SAY_QUEST_ACCEPT_KORRAK_1, m_creature);
uiPhase = 3;
uiTimer = 3000;
break;
case QUEST_AMPHITHEATER_ANGUISH_YGGDRAS_2:
case QUEST_AMPHITHEATER_ANGUISH_YGGDRAS_1:
uiPhase = 6;
uiTimer = 3000;
break;
}
break;
}
}
}
void UpdateAI(const uint32 uiDiff)
{
if (!bEventInProgress)
return;
ScriptedAI::UpdateAI(uiDiff);
if (bRemoveFlag)
@@ -288,42 +330,6 @@ struct TRINITY_DLL_DECL npc_gurgthockAI : public ScriptedAI
} else uiRemoveFlagTimer -= uiDiff;
}
switch(uiQuest)
{
case 1:
if (!bEventInProgress)
{
bEventInProgress = true;
bRemoveFlag = true;
DoScriptText(SAY_QUEST_ACCEPT_TUSKARRMAGEDON, m_creature);
uiPhase = 1;
uiTimer = 4000;
uiQuest = 0;
}
break;
case 2:
if (!bEventInProgress)
{
bEventInProgress = true;
bRemoveFlag = true;
DoScriptText(SAY_QUEST_ACCEPT_KORRAK_1, m_creature);
uiPhase = 3;
uiTimer = 3000;
uiQuest = 0;
}
break;
case 3:
if (!bEventInProgress)
{
bEventInProgress = true;
bRemoveFlag = true;
uiPhase = 6;
uiTimer = 3000;
uiQuest = 0;
}
break;
}
if (uiPhase)
{
if (uiTimer <= uiDiff)
@@ -331,7 +337,7 @@ struct TRINITY_DLL_DECL npc_gurgthockAI : public ScriptedAI
switch(uiPhase)
{
case 1:
pSummon = m_creature->SummonCreature(NPC_ORINOKO_TUSKBREAKER, 5757.765137, -2945.161133, 286.276672, 5.156380, TEMPSUMMON_CORPSE_DESPAWN, 1000);
pSummon = m_creature->SummonCreature(NPC_ORINOKO_TUSKBREAKER, SpawnPosition[0], TEMPSUMMON_CORPSE_DESPAWN, 1000);
uiPhase = 2;
uiTimer = 4000;
break;
@@ -347,19 +353,12 @@ struct TRINITY_DLL_DECL npc_gurgthockAI : public ScriptedAI
uiPhase = 4;
break;
case 4:
pSummon = m_creature->SummonCreature(NPC_KORRAK_BLOODRAGER, 5757.765137, -2945.161133, 286.276672, 5.156380, TEMPSUMMON_CORPSE_DESPAWN, 1000);
pSummon = m_creature->SummonCreature(NPC_KORRAK_BLOODRAGER, SpawnPosition[0], TEMPSUMMON_CORPSE_DESPAWN, 1000);
uiTimer = 3000;
uiPhase = 5;
break;
case 5:
if (pSummon)
pSummon->GetMotionMaster()->MovePoint(0, 5722.558594, -2960.685059, 286.276367);
uiTimer = 0;
uiPhase = 0;
pSummon = NULL;
break;
case 6:
m_creature->SummonCreature(NPC_YGGDRAS, 5762.054199, -2954.385010, 273.826955, 5.108289, TEMPSUMMON_CORPSE_DESPAWN, 1000);
m_creature->SummonCreature(NPC_YGGDRAS, SpawnPosition[1], TEMPSUMMON_CORPSE_DESPAWN, 1000);
uiPhase = 0;
break;
}
@@ -386,14 +385,14 @@ bool QuestAccept_npc_gurgthock(Player* pPlayer, Creature* pCreature, Quest const
switch (pQuest->GetQuestId())
{
case QUEST_AMPHITHEATER_ANGUISH_TUSKARRMAGEDDON:
CAST_AI(npc_gurgthockAI, pCreature->AI())->uiQuest = 1;
pCreature->AI()->SetData(1, pQuest->GetQuestId());
break;
case QUEST_AMPHITHEATER_ANGUISH_KORRAK_BLOODRAGER:
CAST_AI(npc_gurgthockAI, pCreature->AI())->uiQuest = 2;
pCreature->AI()->SetData(1, pQuest->GetQuestId());
break;
case QUEST_AMPHITHEATER_ANGUISH_YGGDRAS_2:
case QUEST_AMPHITHEATER_ANGUISH_YGGDRAS_1:
CAST_AI(npc_gurgthockAI, pCreature->AI())->uiQuest = 3;
pCreature->AI()->SetData(1, pQuest->GetQuestId());
break;
}
return false;
@@ -550,40 +549,45 @@ enum eKorrakBloodrager
SPELL_ENRAGE = 42745
};
struct TRINITY_DLL_DECL npc_korrak_bloodragerAI : public ScriptedAI
struct TRINITY_DLL_DECL npc_korrak_bloodragerAI : public npc_escortAI
{
npc_korrak_bloodragerAI(Creature* pCreature) : ScriptedAI(pCreature)
npc_korrak_bloodragerAI(Creature* pCreature) : npc_escortAI(pCreature)
{
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->SetReactState(REACT_PASSIVE);
uiPoint = 0;
uiStep = 0;
uiChargeTimer = 15000;
uiUppercutTimer = 12000;
bEnrage = false;
Start(true,true, 0, NULL);
SetDespawnAtEnd(false);
}
uint8 uiPoint;
uint8 uiStep;
uint32 uiChargeTimer;
uint32 uiUppercutTimer;
bool bEnrage;
void EnterEvadeMode() //If you lose the combat, then the npc go away
void Reset()
{
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->SetReactState(REACT_PASSIVE);
uiChargeTimer = 15000;
uiUppercutTimer = 12000;
bEnrage = false;
}
void EnterEvadeMode()
{
if (m_creature->isSummon())
if (Unit* pSummoner = CAST_SUM(m_creature)->GetSummoner())
CAST_AI(npc_gurgthockAI,CAST_CRE(pSummoner)->AI())->RemoveSummons();
}
void MovementInform(uint32 uiType, uint32 uiId)
void WaypointReached(uint32 uiI)
{
if (uiType != POINT_MOTION_TYPE)
return;
if (uiStep != 5)
++uiPoint;
switch(uiI)
{
case 6:
m_creature->SetHomePosition(m_creature->GetPositionX(),m_creature->GetPositionY(),m_creature->GetPositionZ(), 0);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->SetReactState(REACT_AGGRESSIVE);
break;
}
}
void EnterCombat(Unit* pWho)
@@ -593,40 +597,7 @@ struct TRINITY_DLL_DECL npc_korrak_bloodragerAI : public ScriptedAI
void UpdateAI(const uint32 uiDiff)
{
ScriptedAI::UpdateAI(uiDiff);
switch(uiPoint)
{
case 1:
if (uiStep == 0)
m_creature->GetMotionMaster()->MovePoint(0, 5734.698730, -2984.990234, 286.276794);
uiStep = 1;
break;
case 2:
if (uiStep == 1)
m_creature->GetMotionMaster()->MovePoint(0, 5737.401855,-2991.310547, 282.575623);
uiStep = 2;
break;
case 3:
if (uiStep == 2)
m_creature->GetMotionMaster()->MovePoint(0, 5740.416992, -2997.536133, 277.263031);
uiStep = 3;
break;
case 4:
if (uiStep == 3)
m_creature->GetMotionMaster()->MovePoint(0, 5743.790527, -3004.050537, 273.570282);
uiStep = 4;
break;
case 5:
if (uiStep == 4)
m_creature->GetMotionMaster()->MovePoint(0, 5764.240234, -2993.788818, 272.944946);
m_creature->SetHomePosition(m_creature->GetPositionX(),m_creature->GetPositionY(),m_creature->GetPositionZ(), 0);
uiStep = 5;
uiPoint = 0;
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
m_creature->SetReactState(REACT_AGGRESSIVE);
break;
}
npc_escortAI::UpdateAI(uiDiff);
if (!UpdateVictim())
return;
@@ -682,15 +653,17 @@ enum eYggdras
struct TRINITY_DLL_DECL npc_yggdrasAI : public ScriptedAI
{
npc_yggdrasAI(Creature* pCreature) : ScriptedAI(pCreature)
npc_yggdrasAI(Creature* pCreature) : ScriptedAI(pCreature) {}
uint32 uiCleaveTimer;
uint32 uiCorrodeFleshTimer;
void Reset()
{
uiCleaveTimer = 12000;
uiCorrodeFleshTimer = 18000;
}
uint32 uiCleaveTimer;
uint32 uiCorrodeFleshTimer;
void EnterEvadeMode() //If you lose the combat, then the npc go away
{
if (m_creature->isSummon())