/* * Copyright (C) 2008-2011 TrinityCore * Copyright (C) 2006-2009 ScriptDev2 * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ /* ScriptData SDName: Tirisfal_Glades SD%Complete: 100 SDComment: Quest support: 590, 1819 SDCategory: Tirisfal Glades EndScriptData */ /* ContentData npc_calvin_montague go_mausoleum_door go_mausoleum_trigger EndContentData */ #include "ScriptPCH.h" /*###### ## npc_calvin_montague ######*/ enum eCalvin { SAY_COMPLETE = -1000431, SPELL_DRINK = 2639, // possibly not correct spell (but iconId is correct) QUEST_590 = 590, FACTION_HOSTILE = 168 }; class npc_calvin_montague : public CreatureScript { public: npc_calvin_montague() : CreatureScript("npc_calvin_montague") { } bool OnQuestAccept(Player* player, Creature* creature, Quest const* pQuest) { if (pQuest->GetQuestId() == QUEST_590) { creature->setFaction(FACTION_HOSTILE); creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(player); } return true; } CreatureAI* GetAI(Creature* creature) const { return new npc_calvin_montagueAI (creature); } struct npc_calvin_montagueAI : public ScriptedAI { npc_calvin_montagueAI(Creature* creature) : ScriptedAI(creature) { } uint32 m_uiPhase; uint32 m_uiPhaseTimer; uint64 m_uiPlayerGUID; void Reset() { m_uiPhase = 0; m_uiPhaseTimer = 5000; m_uiPlayerGUID = 0; me->RestoreFaction(); if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE)) me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); } void EnterCombat(Unit* /*who*/) {} void AttackedBy(Unit* pAttacker) { if (me->getVictim() || me->IsFriendlyTo(pAttacker)) return; AttackStart(pAttacker); } void DamageTaken(Unit* pDoneBy, uint32 &uiDamage) { if (uiDamage > me->GetHealth() || me->HealthBelowPctDamaged(15, uiDamage)) { uiDamage = 0; me->RestoreFaction(); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); me->CombatStop(true); m_uiPhase = 1; if (pDoneBy->GetTypeId() == TYPEID_PLAYER) m_uiPlayerGUID = pDoneBy->GetGUID(); } } void UpdateAI(const uint32 uiDiff) { if (m_uiPhase) { if (m_uiPhaseTimer <= uiDiff) m_uiPhaseTimer = 7500; else { m_uiPhaseTimer -= uiDiff; return; } switch(m_uiPhase) { case 1: DoScriptText(SAY_COMPLETE, me); ++m_uiPhase; break; case 2: if (Player* player = Unit::GetPlayer(*me, m_uiPlayerGUID)) player->AreaExploredOrEventHappens(QUEST_590); DoCast(me, SPELL_DRINK, true); ++m_uiPhase; break; case 3: EnterEvadeMode(); break; } return; } if (!UpdateVictim()) return; DoMeleeAttackIfReady(); } }; }; /*###### ## go_mausoleum_door ## go_mausoleum_trigger ######*/ enum eMausoleum { QUEST_ULAG = 1819, NPC_ULAG = 6390, GO_TRIGGER = 104593, GO_DOOR = 176594 }; class go_mausoleum_door : public GameObjectScript { public: go_mausoleum_door() : GameObjectScript("go_mausoleum_door") { } bool OnGossipHello(Player* player, GameObject* /*pGo*/) { if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE) return false; if (GameObject* pTrigger = player->FindNearestGameObject(GO_TRIGGER, 30.0f)) { pTrigger->SetGoState(GO_STATE_READY); player->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000); return false; } return false; } }; class go_mausoleum_trigger : public GameObjectScript { public: go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { } bool OnGossipHello(Player* player, GameObject* pGo) { if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE) return false; if (GameObject* pDoor = player->FindNearestGameObject(GO_DOOR, 30.0f)) { pGo->SetGoState(GO_STATE_ACTIVE); pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND); return true; } return false; } }; void AddSC_tirisfal_glades() { new npc_calvin_montague(); new go_mausoleum_door(); new go_mausoleum_trigger(); }