Another big repo refactoring, should be latest

I've restored old paths for scripts and flattened the src structure
This commit is contained in:
Yehonal
2016-08-12 02:37:42 +02:00
parent 3972a1da63
commit c1a76e07ff
595 changed files with 684 additions and 1854 deletions

View File

@@ -0,0 +1,137 @@
/*
* Copyright (C)
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
enum Spells
{
SPELL_WHIRLWIND = 15589,
SPELL_WHIRLWIND2 = 13736,
SPELL_KNOCKDOWN = 19128,
SPELL_FRENZY = 8269,
SPELL_SWEEPING_STRIKES = 18765, // not sure
SPELL_CLEAVE = 20677, // not sure
SPELL_WINDFURY = 35886, // not sure
SPELL_STORMPIKE = 51876 // not sure
};
enum Yells
{
YELL_AGGRO = 0,
YELL_EVADE = 1,
YELL_RESPAWN = 2,
YELL_RANDOM = 3
};
class boss_drekthar : public CreatureScript
{
public:
boss_drekthar() : CreatureScript("boss_drekthar") { }
struct boss_drektharAI : public ScriptedAI
{
boss_drektharAI(Creature* creature) : ScriptedAI(creature) { }
uint32 WhirlwindTimer;
uint32 Whirlwind2Timer;
uint32 KnockdownTimer;
uint32 FrenzyTimer;
uint32 YellTimer;
uint32 ResetTimer;
void Reset()
{
WhirlwindTimer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
Whirlwind2Timer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
KnockdownTimer = 12 * IN_MILLISECONDS;
FrenzyTimer = 6 * IN_MILLISECONDS;
ResetTimer = 5 * IN_MILLISECONDS;
YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
}
void EnterCombat(Unit* /*who*/)
{
Talk(YELL_AGGRO);
}
void JustRespawned()
{
Reset();
Talk(YELL_RESPAWN);
}
void UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
if (WhirlwindTimer <= diff)
{
DoCastVictim(SPELL_WHIRLWIND);
WhirlwindTimer = urand(8 * IN_MILLISECONDS, 18 * IN_MILLISECONDS);
} else WhirlwindTimer -= diff;
if (Whirlwind2Timer <= diff)
{
DoCastVictim(SPELL_WHIRLWIND2);
Whirlwind2Timer = urand(7 * IN_MILLISECONDS, 25 * IN_MILLISECONDS);
} else Whirlwind2Timer -= diff;
if (KnockdownTimer <= diff)
{
DoCastVictim(SPELL_KNOCKDOWN);
KnockdownTimer = urand(10 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
} else KnockdownTimer -= diff;
if (FrenzyTimer <= diff)
{
DoCastVictim(SPELL_FRENZY);
FrenzyTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
} else FrenzyTimer -= diff;
if (YellTimer <= diff)
{
Talk(YELL_RANDOM);
YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
} else YellTimer -= diff;
// check if creature is not outside of building
if (ResetTimer <= diff)
{
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
{
EnterEvadeMode();
Talk(YELL_EVADE);
}
ResetTimer = 5 * IN_MILLISECONDS;
} else ResetTimer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new boss_drektharAI(creature);
}
};
void AddSC_boss_drekthar()
{
new boss_drekthar;
}