www.pudn.com > ScriptDev.rar > boss_taerar.cpp


/* Copyright (C) 2006 - 2008 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, write to the Free Software 
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA 
*/ 
 
/* ScriptData 
SDName: Taerar 
SD%Complete: 90 
SDComment: Mark of Nature & Teleport NYI 
SDCategory: Bosses 
EndScriptData */ 
 
#include "sc_creature.h" 
 
//Spells of Taerar 
 
#define SPELL_SLEEP                24777 
#define SPELL_NOXIOUSBREATH        24818 
#define SPELL_TAILSWEEP            15847 
//#define SPELL_MARKOFNATURE         25040                    // Not working 
#define SPELL_ARCANEBLAST          24857 
#define SPELL_BELLOWINGROAR        22686 
#define SPELL_SUMMONSHADE          24843 
 
 
//Spells of Shades of Taerar 
 
#define SPELL_POSIONCLOUD                24840       
#define SPELL_POSIONBREATH             20667    
 
struct MANGOS_DLL_DECL boss_taerarAI : public ScriptedAI 
{ 
    boss_taerarAI(Creature *c) : ScriptedAI(c) {Reset();} 
 
    uint32 Sleep_Timer; 
    uint32 NoxiousBreath_Timer; 
    uint32 TailSweep_Timer; 
    //uint32 MarkOfNature_Timer; 
    uint32 ArcaneBlast_Timer; 
    uint32 BellowingRoar_Timer; 
    uint32 Shades_Timer; 
    uint32 Summon1_Timer; 
    uint32 Summon2_Timer; 
    uint32 Summon3_Timer; 
    int Rand; 
    int RandX; 
    int RandY; 
    Creature* Summoned; 
    bool Shades; 
 
    void Reset() 
    {        
        Sleep_Timer = 15000 + rand()%5000; 
        NoxiousBreath_Timer = 8000; 
        TailSweep_Timer = 4000; 
        //MarkOfNature_Timer = 45000; 
        ArcaneBlast_Timer = 12000; 
        BellowingRoar_Timer = 30000; 
        Summon1_Timer = 0; 
        Summon2_Timer = 0; 
        Summon3_Timer = 0; 
        Shades_Timer = 60000;                               //The time that Taerar is banished 
        Shades = false;  
 
        //m_creature->RemoveAllAuras(); 
        //m_creature->DeleteThreatList(); 
        //m_creature->CombatStop(); 
        //DoGoHome(); 
    } 
 
    void Aggro(Unit *who) 
    { 
    } 
 
    void SummonShades(Unit* victim) 
    { 
        Rand = rand()%15; 
        switch (rand()%2) 
        { 
        case 0: RandX = 0 - Rand; break; 
        case 1: RandX = 0 + Rand; break; 
        } 
        Rand = 0; 
        Rand = rand()%15; 
        switch (rand()%2) 
        { 
        case 0: RandY = 0 - Rand; break; 
        case 1: RandY = 0 + Rand; break; 
        } 
        Rand = 0; 
        Summoned = DoSpawnCreature(15302, RandX, RandY, 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 300000); 
        if(Summoned) 
        ((CreatureAI*)Summoned->AI())->AttackStart(victim); 
    } 
 
    void UpdateAI(const uint32 diff) 
    { 
        if (Shades && Shades_Timer < diff) 
        { 
            //Become unbanished again  
            m_creature->setFaction(14); 
            m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); 
            //m_creature->m_canMove = true; 
            Shades = false; 
        } else if (Shades) 
        { 
            Shades_Timer -= diff; 
            //Do nothing while banished 
            return; 
        } 
 
        //Return since we have no target 
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim()) 
        return; 
 
        //Sleep_Timer 
        if (Sleep_Timer < diff) 
        { 
            //Cast 
            Unit* target = NULL; 
 
            target = SelectUnit(SELECT_TARGET_RANDOM,0); 
            if (target)DoCast(target,SPELL_SLEEP); 
 
            //14 seconds 
            Sleep_Timer = 8000 + rand()%7000; 
        }else Sleep_Timer -= diff; 
 
        //NoxiousBreath_Timer 
        if (NoxiousBreath_Timer < diff) 
        { 
            //Cast 
            DoCast(m_creature->getVictim(),SPELL_NOXIOUSBREATH); 
 
            //20 seconds until we should cast this agian 
            NoxiousBreath_Timer = 14000 + rand()%6000; 
        } else NoxiousBreath_Timer -= diff; 
 
 
        //Tailsweep every 2 seconds 
        if (TailSweep_Timer < diff) 
        { 
            Unit* target = NULL; 
            target = SelectUnit(SELECT_TARGET_RANDOM,0);                     
            //Only cast if we are behind 
            if (!m_creature->HasInArc( M_PI, target)) 
            DoCast(target,SPELL_TAILSWEEP); 
            TailSweep_Timer = 2000; 
        }else TailSweep_Timer -= diff; 
 
        //             //MarkOfNature_Timer 
        //            if (MarkOfNature_Timer < diff) 
        //             { 
        //                 //Cast 
        //                 DoCast(m_creature->getVictim(),SPELL_MARKOFNATURE); 
        //  
        //                 //45 seconds until we should cast this agian 
        //                 MarkOfNature_Timer = 45000; 
        //             }else MarkOfNature_Timer -= diff; 
 
        //ArcaneBlast_Timer 
        if (ArcaneBlast_Timer < diff) 
        { 
            //Cast 
            DoCast(m_creature->getVictim(),SPELL_ARCANEBLAST); 
 
            //11 seconds until we should cast this agian 
            ArcaneBlast_Timer = 7000 + rand()%5000; 
        }else ArcaneBlast_Timer -= diff; 
 
        //BellowingRoar_Timer 
        if (BellowingRoar_Timer < diff) 
        { 
            //Cast 
            DoCast(m_creature->getVictim(),SPELL_BELLOWINGROAR); 
 
            //20-30 seconds until we should cast this agian 
            BellowingRoar_Timer = 20000 + rand()%10000; 
        } else BellowingRoar_Timer -= diff; 
 
 
        //Summon 3 Shades 
        if ( !Shades  && (int) (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() +0.5) == 75) 
        { 
 
            if (Summon1_Timer < diff) 
            { 
 
                //Inturrupt any spell casting 
                m_creature->InterruptNonMeleeSpells(false); 
                m_creature->setFaction(35); 
                m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); 
                //m_creature->m_canMove = false; 
 
                //Cast 
                Unit* target = NULL; 
                target = SelectUnit(SELECT_TARGET_RANDOM,0); 
                SummonShades(target); 
                SummonShades(target); 
                SummonShades(target); 
                Summon1_Timer = 120000; 
                Shades = true; 
                Shades_Timer = 60000; 
            } else Summon1_Timer -= diff; 
        } 
 
        //Summon 3 Shades 
        if ( !Shades  && (int) (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() +0.5) == 50) 
        { 
 
            if (Summon2_Timer < diff) 
            { 
 
                //Inturrupt any spell casting 
                m_creature->InterruptNonMeleeSpells(false); 
                m_creature->setFaction(35); 
                m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); 
                //m_creature->m_canMove = false; 
 
                //Cast 
                Unit* target = NULL; 
                target = SelectUnit(SELECT_TARGET_RANDOM,0); 
                SummonShades(target); 
                SummonShades(target); 
                SummonShades(target); 
                Summon2_Timer = 120000; 
                Shades = true; 
                Shades_Timer = 60000; 
            } else Summon2_Timer -= diff; 
        } 
 
        //Summon 3 Shades 
        if ( !Shades  && (int) (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() +0.5) == 25) 
        { 
            if (Summon3_Timer < diff) 
            { 
                //Inturrupt any spell casting 
                m_creature->InterruptNonMeleeSpells(false); 
                m_creature->setFaction(35); 
                m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); 
                //m_creature->m_canMove = false; 
 
                //Cast 
                Unit* target = NULL; 
                target = SelectUnit(SELECT_TARGET_RANDOM,0); 
                SummonShades(target); 
                SummonShades(target); 
                SummonShades(target); 
                Summon3_Timer = 120000; 
                Shades = true; 
                Shades_Timer = 60000; 
            } else Summon3_Timer -= diff; 
        } 
 
        DoMeleeAttackIfReady(); 
    } 
}; 
 
 
// Shades of Taerar Script 
 
struct MANGOS_DLL_DECL boss_shadeoftaerarAI : public ScriptedAI 
{ 
    boss_shadeoftaerarAI(Creature *c) : ScriptedAI(c) {Reset();} 
 
    uint32 PoisonCloud_Timer; 
    uint32 PosionBreath_Timer; 
 
    void Reset() 
    {        
        PoisonCloud_Timer = 8000; 
        PosionBreath_Timer = 12000; 
    } 
 
    void Aggro(Unit *who) 
    { 
 
    } 
 
    void UpdateAI(const uint32 diff) 
    { 
        //Return since we have no target 
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim()) 
        return; 
 
        //PoisonCloud_Timer 
        if (PoisonCloud_Timer < diff) 
        { 
            //Cast 
            DoCast(m_creature->getVictim(),SPELL_POSIONCLOUD); 
 
            //30 seconds 
            PoisonCloud_Timer = 30000; 
        }else PoisonCloud_Timer -= diff; 
 
        //PosionBreath_Timer 
        if (PosionBreath_Timer < diff) 
        { 
            //Cast 
            DoCast(m_creature->getVictim(),SPELL_POSIONBREATH); 
 
            //12 seconds until we should cast this agian 
            PosionBreath_Timer = 12000; 
        }else PosionBreath_Timer -= diff; 
 
        DoMeleeAttackIfReady(); 
    } 
};  
 
CreatureAI* GetAI_boss_taerar(Creature *_Creature) 
{ 
    return new boss_taerarAI (_Creature); 
} 
 
CreatureAI* GetAI_boss_shadeoftaerar(Creature *_Creature) 
{ 
    return new boss_shadeoftaerarAI (_Creature); 
} 
 
void AddSC_boss_taerar() 
{ 
    Script *newscript; 
    newscript = new Script; 
    newscript->Name="boss_taerar"; 
    newscript->GetAI = GetAI_boss_taerar; 
    m_scripts[nrscripts++] = newscript; 
 
    newscript = new Script; 
    newscript->Name="boss_shade_of_taerar"; 
    newscript->GetAI = GetAI_boss_shadeoftaerar; 
    m_scripts[nrscripts++] = newscript; 
}