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example_creature.cpp
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example_creature.cpp
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/*
MIT License
Copyright (c) 2018 José González
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "ScriptMgr.h"
class npc_example : public CreatureScript
{
public:
npc_example() : CreatureScript("npc_example") { }
// Called when the player opens the gossip menu assigned to this creature
bool OnGossipHello(Player* player, Creature* creature)
{
return true;
}
// Called when the player selects an option from the gossip menu
bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
{
return true;
}
// Same as before, but this time the option has a code assigned
bool OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code)
{
return true;
}
// Called when a player accepts a quest from the creature
bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
{
return true;
}
// Called when a player selects a quest in the creature's quest menu
bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest)
{
return true;
}
// Called when a player completes a quest with the creature
bool OnQuestComplete(Player* player, Creature* creature, Quest const* quest)
{
return true;
}
// Called when the player is rewarded for completing a quest
bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt)
{
return true;
}
// Called when the dialog status between a player and the creature is requested
uint32 GetDialogStatus(Player* player, Creature* creature)
{
return true;
}
// Creature update, without ScriptedAI
void OnCreatureUpdate(Creature* creature, uint32 diff)
{
return true;
}
// AI is used mainly for combat purposes. Passed to the script through GetAI()
struct npc_exampleAI : public ScriptedAI
{
npc_exampleAI(Creature* creature) : ScriptedAI(creature)
{
// Constructor, define variables here
}
// Called when the creature is spawned or when comes out of combat
void Reset()
{
timeToShoot = 300;
me->MonsterYell("Reset!", LANG_UNIVERSAL, 0);
return;
}
void UpdateAI(uint32 diff)
{
if (diff > timeToShoot)
{
me->MonsterYell("Pew pew!");
timeToShoot = 300;
}
else
timeToShoot -= diff;
}
// For more ScriptedAI methods, check:
// https://github.com/azerothcore/azerothcore-wotlk/blob/master/src/server/game/AI/ScriptedAI/ScriptedCreature.h
private:
// Declare variables here
uint32 timeToShoot;
};
CreatureAI* GetAI(Creature* creature) const
{
return new npc_exampleAI(creature);
}
};
void AddSC_npc_example()
{
new npc_example();
}