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- // Fixed by Darthye for EmuDevs
- #include "ScriptPCH.h"
- #include "ScriptedCreature.h"
- #include "ObjectMgr.h"
- #include "Group.h"
- enum ZOMBIE_DATA
- {
- NPC_START_GAME = 125,
- NPC_START_NEXT_WAVE = 126,
- NPC_START_NEXT_ROUND = 127,
- NPC_WAIT_FOR_END_ROUND = 128,
- NPC_WAIT_FOR_CHEST_LOOT = 151,
- NPC_END_GAME = 152,
- NPC_END_GAME_INUSE = 154,
- NPC_END_GAME_GOSSIP = 157,
- TIME_BTW_EACH_WAVE = -1000350,
- TIME_TO = -1000350,
- ZOMBIE_NPC_3_SPELL = -1000350,
- ZOMBIE_NPC_4_SPELL = -1000350,
- ZOMBIE_NPC_5_SPELL = -1000350,
- };
- uint32 ZOMBIE_NPCS [7] = {0, 434,435,436,437,440,441};
- uint32 TREASURE_CHEST [7] = {0, 510000,520000,530000,540000,550000,560000};
- const Position Spawn_C1 ={-10953.3662f, -1997.1374f, 79.9735f, 3.0059f};
- const Position Spawn_C2 ={-10974.728516f, -1972.700073f, 79.973518f, 5.158750f};
- const Position Spawn_C3 ={-10957.954102f, -1973.366821f, 79.973518f, 3.991647f};
- const Position Spawn_C4 ={-10985.388672f, -1992.934814f, 79.973984f, 6.138140f};
- const Position Spawn_C5 ={-10980.184570f, -2016.144897f, 79.973984f, 0.798218f};
- const Position Spawn_C6 ={-10962.931641f, -2019.476074f, 79.974602f, 2.163240f};
- bool zombie_inUse = false;
- bool closeGossipNotify(Player *player, std::string message)
- {
- player->PlayerTalkClass->SendCloseGossip();
- player->GetSession()->SendNotification(message.c_str());
- return true;
- }
- class zombie_bg_master : public CreatureScript
- {
- public:
- zombie_bg_master() : CreatureScript("zombie_bg_master") { }
- bool OnGossipHello(Player* player, Creature* creature)
- {
- if(player->IsInCombat())
- {
- return closeGossipNotify(player, "You can't start the zombie event while being in combat.");
- }
- if(!player->GetGroup() || player->GetGroup() == NULL)
- {
- return closeGossipNotify(player, "You must be the group leader in a party/raid with 5-10 players.");
- }
- Group* grp = player->GetGroup();
- if(grp->GetMembersCount() > 10 || grp->GetMembersCount() < 5)
- {
- return closeGossipNotify(player, "You must be the group leader in a party/raid with 5-10 players.");
- }
- if(grp->GetLeaderGUID() != player->GetGUID())
- {
- return closeGossipNotify(player, "Only the party leader can activate the Zombie Event!");
- }
- player->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Teleport me to the Zombie Attack event!", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
- player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "No thanks.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
- player->PlayerTalkClass->SendGossipMenu(1, creature->GetGUID());
- return true;
- }
- bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
- {
- player->PlayerTalkClass->ClearMenus();
- Group* grp = player->GetGroup();
- switch(uiAction)
- {
- case GOSSIP_ACTION_INFO_DEF+1:
- grp->ConvertToRaid();
- player->TeleportTo(532, -10966.888f, -2011.3127f, 79.98f, 1.37f);
- zombie_inUse = true;
- break;
- case GOSSIP_ACTION_INFO_DEF+2:
- player->PlayerTalkClass->SendCloseGossip();
- break;
- }
- return true;
- }
- };
- class zombie_bg_master_endgame : public CreatureScript
- {
- public:
- zombie_bg_master_endgame() : CreatureScript("zombie_bg_master_endgame") { }
- bool OnGossipHello(Player* player, Creature* creature)
- {
- //if(player->isInCombat())
- // return false;
- //if(player->GetGroup()->GetLeaderGUID() == player->GetGUID()){
- // player->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "End the Zombie Event!", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
- // player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Nevermind.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
- // player->PlayerTalkClass->SendGossipMenu(1, creature->GetGUID());
- //}
- return true;
- }
- bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
- {
- //player->PlayerTalkClass->ClearMenus();
- //Group* grp = player->GetGroup();
- //switch(uiAction)
- //{
- //case GOSSIP_ACTION_INFO_DEF+1:
- // creature->MonsterYell("The group leader ended the zombie event!", 0, 0);
- // creature->SummonCreature(NPC_END_GAME, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 1*1000);
- // creature->DespawnOrUnsummon();
- // break;
- //case GOSSIP_ACTION_INFO_DEF+2:
- // player->PlayerTalkClass->SendCloseGossip();
- // break;
- //}
- return true;
- }
- };
- class zombie_bg_master_final : public CreatureScript
- {
- public:
- zombie_bg_master_final() : CreatureScript("zombie_bg_master_final") { }
- bool OnGossipHello(Player* player, Creature* creature)
- {
- if(!player->GetGroup())
- return false;
- if(player->GetGroup() == NULL)
- return false;
- if((player->GetGroup()->GetMembersCount() <= 10 && player->GetGroup()->GetMembersCount() >= 5) && player->GetGroup()->GetLeaderGUID() == player->GetGUID())
- {
- player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Summon group to the Zombie Attack event!", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
- if(player->GetGroup()->GetLeaderGUID() == player->GetGUID())
- player->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Start the event!", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
- player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Nevermind", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+4);
- player->PlayerTalkClass->SendGossipMenu(1, creature->GetGUID());
- } else
- {
- ChatHandler(player->GetSession()).PSendSysMessage("You must be the group leader in a party/raid with 5-10 players");
- while(creature->SelectNearestPlayer(280.0f) != NULL)
- {
- Player* plr = creature->SelectNearestPlayer(280.0f);
- if(plr)
- {
- plr->ResurrectPlayer(60, false);
- plr->TeleportTo(534, 5541.770020f, -3783.469971f, 1594.910034f, 2.883010f);
- }
- }
- }
- return true;
- }
- bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
- {
- player->PlayerTalkClass->ClearMenus();
- Group* grp = player->GetGroup();
- zombie_inUse = true;
- if(grp){
- GroupReference* grpRef = grp->GetFirstMember();
- if(grp->GetLeaderGUID() == player->GetGUID())
- GroupReference grpRef = player->GetGroupRef();
- switch(uiAction)
- {
- case GOSSIP_ACTION_INFO_DEF+1:
- for (grpRef; grpRef != NULL; grpRef = grpRef->next())
- {
- Player* groupMember = grpRef->GetSource();
- ChatHandler(player->GetSession()).PSendSysMessage("Sending summon request to...");
- if(!groupMember)
- continue;
- if(groupMember->GetGUID() == player->GetGUID())
- break;
- player->SetSelection(groupMember->GetGUID());
- player->CastSpell(groupMember, 7720, true);
- }
- break;
- case GOSSIP_ACTION_INFO_DEF+2:
- creature->MonsterYell("Round 1 starts in 30 seconds!", 0, 0);
- /* spawn NPC_START_GAME to despawn after 30 seconds and start the game */
- creature->SummonCreature(NPC_START_GAME, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30*1000);
- /* the main NPC will not be seen again by the group so teleport him away */
- creature->UpdatePosition(-10989.9003f, -1940.1300f, 93.9107f, 4.8345f, true);
- break;
- case GOSSIP_ACTION_INFO_DEF+3:
- creature->MonsterYell("The group leader ended the zombie event!", 0, 0);
- creature->SummonCreature(NPC_END_GAME, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 500);
- break;
- case GOSSIP_ACTION_INFO_DEF+4:
- //NPC_END_GAME
- break;
- }
- }
- player->PlayerTalkClass->SendCloseGossip();
- return true;
- }
- struct zombie_bg_master_finalAI : public ScriptedAI
- {
- zombie_bg_master_finalAI(Creature* c) : ScriptedAI(c), Summons(me) {}
- SummonList Summons;
- //total number of zombies to spawn
- uint8 zombieCount;
- //current number of zombies spawned so far
- uint8 zombiesSpawned;
- //how many zombies have died in this round
- uint8 zombieDeathCount;
- //what round in the game you are on
- uint8 zombieRound;
- //how many waves of zombies per round
- uint8 zombieWaves;
- //the number of waves already spawned
- uint8 zombieWavesCount;
- //the number of zombies to be spawned per wave
- uint32 zombieSpawnPerWave;
- //stores how many players are in the group
- uint32 zombieGroupMembers;
- //stores number of zombies spawn per each person
- uint8 ZOMBIES_PER_PERSON;
- bool inZombieGame;
- Player* zombieLeader;
- Group* playerGroup;
- GameObject *zombie_chest_loot;
- void JustSummoned(Creature* summon)
- {
- if(summon) {
- uint32 entry = summon->GetEntry();
- Summons.Summon(summon);
- if(entry >= 125 && entry <= 128 || entry == 151 || entry == 152)
- {
- } else {
- Player* selPlr = summon->SelectNearestPlayer(200);
- if(selPlr)
- summon->Attack(selPlr, false);
- else
- {
- /* cant find a player to select */
- }
- }
- }
- }
- void SummonedCreatureDespawn(Creature* summon)
- {
- uint32 summonID = summon->GetEntry();
- if(summonID == NPC_START_GAME)
- {
- /* called at the beg of the game */
- /* reset all vars because this is new instance of game */
- resetZombieEvent();
- Player* selPlr = me->SelectNearestPlayer(280.0f);
- if(!selPlr)
- { reviveAndTeleportOut(); resetZombieEvent(); me->MonsterYell("!selPlr return", 0, 0);return; }
- if(selPlr == NULL)
- { reviveAndTeleportOut(); resetZombieEvent(); me->MonsterYell("selPlr == NULL return", 0, 0);return; }
- if(!selPlr->GetGroup())
- { reviveAndTeleportOut(); resetZombieEvent(); me->MonsterYell("!Group return", 0, 0);return; }
- if(selPlr->GetGroup() == NULL)
- { reviveAndTeleportOut(); resetZombieEvent(); me->MonsterYell("Group == NULL return", 0, 0);return; }
- if(playerGroup = selPlr->GetGroup())
- {
- zombieGroupMembers = playerGroup->GetMembersCount();
- if(zombieLeader = sObjectAccessor->FindPlayer(playerGroup->GetLeaderGUID()))
- {
- } else {
- reviveAndTeleportOut(); resetZombieEvent(); me->MonsterYell("LeaderGUID == NULL return", 0, 0);return;
- }
- }
- else
- {
- reviveAndTeleportOut(); resetZombieEvent(); me->MonsterYell("playerGroup == NULL return", 0, 0);return;
- }
- /* Set the ZombieGame to true so they cant keep starting the game */
- inZombieGame = true;
- me->MonsterYell("Round 1 is starting now!", 0, 0);
- sendMessageToGroup("Round 1 is starting now!");
- me->MonsterYell("If you die anytime during the event you will respawned at the end of the round!", 0, 0);
- me->SetVisible(false);
- /* calc how many waves of zombies to send */
- zombieWaves = getNumberOfWaves();
- /* calc how many zombies per wave */
- zombieSpawnPerWave = getZombieSpawnCountPerWave();
- /* spawn */
- spawnZombies(me, zombieSpawnPerWave);
- /* NPC_START_NEXT_WAVE is despanwed when the next wave of zombies is to be sent */
- me->SummonCreature(NPC_START_NEXT_WAVE, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30*1000);
- }
- if(inZombieGame == false){ return; }
- char buffer [150];
- switch(summonID)
- {
- case NPC_START_GAME:
- /* called at the beg of the game */
- break;
- /* called when a wave of zombies needs to be spawned */
- case NPC_START_NEXT_WAVE:
- if(zombieWavesCount == zombieWaves){ /* spawned all waves */
- if(isRoundOver()){ /* check if all zombies are dead */
- /* reset wave count to 1 for next round */
- zombieWavesCount = 1;
- /* add addtional zombies for next round */
- ZOMBIES_PER_PERSON = ZOMBIES_PER_PERSON + 2;
- /* spawn treasure loot */
- spawnGoDrop(me);
- /* remove all add. zombies that are somehow left */
- Summons.RemoveNotExisting();
- /* revive the group for the next round */
- reviveGroup();
- me->SetVisible(true);
- sprintf (buffer, "You have finished round %u, you now have 1 minute to loot the chest in the middle before it dissapears and next round begins!", zombieRound);
- me->MonsterYell(buffer, 0 , 0);
- sendMessageToGroup(buffer);
- sprintf (buffer, "If you want to stop the event and exit, disband your group and you will be teleported out in 30 seconds.");
- me->MonsterYell(buffer, 0 , 0);
- sendMessageToGroup(buffer);
- /* NPC_START_NEXT_ROUND is spawned when all waves of zombies have been killed */
- me->SummonCreature(NPC_START_NEXT_ROUND, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 60*1000);
- /* NPC_END_GAME_GOSSIP is spawned after every round incase players want to exit the game */
- me->SummonCreature(NPC_END_GAME_GOSSIP, -10969.819336f, -1995.319580f, 79.973022f, 1.467133f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 60*1000);
- zombieRound++;
- } else { /* not all zombies are dead wait for * sec and check again */
- if(isGroupDead())
- {
- reviveAndTeleportOut();
- me->SetVisible(true);
- Summons.DespawnAll();
- Summons.RemoveNotExisting();
- resetZombieEvent();
- }
- else {
- /* not all members are dead but there is still zombies left, respawn and check again in * sec */
- me->SummonCreature(NPC_WAIT_FOR_END_ROUND, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30*1000);
- }
- }
- }
- else{ /* not all waves spawned continue spawning zombies */
- if(!isGroupDead()) {
- spawnZombies(me, zombieSpawnPerWave);
- me->SummonCreature(NPC_START_NEXT_WAVE, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30*1000);
- zombieWavesCount++;
- } else {
- reviveAndTeleportOut();
- me->SetVisible(true);
- Summons.DespawnAll();
- resetZombieEvent();
- TC_LOG_DEBUG(LOG_FILTER_GENERAL, "Everyone is dead. Stopping....2");
- }
- }
- break;
- case NPC_START_NEXT_ROUND: /* called when the all waves are spawned and next round needs to begin */
- if(zombieRound != 15) {
- sprintf (buffer, "Round %u is starting now!", zombieRound);
- me->MonsterYell(buffer, 0 , 0);
- sendMessageToGroup(buffer);
- me->SetVisible(false);
- zombieWaves = getNumberOfWaves(); /* calc how many waves of zombies to send */
- zombieSpawnPerWave = getZombieSpawnCountPerWave(); /* calc how many zombies per wave */
- spawnZombies(me, zombieSpawnPerWave);
- me->SummonCreature(NPC_START_NEXT_WAVE, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30*1000);
- }
- else
- {
- me->MonsterYell("You have completed all 15 rounds!", 0 , 0);
- sendMessageToGroup("You have completed all 15 rounds!");
- resetZombieEvent();
- Summons.RemoveNotExisting();
- }
- break;
- case NPC_WAIT_FOR_END_ROUND: /* called when the all waves are spawned but zombies are still left */
- if(isGroupDead()) /* check if the zombies killed all the players */
- {
- reviveAndTeleportOut();
- me->SetVisible(true);
- Summons.DespawnAll();
- resetZombieEvent();
- TC_LOG_DEBUG(LOG_FILTER_GENERAL, "Everyone is dead. Stopping....3");
- } else {
- if(isRoundOver()){ /* check if all zombies have been killed if not, wait another * secs*/
- sprintf (buffer, "You have finished round %u, you now have 1 minute to loot the chest in the middle before it dissapears and next round begins!", zombieRound);
- me->SetVisible(true);
- me->MonsterYell(buffer, 0 , 0);
- sendMessageToGroup(buffer);
- sprintf (buffer, "If you want to stop the event and exit, disband your group and you will be teleported out in 30 seconds.");
- me->MonsterYell(buffer, 0 , 0);
- sendMessageToGroup(buffer);
- zombieWavesCount = 1;
- ZOMBIES_PER_PERSON = ZOMBIES_PER_PERSON + 2;
- reviveGroup();
- Summons.RemoveNotExisting();
- spawnGoDrop(me);
- me->SummonCreature(NPC_START_NEXT_ROUND, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 60*1000);
- me->SummonCreature(NPC_END_GAME_GOSSIP, -10969.819336f, -1995.319580f, 79.973022f, 1.467133f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 60*1000);
- zombieRound++;
- } else {
- me->SummonCreature(NPC_WAIT_FOR_END_ROUND, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30*1000);
- }
- }
- break;
- case NPC_WAIT_FOR_CHEST_LOOT:
- if(zombie_chest_loot)
- {
- zombie_chest_loot->SetRespawnTime(0);
- zombie_chest_loot->Delete();
- zombie_chest_loot->DeleteFromDB();
- }
- break;
- case NPC_END_GAME:
- reviveAndTeleportOut();
- resetZombieEvent();
- me->UpdatePosition(-10989.9003f, -1940.1300f, 93.9107f, 4.8345f, true);
- break;
- case NPC_END_GAME_INUSE:
- zombie_inUse = false;
- break;
- case NPC_END_GAME_GOSSIP:
- break;
- default:
- if(summonID == 434 || summonID == 435 || summonID == 436 || summonID == 437 || summonID == 440 || summonID == 441)
- zombieDeathCount++;
- break;
- }
- }
- bool isGroupDead()
- {
- if(!zombieLeader->GetGroup())
- return true;
- if(zombieLeader->GetGroup() == NULL)
- return true;
- if(!playerGroup)
- return true;
- if(playerGroup == NULL)
- return true;
- if(playerGroup->GetMembersCount() > 10 || playerGroup->GetMembersCount() < 5)
- return true;
- uint32 playersDead = 0;
- Player* GroupMember;
- const Group::MemberSlotList members = playerGroup->GetMemberSlots();
- for (Group::member_citerator itr = members.begin(); itr!= members.end(); ++itr)
- {
- GroupMember = (Unit::GetPlayer(*me, itr->guid));
- if (!GroupMember || !GroupMember->GetSession()) { playersDead++; continue; }
- //if (!GroupMember->IsWithinDistInMap(me, 100)){ playersDead++; continue; }
- if (GroupMember->isDead()){ playersDead++; continue; }
- }
- if(playersDead >= playerGroup->GetMembersCount())
- return true;
- if(zombieRound == 15)
- return true;
- return false;
- }
- bool sendMessageToGroup(const char *message)
- {
- if(!zombieLeader->GetGroup())
- return true;
- if(zombieLeader->GetGroup() == NULL)
- return true;
- if(!playerGroup)
- return true;
- Player* GroupMember;
- const Group::MemberSlotList members = playerGroup->GetMemberSlots();
- for (Group::member_citerator itr = members.begin(); itr!= members.end(); ++itr)
- {
- GroupMember = (Unit::GetPlayer(*me, itr->guid));
- if (GroupMember && GroupMember->GetSession())
- {
- if(!GroupMember)
- continue;
- GroupMember->GetSession()->SendAreaTriggerMessage(message);
- }
- }
- return true;
- }
- void reviveAndTeleportOut()
- {
- if(!zombieLeader || zombieLeader == NULL)
- {
- teleportPlayersOut();
- return;
- }
- if(!zombieLeader->GetGroup())
- {
- teleportPlayersOut();
- return;
- }
- if(zombieLeader->GetGroup() == NULL)
- {
- teleportPlayersOut();
- return;
- }
- if(!playerGroup)
- {
- teleportPlayersOut();
- return;
- }
- if(playerGroup){
- Player* GroupMember;
- const Group::MemberSlotList members = playerGroup->GetMemberSlots();
- for (Group::member_citerator itr = members.begin(); itr!= members.end(); ++itr)
- {
- GroupMember = (Unit::GetPlayer(*me, itr->guid));
- if (GroupMember && GroupMember->GetSession())
- {
- //if (!GroupMember->IsWithinDistInMap(me, 100))
- //{
- if(GroupMember->isDead())
- GroupMember->ResurrectPlayer(60, false);
- GroupMember->TeleportTo(534, 5541.770020f, -3783.469971f, 1594.910034f, 2.883010f);
- //}
- }
- }
- }
- }
- bool teleportPlayersOut()
- {
- TC_LOG_DEBUG(LOG_FILTER_GENERAL, "teleportPlrsOut");
- while(me->SelectNearestPlayer(280.0f) != NULL)
- {
- Player* plr = me->SelectNearestPlayer(280.0f);
- if(plr)
- {
- plr->ResurrectPlayer(60, false);
- plr->TeleportTo(534, 5541.770020f, -3783.469971f, 1594.910034f, 2.883010f);
- }
- }
- return true;
- }
- void spawnZombies(Creature* creature, uint32 count)
- {
- zombiesSpawned = zombiesSpawned + count;
- for(uint32 i = 1; i <= count; i++){
- ACE_Based::Thread::Sleep(10);
- uint32 NPC_ID = rand() % 6 + 1;
- switch((rand() % 6 + 1))
- {
- case 1:
- creature->SummonCreature(ZOMBIE_NPCS[NPC_ID], Spawn_C1);
- break;
- case 2:
- creature->SummonCreature(ZOMBIE_NPCS[NPC_ID], Spawn_C2);
- break;
- case 3:
- creature->SummonCreature(ZOMBIE_NPCS[NPC_ID], Spawn_C3);
- break;
- case 4:
- creature->SummonCreature(ZOMBIE_NPCS[NPC_ID], Spawn_C4);
- break;
- case 5:
- creature->SummonCreature(ZOMBIE_NPCS[NPC_ID], Spawn_C5);
- break;
- case 6:
- creature->SummonCreature(ZOMBIE_NPCS[NPC_ID], Spawn_C6);
- break;
- default: TC_LOG_DEBUG(LOG_FILTER_GENERAL, "spawn default");break;
- }
- }
- }
- int getZombieSpawnCountPerWave()
- {
- return ((zombieGroupMembers * ZOMBIES_PER_PERSON) - 1 ) / zombieWaves + 1;
- }
- int getNumberOfWaves()
- {
- if(zombieRound <= 3)
- return 3;
- if(zombieRound > 4 && zombieRound <= 8)
- return 4;
- if(zombieRound > 8 && zombieRound <= 12)
- return 5;
- if(zombieRound > 12 && zombieRound <= 18)
- return 6;
- if(zombieRound >18 && zombieRound < 50)
- return 7;
- return 3;
- }
- int getZombieSpawnCount(Creature* creature)
- {
- return ((zombieGroupMembers * ZOMBIES_PER_PERSON) - 1 ) / 3 + 1;
- }
- bool spawnGoDrop(Creature* creature)
- {
- switch(zombieRound)
- {
- case 1: creature->SummonCreature(510000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 2: creature->SummonCreature(510000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 3: creature->SummonCreature(520000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 4: creature->SummonCreature(520000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 5: creature->SummonCreature(530000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 6: creature->SummonCreature(530000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 7: creature->SummonCreature(540000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 8: creature->SummonCreature(540000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 9: creature->SummonCreature(550000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 10: creature->SummonCreature(550000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 11: creature->SummonCreature(560000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 12: creature->SummonCreature(560000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 13: creature->SummonCreature(560000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 14: creature->SummonCreature(560000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- case 15: creature->SummonCreature(560000, -10970.494141f, -2001.188354f, 79.973495f, 1.433620f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 90*1000); break;
- }
- //creature->SummonCreature(NPC_WAIT_FOR_CHEST_LOOT, -10989.9003f, -1940.1300f, 93.9107f, 4.8345f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 100*1000);
- return true;
- }
- bool isRoundOver()
- {
- if((zombiesSpawned - zombieDeathCount) <= 0) {
- zombiesSpawned = 0;
- zombieDeathCount = 0;
- return true;
- }
- return false;
- }
- bool resetZombieEvent()
- {
- zombieCount = 0;
- zombiesSpawned = 0;
- zombieDeathCount = 0;
- zombieRound = 1;
- zombieWaves = 3;
- zombieWavesCount = 1;
- zombieSpawnPerWave = 0;
- zombieGroupMembers = 0;
- ZOMBIES_PER_PERSON = 3;
- playerGroup = NULL;
- zombieLeader = NULL;
- inZombieGame = false;
- me->UpdatePosition(-10989.9003f, -1940.1300f, 93.9107f, 4.8345f, true);
- return true;
- }
- void reviveGroup()
- {
- GroupReference* grpRef = playerGroup->GetFirstMember();
- for (grpRef; grpRef != NULL; grpRef = grpRef->next())
- {
- Player* groupMember = grpRef->GetSource();
- if(!groupMember)
- continue;
- if(!groupMember->IsInFlight() && !groupMember->IsFlying())
- {
- if(!groupMember->IsAlive() && groupMember->IsInWorld())
- {
- if(!groupMember->InBattleground() && !groupMember->InArena())
- {
- groupMember->ResurrectPlayer(60, false);
- }
- }
- groupMember->TeleportTo(532, -10966.888f, -2011.3127f, 79.98f, 1.37f);
- }
- }
- }
- };
- CreatureAI* GetAI(Creature* creature) const
- {
- return new zombie_bg_master_finalAI(creature);
- }
- };
- /*
- ---------------
- Zombie Creatures AI
- ---------------
- */
- class mobs_normal_zombie : public CreatureScript
- {
- public:
- mobs_normal_zombie() : CreatureScript("mobs_normal_zombie") { }
- struct mobs_normal_zombieAI : public ScriptedAI
- {
- mobs_normal_zombieAI(Creature* c) : ScriptedAI(c) {}
- void JustDied(Unit* killer)
- {
- //zombieDeathCount++;
- if(me)
- me->DespawnOrUnsummon();
- }
- };
- CreatureAI* GetAI(Creature* creature) const
- {
- return new mobs_normal_zombieAI (creature);
- }
- };
- class go_zombie_treasure : public GameObjectScript
- {
- public:
- go_zombie_treasure() : GameObjectScript("go_zombie_treasure") { }
- bool OnGossipHello(Player* player, GameObject* go)
- {
- TC_LOG_DEBUG(LOG_FILTER_GENERAL, "OnGossipHello");
- //player->SendLoot(go->GetGUID(), LOOT_CORPSE);
- return true;
- }
- };
- void AddSC_zombie_event()
- {
- new zombie_bg_master();
- new zombie_bg_master_endgame();
- new zombie_bg_master_final();
- new mobs_normal_zombie();
- new go_zombie_treasure();
- }
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