/* Copyright (C) 2006,2007 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 */ #include "../../sc_defines.h" #define SPELL_SMASH 38761 #define SPELL_BLOW 33230 #define SPELL_WHIRLWIND 41061 #define SPELL_CHARGE 41581 #define SAY_AGGRO "Go get killed" struct MANGOS_DLL_DECL boss_maulgarAI : public ScriptedAI { boss_gruulAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();} uint32 Smash_Timer; uint32 Blow_Timer; uint32 Whirlwind_Timer; uint32 Charge_Timer; uint32 Phase; bool InCombat; void EnterEvadeMode() { Smash_Timer= 30000; Blow_Timer= 40000; Whirlwind_Timer= 35000; Charge_Timer= 8000; Phase = 1; InCombat = false; m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(); DoGoHome(); } void AttackStart(Unit *who) { if (!who) return; if (who->isTargetableForAttack() && who != m_creature) { //Begin attack DoStartMeleeAttack(who); if (!InCombat) { DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL); InCombat = true; } } } void MoveInLineOfSight(Unit *who) { if (!who || m_creature->getVictim()) return; if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who)) { float attackRadius = m_creature->GetAttackDistance(who); if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who)) { if(who->HasStealthAura()) who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); //Begin attack DoStartMeleeAttack(who); if (!InCombat) { DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL); InCombat = true; } } } } void UpdateAI(const uint32 diff) { //Return since we have no target if (!m_creature->SelectHostilTarget()) return; //Check if we have a current target if(m_creature->getVictim() && m_creature->isAlive()) { //Arcing Smash if (Smash_Timer < diff ) { DoCast(m_creature->getVictim(),SPELL_SMASH); Smash_Timer = 30000; }else Smash_Timer -= diff; // Mighty Blow if (Blow_Timer < diff) { DoCast(m_creature->getVictim(),SPELL_BLOW); Blow_Timer= 8000; }else Blow_Timer -= diff; // Whirlwind if (Whirlwind_Timer < diff ) { DoCast(m_creature->getVictim(),SPELL_WHIRLWIND); Whirlwind_Timer = 45000; }else Whirlwind_Timer -= diff; // Random Charge if (Charge_Timer < diff && Phase == 2) { Unit* target = NULL; target = SelectUnit(SELECT_TARGET_RANDOM,0); if(target) DoCast(target,SPELL_CHARGE); Charge_Timer =40000; }else Charge_Timer -= diff; // Phase 2 Random Charging if (m_creature->GetHealth() <= m_creature->GetMaxHealth() / 2) { Phase = 2; } // resets everything //m_creature->m_canMove = true; Smash_Timer= 30000; Blow_Timer= 40000; Whirlwind_Timer= 35000; Charge_Timer= 8000; Phase = 1; InCombat = false; } DoMeleeAttackIfReady(); } }; CreatureAI* GetAI_boss_maulgar(Creature *_Creature) { return new boss_maulgarAI (_Creature); } void AddSC_boss_maulgar() { Script *newscript; newscript = new Script; newscript->Name="boss_maulgar"; newscript->GetAI = GetAI_boss_maulgar; m_scripts[nrscripts++] = newscript; }