bool GOGossipSelect_go_ulduar_teleporter(Player *pPlayer, GameObject* pGo, uint32 sender, uint32 action)
{
    int32 damage = 0;
    if(sender != GOSSIP_SENDER_MAIN) return false;

    if(!pPlayer->getAttackers().empty()) return false;

    if(action >= 0 && action <= PORTALS_COUNT)
    pPlayer->TeleportTo(PortalLoc[action].map_num, PortalLoc[action].x, PortalLoc[action].y, PortalLoc[action].z, PortalLoc[action].o);
    if (PortalLoc[action].spellID != 0 )
           if (SpellEntry const* spell = (SpellEntry *)GetSpellStore()->LookupEntry(PortalLoc[action].spellID))
           {
               SpellAuraHolder *holder = CreateSpellAuraHolder(spell, pPlayer, pPlayer);
               Aura *aura = CreateAura(spell, EFFECT_INDEX_2, NULL, holder, pPlayer);
               holder->AddAura(aura, EFFECT_INDEX_2);
           }

    pPlayer->CLOSE_GOSSIP_MENU();
    return true;
}
Exemple #2
0
bool GOGossipSelect_go_ulduar_teleporter(Player *pPlayer, GameObject* pGo, uint32 sender, uint32 action)
{
    int32 damage = 0;
    if(sender != GOSSIP_SENDER_MAIN) return true;

    if(pPlayer->IsInCombat()) 
        return true;

    if(action >= 0 && action <= PORTALS_COUNT)
    pPlayer->TeleportTo(PortalLoc[action].map_num, PortalLoc[action].x, PortalLoc[action].y, PortalLoc[action].z, PortalLoc[action].o);
    if (PortalLoc[action].spellID != 0 )
        if (SpellEntry const* spell = (SpellEntry *)GetSpellStore()->LookupEntry(PortalLoc[action].spellID))
        {
            SpellAuraHolderPtr holder = CreateSpellAuraHolder(spell, pPlayer, pPlayer);
            Aura* aura = holder->CreateAura(AURA_CLASS_AURA, EFFECT_INDEX_2, NULL, holder, pPlayer, pPlayer, NULL);
            pPlayer->AddSpellAuraHolder(holder);
        }

    pPlayer->CLOSE_GOSSIP_MENU();
    return true;
}
bool BSWScriptedAI::_doAura(uint8 m_uiSpellIdx, Unit* pTarget, SpellEffectIndex index)
{
    SpellTable* pSpell = &m_BossSpell[m_uiSpellIdx];

    if (!pTarget || !pTarget->IsInMap(m_creature) || !pTarget->isAlive())
        {
           error_log("BSW: FAILED adding aura of spell number %u - no target or target not in map or target is dead",pSpell->m_uiSpellEntry[currentDifficulty]);
           return false;
        }

    if (_hasAura(m_uiSpellIdx,pTarget))
         debug_log("BSW: adding aura stack from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index);
    else debug_log("BSW: adding new aura from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index);

    SpellEntry const *spell = (SpellEntry *)GetSpellStore()->LookupEntry(pSpell->m_uiSpellEntry[currentDifficulty]);
    if (spell && spell->Effect[index] < TOTAL_SPELL_EFFECTS)
    {
        if (IsSpellAppliesAura(spell, (1 << EFFECT_INDEX_0) | (1 << EFFECT_INDEX_1) | (1 << EFFECT_INDEX_2)) || IsSpellHaveEffect(spell, SPELL_EFFECT_PERSISTENT_AREA_AURA))
        {
            SpellAuraHolder *holder = CreateSpellAuraHolder(spell, pTarget, pTarget);

            int32 basepoint = pSpell->varData ?  pSpell->varData - 1 : spell->EffectBasePoints[index] + 1;

            if ( IsAreaAuraEffect(spell->Effect[index]) ||
                spell->Effect[index] == SPELL_EFFECT_APPLY_AURA  ||
                spell->Effect[index] == SPELL_EFFECT_PERSISTENT_AREA_AURA )
                {
                    Aura *aura = CreateAura(spell, SpellEffectIndex(index), &basepoint, holder, pTarget);
                    holder->AddAura(aura, SpellEffectIndex(index));
                    return true;
                }
        }
    }

    error_log("BSW: FAILED adding aura from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index);

    return false;
};
Exemple #4
0
bool BSWScriptedAI::_doAura(uint32 SpellID, Unit* pTarget, SpellEffectIndex index, int32 basepoint, bool isStack)
{
    if (!pTarget || !pTarget->IsInMap(m_creature) || !pTarget->isAlive())
    {
        error_log("BSW: FAILED adding aura of spell number %u - no target or target not in map or target is dead",SpellID);
        return false;
    }

    if (_hasAura(SpellID,pTarget))
         debug_log("BSW: adding aura stack from spell %u index %u",SpellID, index);
    else debug_log("BSW: adding new aura from spell %u index %u",SpellID, index);

    SpellEntry const *spell = (SpellEntry *)GetSpellStore()->LookupEntry(SpellID);

    if (spell)
    {
        if (IsSpellAppliesAura(spell, (1 << EFFECT_INDEX_0) | (1 << EFFECT_INDEX_1) | (1 << EFFECT_INDEX_2)) || IsSpellHaveEffect(spell, SPELL_EFFECT_PERSISTENT_AREA_AURA))
        {
            int32 _basepoint = basepoint ?  basepoint - 1 : spell->EffectBasePoints[index] + 1;

            bool addedToExisting = true;

            SpellAuraHolderPtr holder = pTarget->GetSpellAuraHolder(SpellID, pTarget->GetObjectGuid());

            Aura* aura = NULL;

            if (!holder)
            {
                holder = CreateSpellAuraHolder(spell, pTarget, pTarget);
                addedToExisting = false;
            }


            if (aura = holder->GetAuraByEffectIndex(index))
            {
                if (isStack)
                    holder->ModStackAmount(1);
            }
            else
            {
                aura = holder->CreateAura(spell, index, &_basepoint, holder, pTarget, m_creature, NULL);
                holder->SetAuraDuration(aura->GetAuraMaxDuration());
            }

            if (addedToExisting)
            {
                pTarget->AddAuraToModList(aura);
                holder->SetInUse(true);
                aura->ApplyModifier(true,true);
                holder->SetInUse(false);
            }
            else
                pTarget->AddSpellAuraHolder(holder);

            return true;
        }
    }

    error_log("BSW: FAILED adding aura from spell %u index %u",SpellID, index);

    return false;
};