void WaypointReached(uint32 uiPointId) override
    {
        switch (uiPointId)
        {
            case 0:
                if (!m_pScriptedMap)
                    break;
                // Prepare Jonathan for the first event
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                {
                    // Summon 3 guards on each side and move Jonathan in the middle
                    for (uint8 i = 0; i < MAX_ROYAL_GUARDS; ++i)
                    {
                        if (Creature* pTemp = m_creature->SummonCreature(NPC_GUARD_ROYAL, aGuardLocations[i][0], aGuardLocations[i][1], aGuardLocations[i][2], aGuardLocations[i][3], TEMPSUMMON_TIMED_DESPAWN, 180000))
                            m_guardsGuid[i] = pTemp->GetObjectGuid();
                    }

                    pJonathan->SetWalk(false);
                    pJonathan->Unmount();
                    pJonathan->GetMotionMaster()->MovePoint(0, aMoveLocations[0][0], aMoveLocations[0][1], aMoveLocations[0][2]);
                }
                break;
            case 1:
                StartNextDialogueText(SAY_JON_DIALOGUE_1);
                SetEscortPaused(true);
                break;
            case 3:
                m_bCanGuardSalute = true;
                break;
            case 11:
                if (!m_pScriptedMap)
                    break;
                // We can reset Jonathan now
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                {
                    pJonathan->SetWalk(true);
                    pJonathan->SetStandState(UNIT_STAND_STATE_STAND);
                    pJonathan->GetMotionMaster()->MoveTargetedHome();
                }
                break;
            case 22:
                SetEscortPaused(true);
                m_creature->SetFacingTo(5.41f);
                StartNextDialogueText(NPC_GUARD_ROYAL);
                break;
            case 24:
                m_bCanGuardSalute = false;
                break;
            case 25:
                StartNextDialogueText(NPC_WRYNN);
                SetEscortPaused(true);
                m_bCanGuardSalute = false;
                break;
        }
    }
bool AreaTrigger_at_murkdeep(Player* pPlayer, AreaTriggerEntry const* /*pAt*/)
{
    // Handle Murkdeep event start
    // The area trigger summons 3 Greymist Coastrunners; The rest of the event is handled by world map scripts
    if (pPlayer->isAlive() && !pPlayer->isGameMaster() && pPlayer->GetQuestStatus(QUEST_WANTED_MURKDEEP) == QUEST_STATUS_INCOMPLETE)
    {
        ScriptedMap* pScriptedMap = (ScriptedMap*)pPlayer->GetInstanceData();
        if (!pScriptedMap)
            return false;

        // If Murkdeep is already spawned, skip the rest
        if (pScriptedMap->GetSingleCreatureFromStorage(NPC_MURKDEEP, true))
            return true;

        // Check if there are already coastrunners (dead or alive) around the area
        if (GetClosestCreatureWithEntry(pPlayer, NPC_GREYMIST_COASTRUNNNER, 60.0f, false, false))
            return true;

        float fX, fY, fZ;
        for (uint8 i = 0; i < 3; ++i)
        {
            // Spawn locations are defined in World Maps Scripts.h
            pPlayer->GetRandomPoint(aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][0], aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][1], aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][2], 5.0f, fX, fY, fZ);

            if (Creature* pTemp = pPlayer->SummonCreature(NPC_GREYMIST_COASTRUNNNER, fX, fY, fZ, aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][3], TEMPSUMMON_DEAD_DESPAWN, 0))
            {
                pTemp->SetWalk(false);
                pTemp->GetRandomPoint(aSpawnLocations[POS_IDX_MURKDEEP_MOVE][0], aSpawnLocations[POS_IDX_MURKDEEP_MOVE][1], aSpawnLocations[POS_IDX_MURKDEEP_MOVE][2], 5.0f, fX, fY, fZ);
                pTemp->GetMotionMaster()->MovePoint(0, fX, fY, fZ);
            }
        }
    }

    return false;
}
    void JustDidDialogueStep(int32 iEntry) override
    {
        if (!m_pScriptedMap)
            return;

        switch (iEntry)
        {
                // Set orientation and prepare the npcs for the next event
            case SAY_WINDSOR_GET_READY:
                m_creature->SetFacingTo(0.6f);
                break;
            case SAY_PRESTOR_SIEZE:
                if (Player* pPlayer = m_creature->GetMap()->GetPlayer(m_playerGuid))
                    Start(false, pPlayer);
                break;
            case SAY_JON_DIALOGUE_8:
                // Turn left and move the guards
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                    pJonathan->SetFacingTo(5.375f);
                if (Creature* pGuard = m_creature->GetMap()->GetCreature(m_guardsGuid[5]))
                {
                    pGuard->SetFacingTo(2.234f);
                    pGuard->SetStandState(UNIT_STAND_STATE_KNEEL);
                }
                if (Creature* pGuard = m_creature->GetMap()->GetCreature(m_guardsGuid[4]))
                    pGuard->GetMotionMaster()->MovePoint(1, aMoveLocations[1][0], aMoveLocations[1][1], aMoveLocations[1][2]);
                if (Creature* pGuard = m_creature->GetMap()->GetCreature(m_guardsGuid[3]))
                    pGuard->GetMotionMaster()->MovePoint(2, aMoveLocations[2][0], aMoveLocations[2][1], aMoveLocations[2][2]);
                break;
            case SAY_JON_DIALOGUE_9:
                // Turn right and move the guards
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                    pJonathan->SetFacingTo(2.234f);
                if (Creature* pGuard = m_creature->GetMap()->GetCreature(m_guardsGuid[2]))
                {
                    pGuard->SetFacingTo(5.375f);
                    pGuard->SetStandState(UNIT_STAND_STATE_KNEEL);
                }
                if (Creature* pGuard = m_creature->GetMap()->GetCreature(m_guardsGuid[1]))
                    pGuard->GetMotionMaster()->MovePoint(3, aMoveLocations[3][0], aMoveLocations[3][1], aMoveLocations[3][2]);
                if (Creature* pGuard = m_creature->GetMap()->GetCreature(m_guardsGuid[0]))
                    pGuard->GetMotionMaster()->MovePoint(4, aMoveLocations[4][0], aMoveLocations[4][1], aMoveLocations[4][2]);
                break;
            case SAY_JON_DIALOGUE_10:
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                    pJonathan->SetFacingToObject(m_creature);
                break;
            case EMOTE_ONESHOT_SALUTE:
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                    pJonathan->HandleEmote(EMOTE_ONESHOT_SALUTE);
                break;
            case NPC_JONATHAN:
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                {
                    pJonathan->SetWalk(true);
                    pJonathan->GetMotionMaster()->MovePoint(0, aMoveLocations[5][0], aMoveLocations[5][1], aMoveLocations[5][2]);
                }
                break;
            case EMOTE_ONESHOT_KNEEL:
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                {
                    pJonathan->SetFacingToObject(m_creature);
                    pJonathan->SetStandState(UNIT_STAND_STATE_KNEEL);
                }
                break;
            case SAY_WINDSOR_DIALOGUE_12:
                if (Creature* pJonathan = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_JONATHAN))
                    m_creature->SetFacingToObject(pJonathan);
                break;
            case SAY_WINDSOR_DIALOGUE_13:
                m_creature->SetFacingTo(0.6f);
                break;
            case EMOTE_ONESHOT_POINT:
                m_creature->HandleEmote(EMOTE_ONESHOT_POINT);
                break;
            case NPC_WINDSOR:
                SetEscortPaused(false);
                break;
            case SAY_WINDSOR_BEFORE_KEEP:
                m_bIsKeepReady = true;
                m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
                break;
            case NPC_GUARD_CITY:
                SetEscortPaused(false);
                break;
            case NPC_WRYNN:
                // Remove npc flags during the event
                if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                    pOnyxia->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP | UNIT_NPC_FLAG_QUESTGIVER);
                if (Creature* pWrynn = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_WRYNN))
                    pWrynn->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                    pBolvar->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
                break;
            case SAY_BOLVAR_KEEP_2:
                if (Creature* pWrynn = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_WRYNN))
                {
                    pWrynn->SetWalk(false);
                    pWrynn->ForcedDespawn(15000);
                    pWrynn->GetMotionMaster()->MovePoint(0, aMoveLocations[6][0], aMoveLocations[6][1], aMoveLocations[6][2]);

                    // Store all the nearby guards, in order to transform them into Onyxia guards
                    std::list<Creature*> lGuardsList;
                    GetCreatureListWithEntryInGrid(lGuardsList, pWrynn, NPC_GUARD_ROYAL, 25.0f);

                    for (std::list<Creature*>::const_iterator itr = lGuardsList.begin(); itr != lGuardsList.end(); ++itr)
                        m_lRoyalGuardsGuidList.push_back((*itr)->GetObjectGuid());
                }
                break;
            case SPELL_WINDSOR_READ:
                DoCastSpellIfCan(m_creature, SPELL_WINDSOR_READ);
                break;
            case EMOTE_BOLVAR_GASP:
                if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                {
                    pOnyxia->UpdateEntry(NPC_LADY_ONYXIA);

                    if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                        pBolvar->SetFacingToObject(pOnyxia);
                }
                break;
            case SAY_PRESTOR_KEEP_9:
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                {
                    pBolvar->SetWalk(false);
                    pBolvar->GetMotionMaster()->MovePoint(0, aMoveLocations[7][0], aMoveLocations[7][1], aMoveLocations[7][2]);
                }
                break;
            case SAY_BOLVAR_KEEP_10:
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                {
                    if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                    {
                        pBolvar->SetFacingToObject(pOnyxia);
                        DoScriptText(EMOTE_PRESTOR_LAUGH, pOnyxia);
                    }
                }
                break;
            case SAY_PRESTOR_KEEP_11:
                for (GuidList::const_iterator itr = m_lRoyalGuardsGuidList.begin(); itr != m_lRoyalGuardsGuidList.end(); ++itr)
                {
                    if (Creature* pGuard = m_creature->GetMap()->GetCreature(*itr))
                    {
                        if (!pGuard->isAlive())
                            continue;

                        pGuard->UpdateEntry(NPC_GUARD_ONYXIA);
                        DoScriptText(EMOTE_GUARD_TRANSFORM, pGuard);

                        if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                            pGuard->AI()->AttackStart(pBolvar);
                    }
                }
                m_uiGuardCheckTimer = 1000;
                break;
            case SPELL_WINDSOR_DEATH:
                if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                    pOnyxia->CastSpell(m_creature, SPELL_WINDSOR_DEATH, false);
                break;
            case SAY_WINDSOR_KEEP_12:
                if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                    DoScriptText(SAY_PRESTOR_KEEP_13, pOnyxia);

                // Fake death
                m_creature->InterruptNonMeleeSpells(true);
                m_creature->SetHealth(0);
                m_creature->StopMoving();
                m_creature->ClearComboPointHolders();
                m_creature->RemoveAllAurasOnDeath();
                m_creature->ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
                m_creature->ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
                m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                m_creature->ClearAllReactives();
                m_creature->GetMotionMaster()->Clear();
                m_creature->GetMotionMaster()->MoveIdle();
                m_creature->SetStandState(UNIT_STAND_STATE_DEAD);
                break;
            case SAY_PRESTOR_KEEP_14:
                if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                {
                    pOnyxia->ForcedDespawn(1000);
                    pOnyxia->HandleEmote(EMOTE_ONESHOT_LIFTOFF);
                    pOnyxia->CastSpell(pOnyxia, SPELL_ONYXIA_DESPAWN, false);
                }
                break;
            case NPC_GUARD_ONYXIA:
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                    pBolvar->GetMotionMaster()->MovePoint(0, aMoveLocations[7][0], aMoveLocations[7][1], aMoveLocations[7][2]);
                break;
            case NPC_BOLVAR:
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                {
                    pBolvar->SetWalk(true);
                    pBolvar->GetMotionMaster()->MovePoint(0, aMoveLocations[8][0], aMoveLocations[8][1], aMoveLocations[8][2]);
                }
                break;
            case SAY_BOLVAR_KEEP_15:
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                    pBolvar->SetStandState(UNIT_STAND_STATE_KNEEL);

                DoScriptText(SAY_WINDSOR_KEEP_16, m_creature);
                DoScriptText(EMOTE_WINDSOR_DIE, m_creature);

                if (Player* pPlayer = m_creature->GetMap()->GetPlayer(m_playerGuid))
                    pPlayer->GroupEventHappens(QUEST_THE_GREAT_MASQUERADE, m_creature);
                break;
            case NPC_GUARD_PATROLLER:
                // Reset Bolvar and Wrynn
                if (Creature* pBolvar = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_BOLVAR))
                {
                    pBolvar->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
                    pBolvar->SetStandState(UNIT_STAND_STATE_STAND);
                    pBolvar->GetMotionMaster()->MoveTargetedHome();
                }
                if (Creature* pWrynn = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_WRYNN))
                {
                    pWrynn->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER);
                    pWrynn->Respawn();
                    pWrynn->SetWalk(true);
                    pWrynn->GetMotionMaster()->MoveTargetedHome();
                }
                // Onyxia will respawn by herself in about 30 min, so just reset flags
                if (Creature* pOnyxia = m_pScriptedMap->GetSingleCreatureFromStorage(NPC_PRESTOR))
                    pOnyxia->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP | UNIT_NPC_FLAG_QUESTGIVER);
                // Allow creature to despawn
                SetEscortPaused(false);
                break;
        }
    }