Esempio n. 1
0
        void UpdateAI(const uint32 diff)
        {
            //Check if we have a target
            if (!UpdateVictim())
            {
                //No target so we'll use this section to do our random wispers instance wide
                //WisperTimer
                if (WisperTimer <= diff)
                {
                    Map* map = me->GetMap();
                    if (!map->IsDungeon()) return;

                    //Play random sound to the zone
                    Map::PlayerList const &PlayerList = map->GetPlayers();

                    if (!PlayerList.isEmpty())
                    {
                        for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
                        {
                            if (Player* pPlr = itr->getSource())
                                pPlr->PlayDirectSound(RANDOM_SOUND_WHISPER, pPlr);
                        }
                    }

                    //One random wisper every 90 - 300 seconds
                    WisperTimer = urand(90000, 300000);
                } else WisperTimer -= diff;

                return;
            }

            me->SetTarget(0);

            //No instance
            if (!pInst)
                return;

            uint32 currentPhase = pInst->GetData(DATA_CTHUN_PHASE);
            if (currentPhase == PHASE_CTHUN_STOMACH || currentPhase == PHASE_CTHUN_WEAK)
            {
                // EyeTentacleTimer
                if (EyeTentacleTimer <= diff)
                {
                    //Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 20);                //south
                    SpawnEyeTentacle(10, 10);               //south west
                    SpawnEyeTentacle(20, 0);                //west
                    SpawnEyeTentacle(10, -10);              //north west

                    SpawnEyeTentacle(0, -20);               //north
                    SpawnEyeTentacle(-10, -10);             //north east
                    SpawnEyeTentacle(-20, 0);               // east
                    SpawnEyeTentacle(-10, 10);              // south east

                    EyeTentacleTimer = 30000; // every 30sec in phase 2
                } else EyeTentacleTimer -= diff;
            }

            switch (currentPhase)
            {
                //Transition phase
                case PHASE_CTHUN_TRANSITION:
                    //PhaseTimer
                    if (PhaseTimer <= diff)
                    {
                        //Switch
                        pInst->SetData(DATA_CTHUN_PHASE, PHASE_CTHUN_STOMACH);

                        //Switch to c'thun model
                        me->InterruptNonMeleeSpells(false);
                        DoCast(me, SPELL_TRANSFORM, false);
                        me->SetFullHealth();

                        me->SetVisible(true);
                        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);

                        //Emerging phase
                        //AttackStart(Unit::GetUnit(*me, HoldpPlayer));
                        DoZoneInCombat();

                        //Place all units in threat list on outside of stomach
                        Stomach_Map.clear();

                        std::list<HostileReference*>::const_iterator i = me->getThreatManager().getThreatList().begin();
                        for (; i != me->getThreatManager().getThreatList().end(); ++i)
                        {
                            //Outside stomach
                            Stomach_Map[(*i)->getUnitGuid()] = false;
                        }

                        //Spawn 2 flesh tentacles
                        FleshTentaclesKilled = 0;

                        //Spawn flesh tentacle
                        for (uint8 i = 0; i < 2; i++)
                        {
                            Creature* spawned = me->SummonCreature(MOB_FLESH_TENTACLE, FleshTentaclePos[i], TEMPSUMMON_CORPSE_DESPAWN);
                            if (!spawned)
                                ++FleshTentaclesKilled;
                        }

                        PhaseTimer = 0;
                    } else PhaseTimer -= diff;

                    break;

                //Body Phase
                case PHASE_CTHUN_STOMACH:
                    //Remove Target field
                    me->SetTarget(0);

                    //Weaken
                    if (FleshTentaclesKilled > 1)
                    {
                        pInst->SetData(DATA_CTHUN_PHASE, PHASE_CTHUN_WEAK);

                        DoScriptText(EMOTE_WEAKENED, me);
                        PhaseTimer = 45000;

                        DoCast(me, SPELL_PURPLE_COLORATION, true);

                        UNORDERED_MAP<uint64, bool>::iterator i = Stomach_Map.begin();

                        //Kick all players out of stomach
                        while (i != Stomach_Map.end())
                        {
                            //Check for valid player
                            Unit* pUnit = Unit::GetUnit(*me, i->first);

                            //Only move units in stomach
                            if (pUnit && i->second == true)
                            {
                                //Teleport each player out
                                DoTeleportPlayer(pUnit, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()+10, float(rand()%6));

                                //Cast knockback on them
                                DoCast(pUnit, SPELL_EXIT_STOMACH_KNOCKBACK, true);

                                //Remove the acid debuff
                                pUnit->RemoveAurasDueToSpell(SPELL_DIGESTIVE_ACID);

                                i->second = false;
                            }
                            ++i;
                        }

                        return;
                    }

                    //Stomach acid
                    if (StomachAcidTimer <= diff)
                    {
                        //Apply aura to all players in stomach
                        UNORDERED_MAP<uint64, bool>::iterator i = Stomach_Map.begin();

                        while (i != Stomach_Map.end())
                        {
                            //Check for valid player
                            Unit* pUnit = Unit::GetUnit(*me, i->first);

                            //Only apply to units in stomach
                            if (pUnit && i->second == true)
                            {
                                //Cast digestive acid on them
                                DoCast(pUnit, SPELL_DIGESTIVE_ACID, true);

                                //Check if player should be kicked from stomach
                                if (pUnit->IsWithinDist3d(&KickPos, 15.0f))
                                {
                                    //Teleport each player out
                                    DoTeleportPlayer(pUnit, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()+10, float(rand()%6));

                                    //Cast knockback on them
                                    DoCast(pUnit, SPELL_EXIT_STOMACH_KNOCKBACK, true);

                                    //Remove the acid debuff
                                    pUnit->RemoveAurasDueToSpell(SPELL_DIGESTIVE_ACID);

                                    i->second = false;
                                }
                            }
                            ++i;
                        }

                        StomachAcidTimer = 4000;
                    } else StomachAcidTimer -= diff;

                    //Stomach Enter Timer
                    if (StomachEnterTimer <= diff)
                    {
                        if (Unit* target = SelectRandomNotStomach())
                        {
                            //Set target in stomach
                            Stomach_Map[target->GetGUID()] = true;
                            target->InterruptNonMeleeSpells(false);
                            target->CastSpell(target, SPELL_MOUTH_TENTACLE, true, NULL, NULL, me->GetGUID());
                            StomachEnterTarget = target->GetGUID();
                            StomachEnterVisTimer = 3800;
                        }

                        StomachEnterTimer = 13800;
                    } else StomachEnterTimer -= diff;

                    if (StomachEnterVisTimer && StomachEnterTarget)
                    {
                        if (StomachEnterVisTimer <= diff)
                        {
                            //Check for valid player
                            Unit* pUnit = Unit::GetUnit(*me, StomachEnterTarget);

                            if (pUnit)
                            {
                                DoTeleportPlayer(pUnit, STOMACH_X, STOMACH_Y, STOMACH_Z, STOMACH_O);
                            }

                            StomachEnterTarget = 0;
                            StomachEnterVisTimer = 0;
                        } else StomachEnterVisTimer -= diff;
                    }

                    //GientClawTentacleTimer
                    if (GiantClawTentacleTimer <= diff)
                    {
                        if (Unit* target = SelectRandomNotStomach())
                        {
                            //Spawn claw tentacle on the random target
                            if (Creature* spawned = me->SummonCreature(MOB_GIANT_CLAW_TENTACLE, *target, TEMPSUMMON_CORPSE_DESPAWN, 500))
                                if (spawned->AI())
                                    spawned->AI()->AttackStart(target);
                        }

                        //One giant claw tentacle every minute
                        GiantClawTentacleTimer = 60000;
                    } else GiantClawTentacleTimer -= diff;

                    //GiantEyeTentacleTimer
                    if (GiantEyeTentacleTimer <= diff)
                    {
                        if (Unit* target = SelectRandomNotStomach())
                        {
                            //Spawn claw tentacle on the random target
                            if (Creature* spawned = me->SummonCreature(MOB_GIANT_EYE_TENTACLE, *target, TEMPSUMMON_CORPSE_DESPAWN, 500))
                                if (spawned->AI())
                                    spawned->AI()->AttackStart(target);
                        }

                        //One giant eye tentacle every minute
                        GiantEyeTentacleTimer = 60000;
                    } else GiantEyeTentacleTimer -= diff;

                    break;

                //Weakened state
                case PHASE_CTHUN_WEAK:
                    //PhaseTimer
                    if (PhaseTimer <= diff)
                    {
                        //Switch
                        pInst->SetData(DATA_CTHUN_PHASE, PHASE_CTHUN_STOMACH);

                        //Remove purple coloration
                        me->RemoveAurasDueToSpell(SPELL_PURPLE_COLORATION);

                        //Spawn 2 flesh tentacles
                        FleshTentaclesKilled = 0;

                        //Spawn flesh tentacle
                        for (uint8 i = 0; i < 2; i++)
                        {
                            Creature* spawned = me->SummonCreature(MOB_FLESH_TENTACLE, FleshTentaclePos[i], TEMPSUMMON_CORPSE_DESPAWN);
                            if (!spawned)
                                ++FleshTentaclesKilled;
                        }

                        PhaseTimer = 0;
                    } else PhaseTimer -= diff;

                    break;
            }
        }
Esempio n. 2
0
        void UpdateAI(const uint32 diff)
        {
            //Check if we have a target
            if (!UpdateVictim())
                return;

            //No instance
            if (!pInst)
                return;

            uint32 currentPhase = pInst->GetData(DATA_CTHUN_PHASE);
            if (currentPhase == PHASE_EYE_GREEN_BEAM || currentPhase == PHASE_EYE_RED_BEAM)
            {
                // EyeTentacleTimer
                if (EyeTentacleTimer <= diff)
                {
                    //Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 20);                //south
                    SpawnEyeTentacle(10, 10);               //south west
                    SpawnEyeTentacle(20, 0);                //west
                    SpawnEyeTentacle(10, -10);              //north west

                    SpawnEyeTentacle(0, -20);               //north
                    SpawnEyeTentacle(-10, -10);             //north east
                    SpawnEyeTentacle(-20, 0);               // east
                    SpawnEyeTentacle(-10, 10);              // south east

                    EyeTentacleTimer = 45000;
                } else EyeTentacleTimer -= diff;
            }

            switch (currentPhase)
            {
                case PHASE_EYE_GREEN_BEAM:
                    //BeamTimer
                    if (BeamTimer <= diff)
                    {
                        //SPELL_GREEN_BEAM
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        {
                            me->InterruptNonMeleeSpells(false);
                            DoCast(target, SPELL_GREEN_BEAM);

                            //Correctly update our target
                            me->SetTarget(target->GetGUID());
                        }

                        //Beam every 3 seconds
                        BeamTimer = 3000;
                    } else BeamTimer -= diff;

                    //ClawTentacleTimer
                    if (ClawTentacleTimer <= diff)
                    {
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        {
                            Creature* Spawned = NULL;

                            //Spawn claw tentacle on the random target
                            Spawned = me->SummonCreature(MOB_CLAW_TENTACLE, *target, TEMPSUMMON_CORPSE_DESPAWN, 500);

                            if (Spawned && Spawned->AI())
                                Spawned->AI()->AttackStart(target);
                        }

                        //One claw tentacle every 12.5 seconds
                        ClawTentacleTimer = 12500;
                    } else ClawTentacleTimer -= diff;

                    //PhaseTimer
                    if (PhaseTimer <= diff)
                    {
                        //Switch to Dark Beam
                        pInst->SetData(DATA_CTHUN_PHASE, PHASE_EYE_RED_BEAM);

                        me->InterruptNonMeleeSpells(false);
                        me->SetReactState(REACT_PASSIVE);

                        //Remove any target
                        me->SetTarget(0);

                        //Select random target for dark beam to start on
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        {
                            //Face our target
                            DarkGlareAngle = me->GetAngle(target);
                            DarkGlareTickTimer = 1000;
                            DarkGlareTick = 0;
                            ClockWise = RAND(true, false);
                        }

                        //Add red coloration to C'thun
                        DoCast(me, SPELL_RED_COLORATION, true);

                        //Freeze animation
                        DoCast(me, SPELL_FREEZE_ANIM);
                        me->SetOrientation(DarkGlareAngle);
                        me->StopMoving();

                        //Darkbeam for 35 seconds
                        PhaseTimer = 35000;
                    } else PhaseTimer -= diff;

                    break;

                case PHASE_EYE_RED_BEAM:
                    if (DarkGlareTick < 35)
                    {
                        if (DarkGlareTickTimer <= diff)
                        {
                            //Set angle and cast
                            if (ClockWise)
                                me->SetOrientation(DarkGlareAngle + DarkGlareTick * M_PI / 35);
                            else
                                me->SetOrientation(DarkGlareAngle - DarkGlareTick * M_PI / 35);

                            me->StopMoving();

                            //Actual dark glare cast, maybe something missing here?
                            DoCast(me, SPELL_DARK_GLARE, false);

                            //Increase tick
                            ++DarkGlareTick;

                            //1 second per tick
                            DarkGlareTickTimer = 1000;
                        } else DarkGlareTickTimer -= diff;
                    }

                    //PhaseTimer
                    if (PhaseTimer <= diff)
                    {
                        //Switch to Eye Beam
                        pInst->SetData(DATA_CTHUN_PHASE, PHASE_EYE_GREEN_BEAM);

                        BeamTimer = 3000;
                        ClawTentacleTimer = 12500;              //4 per Eye beam phase (unsure if they spawn during Dark beam)

                        me->InterruptNonMeleeSpells(false);

                        //Remove Red coloration from c'thun
                        me->RemoveAurasDueToSpell(SPELL_RED_COLORATION);
                        me->RemoveAurasDueToSpell(SPELL_FREEZE_ANIM);

                        //set it back to aggressive
                        me->SetReactState(REACT_AGGRESSIVE);

                        //Eye Beam for 50 seconds
                        PhaseTimer = 50000;
                    } else PhaseTimer -= diff;

                    break;

                //Transition phase
                case PHASE_CTHUN_TRANSITION:
                    //Remove any target
                    me->SetTarget(0);
                    me->SetHealth(0);
                    me->SetVisible(false);
                    break;

                //Dead phase
                case PHASE_CTHUN_DONE:
                    Creature* pPortal= me->FindNearestCreature(MOB_CTHUN_PORTAL, 10);
                    if (pPortal)
                        pPortal->DespawnOrUnsummon();

                    me->DespawnOrUnsummon();
                    break;
            }
        }
Esempio n. 3
0
    void UpdateAI(const uint32 diff)
    {
        //Check if we have a target
        if (!UpdateVictim())
        {
            //No target so we'll use this section to do our random wispers instance wide
            //WisperTimer
            if (WisperTimer <= diff)
            {
                Map *map = me->GetMap();
                if (!map->IsDungeon()) return;

                Map::PlayerList const &PlayerList = map->GetPlayers();
                for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
                {
                    if (Player* i_pl = i->getSource())
                    {
                        //Play random sound to the zone
                        i_pl->SendPlaySound(RANDOM_SOUND_WHISPER, true);
                    }
                }

                //One random wisper every 90 - 300 seconds
                WisperTimer = 90000 + (rand()% 210000);
            } else WisperTimer -= diff;

            return;
        }

        me->SetUInt64Value(UNIT_FIELD_TARGET, 0);

        //No instance
        if (!pInst)
            return;

        switch (pInst->GetData(DATA_CTHUN_PHASE))
        {
            //Transition phase
            case 2:
            {
                //PhaseTimer
                if (PhaseTimer <= diff)
                {
                    //Switch
                    pInst->SetData(DATA_CTHUN_PHASE, 3);

                    //Switch to c'thun model
                    me->InterruptNonMeleeSpells(false);
                    DoCast(me, SPELL_TRANSFORM, false);
                    me->SetHealth(me->GetMaxHealth());

                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);

                    //Emerging phase
                    //AttackStart(Unit::GetUnit(*me, HoldPlayer));
                    DoZoneInCombat();

                    //Place all units in threat list on outside of stomach
                    Stomach_Map.clear();

                    std::list<HostileReference*>::iterator i = me->getThreatManager().getThreatList().begin();
                    for (; i != me->getThreatManager().getThreatList().end(); ++i)
                    {
                        //Outside stomach
                        Stomach_Map[(*i)->getUnitGuid()] = false;
                    }

                    //Spawn 2 flesh tentacles
                    FleshTentaclesKilled = 0;

                    Creature* Spawned;

                    //Spawn flesh tentacle
                    Spawned = (Creature*)me->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS1_X, TENTACLE_POS1_Y, TENTACLE_POS1_Z, TENTACLE_POS1_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!Spawned)
                        FleshTentaclesKilled++;
                    else
                        ((flesh_tentacleAI*)(Spawned->AI()))->SpawnedByCthun(me->GetGUID());

                    //Spawn flesh tentacle
                    Spawned = (Creature*)me->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS2_X, TENTACLE_POS2_Y, TENTACLE_POS2_Z, TENTACLE_POS2_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!Spawned)
                        FleshTentaclesKilled++;
                    else
                        ((flesh_tentacleAI*)(Spawned->AI()))->SpawnedByCthun(me->GetGUID());

                    PhaseTimer = 0;
                } else PhaseTimer -= diff;

            }break;

            //Body Phase
            case 3:
            {
                //Remove Target field
                me->SetUInt64Value(UNIT_FIELD_TARGET, 0);

                //Weaken
                if (FleshTentaclesKilled > 1)
                {
                    pInst->SetData(DATA_CTHUN_PHASE, 4);

                    DoScriptText(EMOTE_WEAKENED, me);
                    PhaseTimer = 45000;

                    DoCast(me, SPELL_RED_COLORATION, true);

                    UNORDERED_MAP<uint64, bool>::iterator i = Stomach_Map.begin();

                    //Kick all players out of stomach
                    while (i != Stomach_Map.end())
                    {
                        //Check for valid player
                        Unit* pUnit = Unit::GetUnit(*me, i->first);

                        //Only move units in stomach
                        if (pUnit && i->second == true)
                        {
                            //Teleport each player out
                            DoTeleportPlayer(pUnit, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()+10, float(rand()%6));

                            //Cast knockback on them
                            DoCast(pUnit, SPELL_EXIT_STOMACH_KNOCKBACK, true);

                            //Remove the acid debuff
                            pUnit->RemoveAurasDueToSpell(SPELL_DIGESTIVE_ACID);

                            i->second = false;
                        }
                        ++i;
                    }

                    return;
                }

                //Stomach acid
                if (StomachAcidTimer <= diff)
                {
                    //Apply aura to all players in stomach
                    UNORDERED_MAP<uint64, bool>::iterator i = Stomach_Map.begin();

                    while (i != Stomach_Map.end())
                    {
                        //Check for valid player
                        Unit* pUnit = Unit::GetUnit(*me, i->first);

                        //Only apply to units in stomach
                        if (pUnit && i->second == true)
                        {
                            //Cast digestive acid on them
                            DoCast(pUnit, SPELL_DIGESTIVE_ACID, true);

                            //Check if player should be kicked from stomach
                            if (pUnit->GetDistance(KICK_X, KICK_Y, KICK_Z) < 15)
                            {
                                //Teleport each player out
                                DoTeleportPlayer(pUnit, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()+10, float(rand()%6));

                                //Cast knockback on them
                                DoCast(pUnit, SPELL_EXIT_STOMACH_KNOCKBACK, true);

                                //Remove the acid debuff
                                pUnit->RemoveAurasDueToSpell(SPELL_DIGESTIVE_ACID);

                                i->second = false;
                            }
                        }
                        ++i;
                    }

                    StomachAcidTimer = 4000;
                } else StomachAcidTimer -= diff;

                //Stomach Enter Timer
                if (StomachEnterTimer <= diff)
                {
                    Unit* pTarget = NULL;
                    pTarget = SelectRandomNotStomach();

                    if (pTarget)
                    {
                        //Set target in stomach
                        Stomach_Map[pTarget->GetGUID()] = true;
                        pTarget->InterruptNonMeleeSpells(false);
                        pTarget->CastSpell(pTarget, SPELL_MOUTH_TENTACLE, true, NULL, NULL, me->GetGUID());
                        StomachEnterTarget = pTarget->GetGUID();
                        StomachEnterVisTimer = 3800;
                    }

                    StomachEnterTimer = 13800;
                } else StomachEnterTimer -= diff;

                if (StomachEnterVisTimer && StomachEnterTarget)
                {
                    if (StomachEnterVisTimer <= diff)
                    {
                        //Check for valid player
                        Unit* pUnit = Unit::GetUnit(*me, StomachEnterTarget);

                        if (pUnit)
                        {
                            DoTeleportPlayer(pUnit, STOMACH_X, STOMACH_Y, STOMACH_Z, STOMACH_O);
                        }

                        StomachEnterTarget = 0;
                        StomachEnterVisTimer = 0;
                    } else StomachEnterVisTimer -= diff;
                }

                //GientClawTentacleTimer
                if (GiantClawTentacleTimer <= diff)
                {
                    Unit* pTarget = NULL;
                    pTarget = SelectRandomNotStomach();
                    if (pTarget)
                    {
                        Creature* Spawned = NULL;

                        //Spawn claw tentacle on the random target
                        Spawned = (Creature*)me->SummonCreature(MOB_GIANT_CLAW_TENTACLE,pTarget->GetPositionX(),pTarget->GetPositionY(),pTarget->GetPositionZ(),0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,500);

                        if (Spawned)
                            Spawned->AI()->AttackStart(pTarget);
                    }

                    //One giant claw tentacle every minute
                    GiantClawTentacleTimer = 60000;
                } else GiantClawTentacleTimer -= diff;

                //GiantEyeTentacleTimer
                if (GiantEyeTentacleTimer <= diff)
                {
                    Unit* pTarget = NULL;
                    pTarget = SelectRandomNotStomach();
                    if (pTarget)
                    {

                        Creature* Spawned = NULL;

                        //Spawn claw tentacle on the random target
                        Spawned = (Creature*)me->SummonCreature(MOB_GIANT_EYE_TENTACLE,pTarget->GetPositionX(),pTarget->GetPositionY(),pTarget->GetPositionZ(),0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,500);

                        if (Spawned)
                            Spawned->AI()->AttackStart(pTarget);
                    }

                    //One giant eye tentacle every minute
                    GiantEyeTentacleTimer = 60000;
                } else GiantEyeTentacleTimer -= diff;

                //EyeTentacleTimer
                if (EyeTentacleTimer <= diff)
                {
                    //Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 25);                //south
                    SpawnEyeTentacle(12, 12);               //south west
                    SpawnEyeTentacle(25, 0);                //west
                    SpawnEyeTentacle(12, -12);              //north west

                    SpawnEyeTentacle(0, -25);               //north
                    SpawnEyeTentacle(-12, -12);             //north east
                    SpawnEyeTentacle(-25, 0);               // east
                    SpawnEyeTentacle(-12, 12);              // south east

                    //These spawn at every 30 seconds
                    EyeTentacleTimer = 30000;
                } else EyeTentacleTimer -= diff;

            }break;

            //Weakened state
            case 4:
            {
                //PhaseTimer
                if (PhaseTimer <= diff)
                {
                    //Switch
                    pInst->SetData(DATA_CTHUN_PHASE, 3);

                    //Remove red coloration
                    me->RemoveAurasDueToSpell(SPELL_RED_COLORATION);

                    //Spawn 2 flesh tentacles
                    FleshTentaclesKilled = 0;

                    Creature* Spawned;

                    //Spawn flesh tentacle
                    Spawned = (Creature*)me->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS1_X, TENTACLE_POS1_Y, TENTACLE_POS1_Z, TENTACLE_POS1_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!Spawned)
                        FleshTentaclesKilled++;
                    else
                        ((flesh_tentacleAI*)(Spawned->AI()))->SpawnedByCthun(me->GetGUID());

                    //Spawn flesh tentacle
                    Spawned = (Creature*)me->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS2_X, TENTACLE_POS2_Y, TENTACLE_POS2_Z, TENTACLE_POS2_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!Spawned)
                        FleshTentaclesKilled++;
                    else
                        ((flesh_tentacleAI*)(Spawned->AI()))->SpawnedByCthun(me->GetGUID());

                    PhaseTimer = 0;
                } else PhaseTimer -= diff;
            }
        }
    }
Esempio n. 4
0
    void UpdateAI(const uint32 diff)
    {
        //Check if we have a target
        if (!UpdateVictim())
            return;

        //No instance
        if (!pInst)
            return;

        switch (pInst->GetData(DATA_CTHUN_PHASE))
        {
            case 0:
            {
                //BeamTimer
                if (BeamTimer <= diff)
                {
                    //SPELL_GREEN_BEAM
                    Unit* pTarget = NULL;
                    pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
                    if (pTarget)
                    {
                        me->InterruptNonMeleeSpells(false);
                        DoCast(pTarget,SPELL_GREEN_BEAM);

                        //Correctly update our target
                        me->SetUInt64Value(UNIT_FIELD_TARGET, pTarget->GetGUID());
                    }

                    //Beam every 3 seconds
                    BeamTimer = 3000;
                } else BeamTimer -= diff;

                //ClawTentacleTimer
                if (ClawTentacleTimer <= diff)
                {
                    Unit* pTarget = NULL;
                    pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
                    if (pTarget)
                    {
                        Creature* Spawned = NULL;

                        //Spawn claw tentacle on the random target
                        Spawned = (Creature*)me->SummonCreature(MOB_CLAW_TENTACLE,pTarget->GetPositionX(),pTarget->GetPositionY(),pTarget->GetPositionZ(),0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,500);

                        if (Spawned)
                            Spawned->AI()->AttackStart(pTarget);
                    }

                    //One claw tentacle every 12.5 seconds
                    ClawTentacleTimer = 12500;
                } else ClawTentacleTimer -= diff;

                //EyeTentacleTimer
                if (EyeTentacleTimer <= diff)
                {
                    //Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 20);                //south
                    SpawnEyeTentacle(10, 10);               //south west
                    SpawnEyeTentacle(20, 0);                //west
                    SpawnEyeTentacle(10, -10);              //north west

                    SpawnEyeTentacle(0, -20);               //north
                    SpawnEyeTentacle(-10, -10);             //north east
                    SpawnEyeTentacle(-20, 0);               // east
                    SpawnEyeTentacle(-10, 10);              // south east

                    //No point actually putting a timer here since
                    //These shouldn't trigger agian until after phase shifts
                    EyeTentacleTimer = 45000;
                } else EyeTentacleTimer -= diff;

                //PhaseTimer
                if (PhaseTimer <= diff)
                {
                    //Switch to Dark Beam
                    pInst->SetData(DATA_CTHUN_PHASE, 1);

                    me->InterruptNonMeleeSpells(false);

                    //Select random target for dark beam to start on
                    Unit* pTarget = NULL;
                    pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);

                    if (pTarget)
                    {
                        //Correctly update our target
                        me->SetUInt64Value(UNIT_FIELD_TARGET, pTarget->GetGUID());

                        //Face our target
                        DarkGlareAngle = me->GetAngle(pTarget);
                        DarkGlareTickTimer = 1000;
                        DarkGlareTick = 0;
                        ClockWise = rand()%2;
                    }

                    //Add red coloration to C'thun
                    DoCast(me,SPELL_RED_COLORATION);

                    //Freeze animation
                    me->setEmoteState(53);

                    //Darkbeam for 35 seconds
                    PhaseTimer = 35000;
                } else PhaseTimer -= diff;

            }
            break;
            case 1:
            {
                //EyeTentacleTimer
                if (DarkGlareTick < 35)
                {
                    if (DarkGlareTickTimer <= diff)
                    {
                        //Remove any target
                        me->SetUInt64Value(UNIT_FIELD_TARGET, 0);

                        //Set angle and cast
                        if (ClockWise)
                            me->SetOrientation(DarkGlareAngle + ((float)DarkGlareTick*PI/35));
                        else me->SetOrientation(DarkGlareAngle - ((float)DarkGlareTick*PI/35));

                        me->StopMoving();

                        //Actual dark glare cast, maybe something missing here?
                        me->CastSpell(me, SPELL_DARK_GLARE, false);

                        //Increase tick
                        DarkGlareTick++;

                        //1 second per tick
                        DarkGlareTickTimer = 1000;
                    } else DarkGlareTickTimer -= diff;
                }

                //PhaseTimer
                if (PhaseTimer <= diff)
                {
                    //Switch to Eye Beam
                    pInst->SetData(DATA_CTHUN_PHASE, 0);

                    BeamTimer = 3000;
                    EyeTentacleTimer = 45000;               //Always spawns 5 seconds before Dark Beam
                    ClawTentacleTimer = 12500;              //4 per Eye beam phase (unsure if they spawn durring Dark beam)

                    me->InterruptNonMeleeSpells(false);

                    //Remove Red coloration from c'thun
                    me->RemoveAurasDueToSpell(SPELL_RED_COLORATION);

                    //Freeze animation
                    me->setEmoteState(0);
                    me->SetUInt32Value(UNIT_FIELD_FLAGS, 0);

                    //Eye Beam for 50 seconds
                    PhaseTimer = 50000;
                } else PhaseTimer -= diff;
            }break;

            //Transition phase
            case 2:
            {
                //Remove any target
                me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
                me->SetHealth(0);
            }

            //Dead phase
            case 5:
            {
                me->DealDamage(me, me->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NONE, NULL, false);
            }
        }
    }
Esempio n. 5
0
    void UpdateAI(const uint32 uiDiff)
    {
        // Check if we have a target
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        // No instance
        if (!m_pInstance)
            return;

        switch (m_pInstance->GetData(TYPE_CTHUN_PHASE))
        {
            case PHASE_EYE_NORMAL:
            {
                // m_uiBeamTimer
                if (m_uiBeamTimer < uiDiff)
                {
                    // SPELL_GREEN_BEAM
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        m_creature->InterruptNonMeleeSpells(false);
                        DoCastSpellIfCan(pTarget, SPELL_GREEN_BEAM);

                        // Correctly update our target
                        m_creature->SetTargetGuid(pTarget->GetObjectGuid());
                    }

                    //Beam every 3 seconds
                    m_uiBeamTimer = 3000;
                }
                else
                    m_uiBeamTimer -= uiDiff;

                // m_uiClawTentacleTimer
                if (m_uiClawTentacleTimer < uiDiff)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        // Spawn claw tentacle on the random target
                        if (Creature* pSummoned = m_creature->SummonCreature(MOB_CLAW_TENTACLE, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 500))
                            pSummoned->AI()->AttackStart(pTarget);
                    }

                    // One claw tentacle every 12.5 seconds
                    m_uiClawTentacleTimer = 12500;
                }
                else
                    m_uiClawTentacleTimer -= uiDiff;

                // m_uiEyeTentacleTimer
                if (m_uiEyeTentacleTimer < uiDiff)
                {
                    //Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 20);                //south
                    SpawnEyeTentacle(10, 10);               //south west
                    SpawnEyeTentacle(20, 0);                //west
                    SpawnEyeTentacle(10, -10);              //north west

                    SpawnEyeTentacle(0, -20);               //north
                    SpawnEyeTentacle(-10, -10);             //north east
                    SpawnEyeTentacle(-20, 0);               // east
                    SpawnEyeTentacle(-10, 10);              // south east

                    // No point actually putting a timer here since
                    // These shouldn't trigger agian until after phase shifts
                    m_uiEyeTentacleTimer = 45000;
                }
                else
                    m_uiEyeTentacleTimer -= uiDiff;

                // m_uiPhaseTimer
                if (m_uiPhaseTimer < uiDiff)
                {
                    //Switch to Dark Beam
                    m_pInstance->SetData(TYPE_CTHUN_PHASE, PHASE_EYE_DARK_GLARE);

                    m_creature->InterruptNonMeleeSpells(false);

                    // Select random target for dark beam to start on
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
                    {
                        // Correctly update our target
                        m_creature->SetTargetGuid(pTarget->GetObjectGuid());

                        // Face our target
                        m_fDarkGlareAngle = m_creature->GetAngle(pTarget);
                        m_uiDarkGlareTickTimer = 1000;
                        m_uiDarkGlareTick = 0;
                        m_bClockWise = urand(0, 1);
                    }

                    // Add red coloration to C'thun
                    DoCastSpellIfCan(m_creature, SPELL_RED_COLORATION);

                    // Freeze animation

                    // Darkbeam for 35 seconds
                    m_uiPhaseTimer = 35000;
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;
            }
            case PHASE_EYE_DARK_GLARE:
            {
                // Dark Glare
                if (m_uiDarkGlareTick < 35)
                {
                    if (m_uiDarkGlareTickTimer < uiDiff)
                    {
                        // Remove any target
                        m_creature->SetTargetGuid(ObjectGuid());

                        // Set angle and cast
                        m_creature->SetOrientation(m_fDarkGlareAngle + (m_bClockWise ? 1 : -1) * ((float)m_uiDarkGlareTick*M_PI_F/35));

                        m_creature->StopMoving();

                        // Actual dark glare cast, maybe something missing here?
                        DoCastSpellIfCan(m_creature, SPELL_DARK_GLARE);

                        // Increase tick
                        ++m_uiDarkGlareTick;

                        // 1 second per tick
                        m_uiDarkGlareTickTimer = 1000;
                    }
                    else
                        m_uiDarkGlareTickTimer -= uiDiff;
                }

                // m_uiPhaseTimer
                if (m_uiPhaseTimer < uiDiff)
                {
                    // Switch to Eye Beam
                    m_pInstance->SetData(TYPE_CTHUN_PHASE, PHASE_EYE_NORMAL);

                    m_uiBeamTimer = 3000;
                    m_uiEyeTentacleTimer = 45000;               //Always spawns 5 seconds before Dark Beam
                    m_uiClawTentacleTimer = 12500;              //4 per Eye beam phase (unsure if they spawn durring Dark beam)

                    m_creature->InterruptNonMeleeSpells(false);

                    // Remove Red coloration from C'thun
                    m_creature->RemoveAurasDueToSpell(SPELL_RED_COLORATION);

                    // Freeze animation
                    m_creature->SetUInt32Value(UNIT_FIELD_FLAGS, 0);

                    // Eye Beam for 50 seconds
                    m_uiPhaseTimer = 50000;
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;
            }
            // Transition phase
            case PHASE_TRANSITION:
            {
                // Remove any target
                m_creature->SetTargetGuid(ObjectGuid());
                m_creature->SetHealth(0);

                // Do not kill yet, to be able to reset on evade
                break;
            }

            // Dead phase
            case PHASE_FINISH:
            {
                m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NONE, NULL, false);
                return;
            }
        }
    }
Esempio n. 6
0
    void UpdateAI(const uint32 uiDiff)
    {
        // Check if we have a target
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
        {
            // No target so we'll use this section to do our random wispers instance wide
            // WisperTimer
            if (m_uiWisperTimer < uiDiff)
            {
                if (!m_creature->GetMap()->IsDungeon())
                    return;

                // Play random sound to the map
                m_creature->GetMap()->PlayDirectSoundToMap(RANDOM_SOUND_WHISPER);

                // One random wisper every 90 - 300 seconds
                m_uiWisperTimer = urand(90000, 300000);
            }
            else
                m_uiWisperTimer -= uiDiff;

            return;
        }

        m_creature->SetTargetGuid(ObjectGuid());

        // No instance
        if (!m_pInstance)
            return;

        switch (m_pInstance->GetData(TYPE_CTHUN_PHASE))
        {
            // Transition phase
            case PHASE_TRANSITION:
            {
                // PhaseTimer
                if (m_uiPhaseTimer < uiDiff)
                {
                    // Switch
                    m_pInstance->SetData(TYPE_CTHUN_PHASE, PHASE_CTHUN);

                    // Switch to C'thun model
                    m_creature->InterruptNonMeleeSpells(false);
                    DoCastSpellIfCan(m_creature, SPELL_TRANSFORM);
                    m_creature->SetHealth(m_creature->GetMaxHealth());

                    m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);

                    // Emerging phase
                    m_creature->SetInCombatWithZone();

                    // Place all units in threat list on outside of stomach
                    m_mStomachMap.clear();

                    ThreatList const& tList = m_creature->getThreatManager().getThreatList();
                    for (ThreatList::const_iterator i = tList.begin();i != tList.end(); ++i)
                    {
                        // Outside stomach, only players
                        if ((*i)->getUnitGuid().IsPlayer())
                            m_mStomachMap[(*i)->getUnitGuid()] = false;
                    }

                    // Spawn 2 flesh tentacles
                    m_uiFleshTentaclesKilled = 0;

                    // Spawn flesh tentacle
                    Creature* pSpawned = m_creature->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS1_X, TENTACLE_POS1_Y, TENTACLE_POS1_Z, TENTACLE_POS1_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!pSpawned)
                        ++m_uiFleshTentaclesKilled;
                    else
                    {
                        if (flesh_tentacleAI* pTentacleAI = dynamic_cast<flesh_tentacleAI*>(pSpawned->AI()))
                            pTentacleAI->SpawnedByCthun(m_creature);
                    }

                    // Spawn flesh tentacle
                    pSpawned = m_creature->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS2_X, TENTACLE_POS2_Y, TENTACLE_POS2_Z, TENTACLE_POS2_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!pSpawned)
                        ++m_uiFleshTentaclesKilled;
                    else
                    {
                        if (flesh_tentacleAI* pTentacleAI = dynamic_cast<flesh_tentacleAI*>(pSpawned->AI()))
                            pTentacleAI->SpawnedByCthun(m_creature);
                    }

                    m_uiPhaseTimer = 0;
                }
                else
                    m_uiPhaseTimer -= uiDiff;

                break;

            }
            // Body Phase
            case PHASE_CTHUN:
            {
                // Weaken
                if (m_uiFleshTentaclesKilled > 1)
                {
                    m_pInstance->SetData(TYPE_CTHUN_PHASE, PHASE_CTHUN_WEAKENED);

                    DoScriptText(EMOTE_WEAKENED, m_creature);
                    m_uiPhaseTimer = 45000;

                    DoCastSpellIfCan(m_creature, SPELL_RED_COLORATION, CAST_TRIGGERED);

                    // Kick all players out of stomach
                    for (StomachMap::iterator itr = m_mStomachMap.begin(); itr != m_mStomachMap.end(); ++itr)
                    {
                        // Check for valid player
                        Player* pPlayer = m_creature->GetMap()->GetPlayer(itr->first);

                        if (pPlayer && itr->second == true)
                        {
                            // Teleport each player out
                            DoTeleportPlayer(pPlayer, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ()+10, rand()%6);

                            // Cast knockback on them
                            DoCastSpellIfCan(pPlayer, SPELL_EXIT_STOMACH_KNOCKBACK, CAST_TRIGGERED);

                            // Remove the acid debuff
                            pPlayer->RemoveAurasDueToSpell(SPELL_DIGESTIVE_ACID);

                            itr->second = false;
                        }
                    }

                    return;
                }

                // Stomach acid
                if (m_uiStomachAcidTimer < uiDiff)
                {
                    // Apply aura to all players in stomach
                    for (StomachMap::iterator itr = m_mStomachMap.begin(); itr != m_mStomachMap.end(); ++itr)
                    {
                        // Check for valid player
                        Player* pPlayer = m_creature->GetMap()->GetPlayer(itr->first);

                        // Only apply to units in stomach
                        if (pPlayer && itr->second == true)
                        {
                            // Cast digestive acid on them
                            DoCastSpellIfCan(pPlayer, SPELL_DIGESTIVE_ACID, CAST_TRIGGERED);

                            // Check if player should be kicked from stomach
                            if (pPlayer->IsWithinDist3d(KICK_X, KICK_Y, KICK_Z, 10.0f))
                            {
                                // Teleport each player out
                                DoTeleportPlayer(pPlayer, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ()+10, rand()%6);

                                // Cast knockback on them
                                DoCastSpellIfCan(pPlayer, SPELL_EXIT_STOMACH_KNOCKBACK, CAST_TRIGGERED);

                                // Remove the acid debuff
                                pPlayer->RemoveAurasDueToSpell(SPELL_DIGESTIVE_ACID);

                                itr->second = false;
                            }
                        }
                    }

                    m_uiStomachAcidTimer = 4000;
                }
                else
                    m_uiStomachAcidTimer -= uiDiff;

                // Stomach Enter Timer
                if (m_uiStomachEnterTimer < uiDiff)
                {
                    if (Player* pTarget = SelectRandomNotStomach())
                    {
                        // Set target in stomach
                        m_mStomachMap[pTarget->GetObjectGuid()] = true;
                        pTarget->InterruptNonMeleeSpells(false);
                        pTarget->CastSpell(pTarget, SPELL_MOUTH_TENTACLE, true, NULL, NULL, m_creature->GetObjectGuid());
                        m_stomachEnterTargetGuid = pTarget->GetObjectGuid();
                        m_uiStomachEnterVisTimer = 3800;
                    }

                    m_uiStomachEnterTimer = 13800;
                }
                else
                    m_uiStomachEnterTimer -= uiDiff;

                if (m_uiStomachEnterVisTimer && m_stomachEnterTargetGuid)
                {
                    if (m_uiStomachEnterVisTimer <= uiDiff)
                    {
                        // Check for valid player
                        if (Player* pPlayer = m_creature->GetMap()->GetPlayer(m_stomachEnterTargetGuid))
                            DoTeleportPlayer(pPlayer, STOMACH_X, STOMACH_Y, STOMACH_Z, STOMACH_O);

                        m_stomachEnterTargetGuid.Clear();
                        m_uiStomachEnterVisTimer = 0;

                        // Note that actually C'Thun cannot be soloed, so kill all players, if no player left outside of stomach
                        bool bKillAllPlayer = true;
                        for (StomachMap::iterator itr = m_mStomachMap.begin(); itr != m_mStomachMap.end(); ++itr)
                        {
                            Player* pPlayer = m_creature->GetMap()->GetPlayer(itr->first);
                            if (itr->second == false && pPlayer)
                            {
                                bKillAllPlayer = false;
                                break;
                            }
                        }
                        if (bKillAllPlayer)
                        {
                            for (StomachMap::iterator itr = m_mStomachMap.begin(); itr != m_mStomachMap.end(); ++itr)
                            {
                                if (Player* pPlayer = m_creature->GetMap()->GetPlayer(itr->first))
                                    m_creature->DealDamage(pPlayer, pPlayer->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NONE, NULL, false);
                            }
                            EnterEvadeMode();
                            return;
                        }
                    }
                    else
                        m_uiStomachEnterVisTimer -= uiDiff;
                }

                // GientClawTentacleTimer
                if (m_uiGiantClawTentacleTimer < uiDiff)
                {
                    if (Player* pTarget = SelectRandomNotStomach())
                    {
                        // Spawn claw tentacle on the random target
                        if (Creature* pSummoned = m_creature->SummonCreature(MOB_GIANT_CLAW_TENTACLE, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 500))
                            pSummoned->AI()->AttackStart(pTarget);
                    }

                    // One giant claw tentacle every minute
                    m_uiGiantClawTentacleTimer = 60000;
                }
                else
                    m_uiGiantClawTentacleTimer -= uiDiff;

                // GiantEyeTentacleTimer
                if (m_uiGiantEyeTentacleTimer < uiDiff)
                {
                    if (Player* pTarget = SelectRandomNotStomach())
                    {
                        // Spawn claw tentacle on the random target
                        if (Creature* pSummoned = m_creature->SummonCreature(MOB_GIANT_EYE_TENTACLE, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 500))
                            pSummoned->AI()->AttackStart(pTarget);
                    }

                    // One giant eye tentacle every minute
                    m_uiGiantEyeTentacleTimer = 60000;
                }
                else
                    m_uiGiantEyeTentacleTimer -= uiDiff;

                // EyeTentacleTimer
                if (m_uiEyeTentacleTimer < uiDiff)
                {
                    // Spawn the 8 Eye Tentacles in the corret spots
                    SpawnEyeTentacle(0, 25);                //south
                    SpawnEyeTentacle(12, 12);               //south west
                    SpawnEyeTentacle(25, 0);                //west
                    SpawnEyeTentacle(12, -12);              //north west

                    SpawnEyeTentacle(0, -25);               //north
                    SpawnEyeTentacle(-12, -12);             //north east
                    SpawnEyeTentacle(-25, 0);               // east
                    SpawnEyeTentacle(-12, 12);              // south east

                    //These spawn at every 30 seconds
                    m_uiEyeTentacleTimer = 30000;
                }
                else
                    m_uiEyeTentacleTimer -= uiDiff;

                break;

            }
            // Weakened state
            case PHASE_CTHUN_WEAKENED:
            {
                // PhaseTimer
                if (m_uiPhaseTimer < uiDiff)
                {
                    // Switch
                    m_pInstance->SetData(TYPE_CTHUN_PHASE, PHASE_CTHUN);

                    // Remove red coloration
                    m_creature->RemoveAurasDueToSpell(SPELL_RED_COLORATION);

                    // Spawn 2 flesh tentacles
                    m_uiFleshTentaclesKilled = 0;

                    // Spawn flesh tentacle
                    Creature* pSpawned = m_creature->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS1_X, TENTACLE_POS1_Y, TENTACLE_POS1_Z, TENTACLE_POS1_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!pSpawned)
                        ++m_uiFleshTentaclesKilled;
                    else
                    {
                        if (flesh_tentacleAI* pTentacleAI = dynamic_cast<flesh_tentacleAI*>(pSpawned->AI()))
                            pTentacleAI->SpawnedByCthun(m_creature);
                    }

                    pSpawned = NULL;
                    // Spawn flesh tentacle
                    pSpawned = m_creature->SummonCreature(MOB_FLESH_TENTACLE, TENTACLE_POS2_X, TENTACLE_POS2_Y, TENTACLE_POS2_Z, TENTACLE_POS2_O, TEMPSUMMON_CORPSE_DESPAWN, 0);

                    if (!pSpawned)
                        ++m_uiFleshTentaclesKilled;
                    else
                    {
                        if (flesh_tentacleAI* pTentacleAI = dynamic_cast<flesh_tentacleAI*>(pSpawned->AI()))
                            pTentacleAI->SpawnedByCthun(m_creature);
                    }

                    m_uiPhaseTimer = 0;
                }
                else
                    m_uiPhaseTimer -= uiDiff;
            }
        }
    }