Esempio n. 1
0
    // Note: This seems like a very complicated fix. The fix needs to be handled by the core, as implementation of limited-target AoE spells are still not limited.
    void CastBloodboil()
    {
        std::list<Unit *> targets;
        Map *map = m_creature->GetMap();
        if(map->IsDungeon())
        {
            InstanceMap::PlayerList const &PlayerList = ((InstanceMap*)map)->GetPlayers();
            for (InstanceMap::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
            {
                if (Player* i_pl = i->getSource())
                {
                     if(i_pl && i_pl->isAlive())
                        targets.push_back(i_pl);
                }
            }
        }

        //Sort the list of players
        targets.sort(ObjectDistanceOrderReversed(m_creature));
        //Resize so we only get top 5
        targets.resize(5);

        //Aura each player in the targets list with Bloodboil.
        for(std::list<Unit *>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
        {
            Unit* target = *itr;
            if(target && target->isAlive())
                m_creature->AddAura(SPELL_BLOODBOIL, target);
        }
        targets.clear();
    }
Esempio n. 2
0
        void WaypointReached(uint32 i)
        {
            Unit* player = Unit::GetUnit((*me), GetEventStarterGUID());
        
            if (!player)
                return;

            switch(i) 
            {
            case 1:
                me->MonsterSay(SAY_DANKE, LANG_UNIVERSAL, NULL);
                Map *map = me->GetMap();
                if(map->IsDungeon())
                {
                    InstanceMap::PlayerList const &PlayerList = ((InstanceMap*)map)->GetPlayers();
                    for (InstanceMap::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
                    {
                        if (Player* i_pl = i->getSource())
                        {
                            if(i_pl->GetQuestStatus(10097) == QUEST_STATUS_INCOMPLETE)
                                i_pl->KilledMonsterCredit(N_LAKKA,0);
                        }
                    }
                }
                break;
            }
        }
Esempio n. 3
0
 void CleanUpAura()
 {
     Map *map = me->GetMap();
     if(map->IsDungeon())
     {
         InstanceMap::PlayerList const &PlayerList = ((InstanceMap*)map)->GetPlayers();
         for (InstanceMap::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
         {
             if (Player* i_pl = i->getSource())
             {
                 if(i_pl->isAlive())
                 {
                     i_pl->RemoveAurasDueToSpell(SPELL_INSIGNIFIGANCE);
                     i_pl->RemoveAurasDueToSpell(SPELL_FEL_RAGE_1);
                     i_pl->RemoveAurasDueToSpell(SPELL_FEL_RAGE_2);
                     i_pl->RemoveAurasDueToSpell(SPELL_FEL_RAGE_3);
                     i_pl->RemoveAurasDueToSpell(SPELL_FEL_RAGE_SCALE);
                 }
             }
         }
     }
 }
Esempio n. 4
0
        uint32 NextStep(uint32 Step)
        {
            Unit* arca = Unit::GetUnit(*me, ArcanagosGUID);
            Map* map = me->GetMap();
            switch (Step)
            {
            case 0: return 9999999;
            case 1:
                me->MonsterYell(SAY_DIALOG_MEDIVH_1, LANG_UNIVERSAL, 0);
                return 10000;
            case 2:
                if (arca)
                    CAST_CRE(arca)->MonsterYell(SAY_DIALOG_ARCANAGOS_2, LANG_UNIVERSAL, 0);
                return 20000;
            case 3:
                me->MonsterYell(SAY_DIALOG_MEDIVH_3, LANG_UNIVERSAL, 0);
                return 10000;
            case 4:
                if (arca)
                    CAST_CRE(arca)->MonsterYell(SAY_DIALOG_ARCANAGOS_4, LANG_UNIVERSAL, 0);
                return 20000;
            case 5:
                me->MonsterYell(SAY_DIALOG_MEDIVH_5, LANG_UNIVERSAL, 0);
                return 20000;
            case 6:
                if (arca)
                    CAST_CRE(arca)->MonsterYell(SAY_DIALOG_ARCANAGOS_6, LANG_UNIVERSAL, 0);
                return 10000;
            case 7:
                FireArcanagosTimer = 500;
                return 5000;
            case 8:
                FireMedivhTimer = 500;
                DoCast(me, SPELL_MANA_SHIELD);
                return 10000;
            case 9:
                me->MonsterTextEmote(EMOTE_DIALOG_MEDIVH_7, 0, false);
                return 10000;
            case 10:
                if (arca)
                    DoCast(arca, SPELL_CONFLAGRATION_BLAST, false);
                return 1000;
            case 11:
                if (arca)
                    CAST_CRE(arca)->MonsterYell(SAY_DIALOG_ARCANAGOS_8, LANG_UNIVERSAL, 0);
                return 5000;
            case 12:
                arca->GetMotionMaster()->MovePoint(0, -11010.82f, -1761.18f, 156.47f);
                arca->setActive(true);
                arca->InterruptNonMeleeSpells(true);
                arca->SetSpeed(MOVE_FLIGHT, 2.0f);
                return 10000;
            case 13:
                me->MonsterYell(SAY_DIALOG_MEDIVH_9, LANG_UNIVERSAL, 0);
                return 10000;
            case 14:
                me->SetVisible(false);
                me->ClearInCombat();

                if (map->IsDungeon())
                {
                    InstanceMap::PlayerList const &PlayerList = map->GetPlayers();
                    for (InstanceMap::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
                    {
                        if (i->getSource()->isAlive())
                        {
                            if (i->getSource()->GetQuestStatus(9645) == QUEST_STATUS_INCOMPLETE)
                                i->getSource()->CompleteQuest(9645);
                        }
                    }
                }
                return 50000;
            case 15:
                arca->DealDamage(arca, arca->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
                return 5000;
            default : return 9999999;
            }

        }