Blackwing Lair, Chromaggus: Cleanup + Fix crash

--HG--
branch : trunk
This commit is contained in:
tartalo
2009-10-29 20:28:07 +01:00
parent 177b29f68e
commit 6dca01ad04
@@ -23,36 +23,39 @@ EndScriptData */
#include "precompiled.h" #include "precompiled.h"
#define EMOTE_FRENZY -1469002 enum Emotes
#define EMOTE_SHIMMER -1469003 {
EMOTE_FRENZY = -1469002,
EMOTE_SHIMMER = -1469003
};
//These spells are actually called elemental shield enum Spells
//What they do is decrease all damage by 75% then they increase {
//One school of damage by 1100% //These spells are actually called elemental shield
#define SPELL_FIRE_VULNERABILITY 22277 //What they do is decrease all damage by 75% then they increase
#define SPELL_FROST_VULNERABILITY 22278 //One school of damage by 1100%
#define SPELL_SHADOW_VULNERABILITY 22279 SPELL_FIRE_VULNERABILITY = 22277,
#define SPELL_NATURE_VULNERABILITY 22280 SPELL_FROST_VULNERABILITY = 22278,
#define SPELL_ARCANE_VULNERABILITY 22281 SPELL_SHADOW_VULNERABILITY = 22279,
SPELL_NATURE_VULNERABILITY = 22280,
#define SPELL_INCINERATE 23308 //Incinerate 23308,23309 SPELL_ARCANE_VULNERABILITY = 22281,
#define SPELL_TIMELAPSE 23310 //Time lapse 23310, 23311(old threat mod that was removed in 2.01) //Other spells
#define SPELL_CORROSIVEACID 23313 //Corrosive Acid 23313, 23314 SPELL_INCINERATE = 23308, //Incinerate 23308,23309
#define SPELL_IGNITEFLESH 23315 //Ignite Flesh 23315,23316 SPELL_TIMELAPSE = 23310, //Time lapse 23310, 23311(old threat mod that was removed in 2.01)
#define SPELL_FROSTBURN 23187 //Frost burn 23187, 23189 SPELL_CORROSIVEACID = 23313, //Corrosive Acid 23313, 23314
SPELL_IGNITEFLESH = 23315, //Ignite Flesh 23315,23316
//Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them SPELL_FROSTBURN = 23187, //Frost burn 23187, 23189
//Since Scripted spells arn't coded I'll just write a function that does the same thing //Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them
#define SPELL_BROODAF_BLUE 23153 //Blue affliction 23153 //Since Scripted spells arn't coded I'll just write a function that does the same thing
#define SPELL_BROODAF_BLACK 23154 //Black affliction 23154 SPELL_BROODAF_BLUE = 23153, //Blue affliction 23153
#define SPELL_BROODAF_RED 23155 //Red affliction 23155 (23168 on death) SPELL_BROODAF_BLACK = 23154, //Black affliction 23154
#define SPELL_BROODAF_BRONZE 23170 //Bronze Affliction 23170 SPELL_BROODAF_RED = 23155, //Red affliction 23155 (23168 on death)
#define SPELL_BROODAF_GREEN 23169 //Brood Affliction Green 23169 SPELL_BROODAF_BRONZE = 23170, //Bronze Affliction 23170
SPELL_BROODAF_GREEN = 23169, //Brood Affliction Green 23169
#define SPELL_CHROMATIC_MUT_1 23174 //Spell cast on player if they get all 5 debuffs SPELL_CHROMATIC_MUT_1 = 23174, //Spell cast on player if they get all 5 debuffs
SPELL_FRENZY = 28371, //The frenzy spell may be wrong
#define SPELL_FRENZY 28371 //The frenzy spell may be wrong SPELL_ENRAGE = 28747
#define SPELL_ENRAGE 28747 };
struct TRINITY_DLL_DECL boss_chromaggusAI : public ScriptedAI struct TRINITY_DLL_DECL boss_chromaggusAI : public ScriptedAI
{ {
@@ -226,18 +229,13 @@ struct TRINITY_DLL_DECL boss_chromaggusAI : public ScriptedAI
//Affliction_Timer //Affliction_Timer
if (Affliction_Timer <= diff) if (Affliction_Timer <= diff)
{ {
uint32 SpellAfflict = RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK, for (std::list<HostilReference*>::iterator i = m_creature->getThreatManager().getThreatList().begin(); i != m_creature->getThreatManager().getThreatList().end(); ++i)
SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN);
std::list<HostilReference*>::iterator i;
for (i = m_creature->getThreatManager().getThreatList().begin(); i != m_creature->getThreatManager().getThreatList().end(); )
{ {
++i;
if (Unit* pUnit = Unit::GetUnit((*m_creature), (*i)->getUnitGuid())) if (Unit* pUnit = Unit::GetUnit((*m_creature), (*i)->getUnitGuid()))
{ {
//Cast affliction //Cast affliction
DoCast(pUnit, SpellAfflict, true); DoCast(pUnit, RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK,
SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN), true);
//Chromatic mutation if target is effected by all afflictions //Chromatic mutation if target is effected by all afflictions
if (pUnit->HasAura(SPELL_BROODAF_BLUE) if (pUnit->HasAura(SPELL_BROODAF_BLUE)