Core/LFG: Implemented seasonal bosses options and fixed entrance points for dungeons with multiple parts (like Dire Maul, Scarlet Monastery etc.)

TODO:
- implement spawning seasonal bosses by Dungeon Finder
- script seasonal bosses - all of them needs to call RewardDungeonDoneFor function in their JustDied to be able to complete dungeon (see boss_headless_horseman.cpp)
- replace lfg_entrances coords by sniffed values
- create missing template for item 54537 (Heart-Shaped Box)
This commit is contained in:
horn
2012-09-23 18:23:15 +02:00
parent b32878f02f
commit c3f6c8141a
8 changed files with 175 additions and 14 deletions

View File

@@ -27,6 +27,7 @@ EndScriptData */
#include "ScriptedCreature.h"
#include "SpellMgr.h"
#include "scarlet_monastery.h"
#include "LFGMgr.h"
//this texts are already used by 3975 and 3976
enum Says
@@ -562,6 +563,13 @@ public:
CAST_AI(mob_wisp_invis::mob_wisp_invisAI, wisp->AI())->SetType(4);
if (instance)
instance->SetData(DATA_HORSEMAN_EVENT, DONE);
Map::PlayerList const& players = me->GetMap()->GetPlayers();
if (!players.isEmpty())
for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
if (Player* player = i->getSource())
if (player->IsAtGroupRewardDistance(me))
sLFGMgr->RewardDungeonDoneFor(285, player);
}
void SpellHit(Unit* caster, const SpellInfo* spell)