219 for (GuidSet::const_iterator i = prisoners.begin(); i != prisoners.end();)
223 if (!prisoner->IsAlive())
224 i = prisoners.erase(i);
251 if (posX >= 405.0f && posX <= 423.0f && posZ <= 17)
253 if (posY >= 106.0f && posY <= 123.0f)
258 else if (posY >= 76.0f && posY <= 91.0f)
265 else if (posX >= 490.0f && posX <= 506.0f && posZ <= 17)
267 if (posY >= 106.0f && posY <= 123.0f)
272 else if (posY >= 76.0f && posY <= 91.0f)
328 for (GuidSet::const_iterator i = prisoners.begin(); i != prisoners.end(); ++i)
332 prisoner->SetImmuneToAll(
false);
333 prisoner->AI()->DoZoneInCombat();
std::set< ObjectGuid > GuidSet
@ UNIT_FLAG_NON_ATTACKABLE
uint32 const EncounterCount
@ NPC_KELIDAN_THE_BREAKER
@ DATA_KELIDAN_THE_BREAKER
@ ACTION_ACTIVATE_BROGGOK
virtual void EnterEvadeMode(EvadeReason why=EvadeReason::Other)
void Respawn(bool force=false)
void SetImmuneToAll(bool apply) override
void SetBossNumber(uint32 number)
virtual bool SetBossState(uint32 id, EncounterState state)
virtual void OnCreatureCreate(Creature *creature) override
void HandleGameObject(ObjectGuid guid, bool open, GameObject *go=nullptr)
void LoadDungeonEncounterData(T const &encounters)
virtual void OnGameObjectCreate(GameObject *go) override
virtual void AddDoor(GameObject *door, bool add)
void LoadDoorData(DoorData const *data)
void SetHeaders(std::string const &dataHeaders)
void LoadObjectData(ObjectData const *creatureData, ObjectData const *gameObjectData)
Creature * GetCreature(ObjectGuid const &guid)
static ObjectGuid const Empty
static ObjectGuid GetGUID(Object const *o)
void SetUnitFlag(UnitFlags flags)
InstanceScript * GetInstanceScript(InstanceMap *map) const override
ObjectData const gameObjectData[]
ObjectData const creatureData[]
DoorData const doorData[]
DungeonEncounterData const encounters[]
void AddSC_instance_blood_furnace()
constexpr float GetPositionX() const
constexpr float GetPositionY() const
constexpr float GetPositionZ() const
void PrisonerDied(ObjectGuid guid)
void OnGameObjectCreate(GameObject *go) override
ObjectGuid GetGuidData(uint32 type) const override
ObjectGuid PrisonDoor4GUID
void ResetPrisoner(Creature *prisoner)
ObjectGuid KelidanTheBreakerGUID
void ActivatePrisoners(GuidSet const &prisoners)
void OnUnitDeath(Unit *unit) override
ObjectGuid BroggokLeverGUID
bool SetBossState(uint32 type, EncounterState state) override
void ActivateCell(uint8 id)
void OnCreatureCreate(Creature *creature) override
instance_blood_furnace_InstanceMapScript(InstanceMap *map)
void StorePrisoner(Creature *creature)
void ResetPrisoners(GuidSet &prisoners)
ObjectGuid PrisonCellGUIDs[8]