Beispiel #1
0
/// Process queued scripts
void Map::ScriptsProcess()
{
    if (m_scriptSchedule.empty())
        return;

    ///- Process overdue queued scripts
    ScriptScheduleMap::iterator iter = m_scriptSchedule.begin();
    // ok as multimap is a *sorted* associative container
    while (!m_scriptSchedule.empty() && (iter->first <= sWorld->GetGameTime()))
    {
        ScriptAction const& step = iter->second;

        Object* source = NULL;
        if (step.sourceGUID)
        {
            switch (GUID_HIPART(step.sourceGUID))
            {
                case HIGHGUID_ITEM: // as well as HIGHGUID_CONTAINER
                    if (Player* player = HashMapHolder<Player>::Find(step.ownerGUID))
                        source = player->GetItemByGuid(step.sourceGUID);
                    break;
                case HIGHGUID_UNIT:
                case HIGHGUID_VEHICLE:
                    source = HashMapHolder<Creature>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_PET:
                    source = HashMapHolder<Pet>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_PLAYER:
                    source = HashMapHolder<Player>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_TRANSPORT:
                case HIGHGUID_GAMEOBJECT:
                    source = HashMapHolder<GameObject>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_CORPSE:
                    source = HashMapHolder<Corpse>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_MO_TRANSPORT:
                {
                    GameObject* go = HashMapHolder<GameObject>::Find(step.sourceGUID);
                    source = go ? go->ToTransport() : NULL;
                    break;
                }
                default:
                    TC_LOG_ERROR("scripts", "%s source with unsupported high guid (GUID: " UI64FMTD ", high guid: %u).",
                        step.script->GetDebugInfo().c_str(), step.sourceGUID, GUID_HIPART(step.sourceGUID));
                    break;
            }
        }

        WorldObject* target = NULL;
        if (step.targetGUID)
        {
            switch (GUID_HIPART(step.targetGUID))
            {
                case HIGHGUID_UNIT:
                case HIGHGUID_VEHICLE:
                    target = HashMapHolder<Creature>::Find(step.targetGUID);
                    break;
                case HIGHGUID_PET:
                    target = HashMapHolder<Pet>::Find(step.targetGUID);
                    break;
                case HIGHGUID_PLAYER:                       // empty GUID case also
                    target = HashMapHolder<Player>::Find(step.targetGUID);
                    break;
                case HIGHGUID_TRANSPORT:
                case HIGHGUID_GAMEOBJECT:
                    target = HashMapHolder<GameObject>::Find(step.targetGUID);
                    break;
                case HIGHGUID_CORPSE:
                    target = HashMapHolder<Corpse>::Find(step.targetGUID);
                    break;
                case HIGHGUID_MO_TRANSPORT:
                {
                    GameObject* go = HashMapHolder<GameObject>::Find(step.targetGUID);
                    target = go ? go->ToTransport() : NULL;
                    break;
                }
                default:
                    TC_LOG_ERROR("scripts", "%s target with unsupported high guid (GUID: " UI64FMTD ", high guid: %u).",
                        step.script->GetDebugInfo().c_str(), step.targetGUID, GUID_HIPART(step.targetGUID));
                    break;
            }
        }

        switch (step.script->command)
        {
            case SCRIPT_COMMAND_TALK:
                if (step.script->Talk.ChatType > CHAT_TYPE_WHISPER && step.script->Talk.ChatType != CHAT_MSG_RAID_BOSS_WHISPER)
                {
                    TC_LOG_ERROR("scripts", "%s invalid chat type (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->Talk.ChatType);
                    break;
                }
                if (step.script->Talk.Flags & SF_TALK_USE_PLAYER)
                {
                    if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                    {
                        LocaleConstant loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
                        std::string text(sObjectMgr->GetTrinityString(step.script->Talk.TextID, loc_idx));

                        switch (step.script->Talk.ChatType)
                        {
                            case CHAT_TYPE_SAY:
                                player->Say(text, LANG_UNIVERSAL);
                                break;
                            case CHAT_TYPE_YELL:
                                player->Yell(text, LANG_UNIVERSAL);
                                break;
                            case CHAT_TYPE_TEXT_EMOTE:
                            case CHAT_TYPE_BOSS_EMOTE:
                                player->TextEmote(text);
                                break;
                            case CHAT_TYPE_WHISPER:
                            case CHAT_MSG_RAID_BOSS_WHISPER:
                            {
                                uint64 targetGUID = target ? target->GetGUID() : 0;
                                if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
                                    TC_LOG_ERROR("scripts", "%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                                else
                                    player->Whisper(text, LANG_UNIVERSAL, targetGUID);
                                break;
                            }
                            default:
                                break;                              // must be already checked at load
                        }
                    }
                }
                else
                {
                    // Source or target must be Creature.
                    if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                    {
                        uint64 targetGUID = target ? target->GetGUID() : 0;
                        switch (step.script->Talk.ChatType)
                        {
                            case CHAT_TYPE_SAY:
                                cSource->MonsterSay(step.script->Talk.TextID, LANG_UNIVERSAL, target);
                                break;
                            case CHAT_TYPE_YELL:
                                cSource->MonsterYell(step.script->Talk.TextID, LANG_UNIVERSAL, target);
                                break;
                            case CHAT_TYPE_TEXT_EMOTE:
                                cSource->MonsterTextEmote(step.script->Talk.TextID, target);
                                break;
                            case CHAT_TYPE_BOSS_EMOTE:
                                cSource->MonsterTextEmote(step.script->Talk.TextID, target, true);
                                break;
                            case CHAT_TYPE_WHISPER:
                                if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
                                    TC_LOG_ERROR("scripts", "%s attempt to whisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                                else
                                    cSource->MonsterWhisper(step.script->Talk.TextID, target->ToPlayer());
                                break;
                            case CHAT_MSG_RAID_BOSS_WHISPER:
                                if (!targetGUID || !IS_PLAYER_GUID(targetGUID))
                                    TC_LOG_ERROR("scripts", "%s attempt to raidbosswhisper to non-player unit, skipping.", step.script->GetDebugInfo().c_str());
                                else
                                    cSource->MonsterWhisper(step.script->Talk.TextID, target->ToPlayer(), true);
                                break;
                            default:
                                break;                              // must be already checked at load
                        }
                    }
                }
                break;

            case SCRIPT_COMMAND_EMOTE:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    if (step.script->Emote.Flags & SF_EMOTE_USE_STATE)
                        cSource->SetUInt32Value(UNIT_FIELD_NPC_EMOTESTATE, step.script->Emote.EmoteID);
                    else
                        cSource->HandleEmoteCommand(step.script->Emote.EmoteID);
                }
                break;

            case SCRIPT_COMMAND_FIELD_SET:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FieldSet.FieldID <= OBJECT_FIELD_ENTRY_ID || step.script->FieldSet.FieldID >= cSource->GetValuesCount())
                        TC_LOG_ERROR("scripts", "%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FieldSet.FieldID,
                            cSource->GetValuesCount(), cSource->GetTypeId(), cSource->GetEntry(), cSource->GetGUIDLow());
                    else
                        cSource->SetUInt32Value(step.script->FieldSet.FieldID, step.script->FieldSet.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_MOVE_TO:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    Unit* unit = (Unit*)cSource;
                    if (step.script->MoveTo.TravelTime != 0)
                    {
                        float speed = unit->GetDistance(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ) / ((float)step.script->MoveTo.TravelTime * 0.001f);
                        unit->MonsterMoveWithSpeed(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, speed);
                    }
                    else
                        unit->NearTeleportTo(step.script->MoveTo.DestX, step.script->MoveTo.DestY, step.script->MoveTo.DestZ, unit->GetOrientation());
                }
                break;

            case SCRIPT_COMMAND_FLAG_SET:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FlagToggle.FieldID <= OBJECT_FIELD_ENTRY_ID || step.script->FlagToggle.FieldID >= cSource->GetValuesCount())
                        TC_LOG_ERROR("scripts", "%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FlagToggle.FieldID,
                            source->GetValuesCount(), source->GetTypeId(), source->GetEntry(), source->GetGUIDLow());
                    else
                        cSource->SetFlag(step.script->FlagToggle.FieldID, step.script->FlagToggle.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_FLAG_REMOVE:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    // Validate field number.
                    if (step.script->FlagToggle.FieldID <= OBJECT_FIELD_ENTRY_ID || step.script->FlagToggle.FieldID >= cSource->GetValuesCount())
                        TC_LOG_ERROR("scripts", "%s wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u) specified, skipping.",
                            step.script->GetDebugInfo().c_str(), step.script->FlagToggle.FieldID,
                            source->GetValuesCount(), source->GetTypeId(), source->GetEntry(), source->GetGUIDLow());
                    else
                        cSource->RemoveFlag(step.script->FlagToggle.FieldID, step.script->FlagToggle.FieldValue);
                }
                break;

            case SCRIPT_COMMAND_TELEPORT_TO:
                if (step.script->TeleportTo.Flags & SF_TELEPORT_USE_CREATURE)
                {
                    // Source or target must be Creature.
                    if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
                        cSource->NearTeleportTo(step.script->TeleportTo.DestX, step.script->TeleportTo.DestY, step.script->TeleportTo.DestZ, step.script->TeleportTo.Orientation);
                }
                else
                {
                    // Source or target must be Player.
                    if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                        player->TeleportTo(step.script->TeleportTo.MapID, step.script->TeleportTo.DestX, step.script->TeleportTo.DestY, step.script->TeleportTo.DestZ, step.script->TeleportTo.Orientation);
                }
                break;

            case SCRIPT_COMMAND_QUEST_EXPLORED:
            {
                if (!source)
                {
                    TC_LOG_ERROR("scripts", "%s source object is NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }
                if (!target)
                {
                    TC_LOG_ERROR("scripts", "%s target object is NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // when script called for item spell casting then target == (unit or GO) and source is player
                WorldObject* worldObject;
                Player* player = target->ToPlayer();
                if (player)
                {
                    if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER)
                    {
                        TC_LOG_ERROR("scripts", "%s source is not unit, gameobject or player (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), source->GetTypeId(), source->GetEntry(), source->GetGUIDLow());
                        break;
                    }
                    worldObject = dynamic_cast<WorldObject*>(source);
                }
                else
                {
                    player = source->ToPlayer();
                    if (player)
                    {
                        if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER)
                        {
                            TC_LOG_ERROR("scripts", "%s target is not unit, gameobject or player (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                                step.script->GetDebugInfo().c_str(), target->GetTypeId(), target->GetEntry(), target->GetGUIDLow());
                            break;
                        }
                        worldObject = dynamic_cast<WorldObject*>(target);
                    }
                    else
                    {
                        TC_LOG_ERROR("scripts", "%s neither source nor target is player (source: TypeId: %u, Entry: %u, GUID: %u; target: TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), source->GetTypeId(), source->GetEntry(), source->GetGUIDLow(),
                            target->GetTypeId(), target->GetEntry(), target->GetGUIDLow());
                        break;
                    }
                }

                // quest id and flags checked at script loading
                if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->IsAlive()) &&
                    (step.script->QuestExplored.Distance == 0 || worldObject->IsWithinDistInMap(player, float(step.script->QuestExplored.Distance))))
                    player->AreaExploredOrEventHappens(step.script->QuestExplored.QuestID);
                else
                    player->FailQuest(step.script->QuestExplored.QuestID);

                break;
            }

            case SCRIPT_COMMAND_KILL_CREDIT:
                // Source or target must be Player.
                if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    if (step.script->KillCredit.Flags & SF_KILLCREDIT_REWARD_GROUP)
                        player->RewardPlayerAndGroupAtEvent(step.script->KillCredit.CreatureEntry, player);
                    else
                        player->KilledMonsterCredit(step.script->KillCredit.CreatureEntry, 0);
                }
                break;

            case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
                if (!step.script->RespawnGameobject.GOGuid)
                {
                    TC_LOG_ERROR("scripts", "%s gameobject guid (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // Source or target must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    GameObject* pGO = _FindGameObject(pSummoner, step.script->RespawnGameobject.GOGuid);
                    if (!pGO)
                    {
                        TC_LOG_ERROR("scripts", "%s gameobject was not found (guid: %u).", step.script->GetDebugInfo().c_str(), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    if (pGO->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_DOOR        ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_BUTTON      ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_TRAP)
                    {
                        TC_LOG_ERROR("scripts", "%s can not be used with gameobject of type %u (guid: %u).",
                            step.script->GetDebugInfo().c_str(), uint32(pGO->GetGoType()), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    // Check that GO is not spawned
                    if (!pGO->isSpawned())
                    {
                        int32 nTimeToDespawn = std::max(5, int32(step.script->RespawnGameobject.DespawnDelay));
                        pGO->SetLootState(GO_READY);
                        pGO->SetRespawnTime(nTimeToDespawn);

                        pGO->GetMap()->AddToMap(pGO);
                    }
                }
                break;

            case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
            {
                // Source must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    if (!step.script->TempSummonCreature.CreatureEntry)
                        TC_LOG_ERROR("scripts", "%s creature entry (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    else
                    {
                        float x = step.script->TempSummonCreature.PosX;
                        float y = step.script->TempSummonCreature.PosY;
                        float z = step.script->TempSummonCreature.PosZ;
                        float o = step.script->TempSummonCreature.Orientation;

                        if (!pSummoner->SummonCreature(step.script->TempSummonCreature.CreatureEntry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->TempSummonCreature.DespawnDelay))
                            TC_LOG_ERROR("scripts", "%s creature was not spawned (entry: %u).", step.script->GetDebugInfo().c_str(), step.script->TempSummonCreature.CreatureEntry);
                    }
                }
                break;
            }

            case SCRIPT_COMMAND_OPEN_DOOR:
            case SCRIPT_COMMAND_CLOSE_DOOR:
                _ScriptProcessDoor(source, target, step.script);
                break;

            case SCRIPT_COMMAND_ACTIVATE_OBJECT:
                // Source must be Unit.
                if (Unit* unit = _GetScriptUnit(source, true, step.script))
                {
                    // Target must be GameObject.
                    if (!target)
                    {
                        TC_LOG_ERROR("scripts", "%s target object is NULL.", step.script->GetDebugInfo().c_str());
                        break;
                    }

                    if (target->GetTypeId() != TYPEID_GAMEOBJECT)
                    {
                        TC_LOG_ERROR("scripts", "%s target object is not gameobject (TypeId: %u, Entry: %u, GUID: %u), skipping.",
                            step.script->GetDebugInfo().c_str(), target->GetTypeId(), target->GetEntry(), target->GetGUIDLow());
                        break;
                    }

                    if (GameObject* pGO = target->ToGameObject())
                        pGO->Use(unit);
                }
                break;

            case SCRIPT_COMMAND_REMOVE_AURA:
            {
                // Source (datalong2 != 0) or target (datalong2 == 0) must be Unit.
                bool bReverse = step.script->RemoveAura.Flags & SF_REMOVEAURA_REVERSE;
                if (Unit* unit = _GetScriptUnit(bReverse ? source : target, bReverse, step.script))
                    unit->RemoveAurasDueToSpell(step.script->RemoveAura.SpellID);
                break;
            }

            case SCRIPT_COMMAND_CAST_SPELL:
            {
                /// @todo Allow gameobjects to be targets and casters
                if (!source && !target)
                {
                    TC_LOG_ERROR("scripts", "%s source and target objects are NULL.", step.script->GetDebugInfo().c_str());
                    break;
                }

                Unit* uSource = NULL;
                Unit* uTarget = NULL;
                // source/target cast spell at target/source (script->datalong2: 0: s->t 1: s->s 2: t->t 3: t->s
                switch (step.script->CastSpell.Flags)
                {
                    case SF_CASTSPELL_SOURCE_TO_TARGET: // source -> target
                        uSource = source ? source->ToUnit() : NULL;
                        uTarget = target ? target->ToUnit() : NULL;
                        break;
                    case SF_CASTSPELL_SOURCE_TO_SOURCE: // source -> source
                        uSource = source ? source->ToUnit() : NULL;
                        uTarget = uSource;
                        break;
                    case SF_CASTSPELL_TARGET_TO_TARGET: // target -> target
                        uSource = target ? target->ToUnit() : NULL;
                        uTarget = uSource;
                        break;
                    case SF_CASTSPELL_TARGET_TO_SOURCE: // target -> source
                        uSource = target ? target->ToUnit() : NULL;
                        uTarget = source ? source->ToUnit() : NULL;
                        break;
                    case SF_CASTSPELL_SEARCH_CREATURE: // source -> creature with entry
                        uSource = source ? source->ToUnit() : NULL;
                        uTarget = uSource ? GetClosestCreatureWithEntry(uSource, abs(step.script->CastSpell.CreatureEntry), step.script->CastSpell.SearchRadius) : NULL;
                        break;
                }

                if (!uSource || !uSource->isType(TYPEMASK_UNIT))
                {
                    TC_LOG_ERROR("scripts", "%s no source unit found for spell %u", step.script->GetDebugInfo().c_str(), step.script->CastSpell.SpellID);
                    break;
                }

                if (!uTarget || !uTarget->isType(TYPEMASK_UNIT))
                {
                    TC_LOG_ERROR("scripts", "%s no target unit found for spell %u", step.script->GetDebugInfo().c_str(), step.script->CastSpell.SpellID);
                    break;
                }

                bool triggered = (step.script->CastSpell.Flags != 4) ?
                    step.script->CastSpell.CreatureEntry & SF_CASTSPELL_TRIGGERED :
                    step.script->CastSpell.CreatureEntry < 0;
                uSource->CastSpell(uTarget, step.script->CastSpell.SpellID, triggered);
                break;
            }

            case SCRIPT_COMMAND_PLAY_SOUND:
                // Source must be WorldObject.
                if (WorldObject* object = _GetScriptWorldObject(source, true, step.script))
                {
                    // PlaySound.Flags bitmask: 0/1=anyone/target
                    Player* player = NULL;
                    if (step.script->PlaySound.Flags & SF_PLAYSOUND_TARGET_PLAYER)
                    {
                        // Target must be Player.
                        player = _GetScriptPlayer(target, false, step.script);
                        if (!target)
                            break;
                    }

                    // PlaySound.Flags bitmask: 0/2=without/with distance dependent
                    if (step.script->PlaySound.Flags & SF_PLAYSOUND_DISTANCE_SOUND)
                        object->PlayDistanceSound(step.script->PlaySound.SoundID, player);
                    else
                        object->PlayDirectSound(step.script->PlaySound.SoundID, player);
                }
                break;

            case SCRIPT_COMMAND_CREATE_ITEM:
                // Target or source must be Player.
                if (Player* pReceiver = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    ItemPosCountVec dest;
                    InventoryResult msg = pReceiver->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, step.script->CreateItem.ItemEntry, step.script->CreateItem.Amount);
                    if (msg == EQUIP_ERR_OK)
                    {
                        if (Item* item = pReceiver->StoreNewItem(dest, step.script->CreateItem.ItemEntry, true))
                            pReceiver->SendNewItem(item, step.script->CreateItem.Amount, false, true);
                    }
                    else
                        pReceiver->SendEquipError(msg, NULL, NULL, step.script->CreateItem.ItemEntry);
                }
                break;

            case SCRIPT_COMMAND_DESPAWN_SELF:
                // Target or source must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script, true))
                    cSource->DespawnOrUnsummon(step.script->DespawnSelf.DespawnDelay);
                break;

            case SCRIPT_COMMAND_LOAD_PATH:
                // Source must be Unit.
                if (Unit* unit = _GetScriptUnit(source, true, step.script))
                {
                    if (!sWaypointMgr->GetPath(step.script->LoadPath.PathID))
                        TC_LOG_ERROR("scripts", "%s source object has an invalid path (%u), skipping.", step.script->GetDebugInfo().c_str(), step.script->LoadPath.PathID);
                    else
                        unit->GetMotionMaster()->MovePath(step.script->LoadPath.PathID, step.script->LoadPath.IsRepeatable);
                }
                break;

            case SCRIPT_COMMAND_CALLSCRIPT_TO_UNIT:
            {
                if (!step.script->CallScript.CreatureEntry)
                {
                    TC_LOG_ERROR("scripts", "%s creature entry is not specified, skipping.", step.script->GetDebugInfo().c_str());
                    break;
                }
                if (!step.script->CallScript.ScriptID)
                {
                    TC_LOG_ERROR("scripts", "%s script id is not specified, skipping.", step.script->GetDebugInfo().c_str());
                    break;
                }

                Creature* cTarget = NULL;
                if (source) //using grid searcher
                {
                    WorldObject* wSource = dynamic_cast <WorldObject*> (source);

                    CellCoord p(Trinity::ComputeCellCoord(wSource->GetPositionX(), wSource->GetPositionY()));
                    Cell cell(p);

                    Trinity::CreatureWithDbGUIDCheck target_check(wSource, step.script->CallScript.CreatureEntry);
                    Trinity::CreatureSearcher<Trinity::CreatureWithDbGUIDCheck> checker(wSource, cTarget, target_check);

                    TypeContainerVisitor<Trinity::CreatureSearcher <Trinity::CreatureWithDbGUIDCheck>, GridTypeMapContainer > unit_checker(checker);
                    cell.Visit(p, unit_checker, *wSource->GetMap(), *wSource, wSource->GetGridActivationRange());
                }
                else //check hashmap holders
                {
                    if (CreatureData const* data = sObjectMgr->GetCreatureData(step.script->CallScript.CreatureEntry))
                        cTarget = ObjectAccessor::GetObjectInWorld<Creature>(data->mapid, data->posX, data->posY, MAKE_NEW_GUID(step.script->CallScript.CreatureEntry, data->id, HIGHGUID_UNIT), cTarget);
                }

                if (!cTarget)
                {
                    TC_LOG_ERROR("scripts", "%s target was not found (entry: %u)", step.script->GetDebugInfo().c_str(), step.script->CallScript.CreatureEntry);
                    break;
                }

                //Lets choose our ScriptMap map
                ScriptMapMap* datamap = GetScriptsMapByType(ScriptsType(step.script->CallScript.ScriptType));
                //if no scriptmap present...
                if (!datamap)
                {
                    TC_LOG_ERROR("scripts", "%s unknown scriptmap (%u) specified, skipping.", step.script->GetDebugInfo().c_str(), step.script->CallScript.ScriptType);
                    break;
                }

                // Insert script into schedule but do not start it
                ScriptsStart(*datamap, step.script->CallScript.ScriptID, cTarget, NULL);
                break;
            }

            case SCRIPT_COMMAND_KILL:
                // Source or target must be Creature.
                if (Creature* cSource = _GetScriptCreatureSourceOrTarget(source, target, step.script))
                {
                    if (cSource->isDead())
                        TC_LOG_ERROR("scripts", "%s creature is already dead (Entry: %u, GUID: %u)",
                            step.script->GetDebugInfo().c_str(), cSource->GetEntry(), cSource->GetGUIDLow());
                    else
                    {
                        cSource->setDeathState(JUST_DIED);
                        if (step.script->Kill.RemoveCorpse == 1)
                            cSource->RemoveCorpse();
                    }
                }
                break;

            case SCRIPT_COMMAND_ORIENTATION:
                // Source must be Unit.
                if (Unit* sourceUnit = _GetScriptUnit(source, true, step.script))
                {
                    if (step.script->Orientation.Flags & SF_ORIENTATION_FACE_TARGET)
                    {
                        // Target must be Unit.
                        Unit* targetUnit = _GetScriptUnit(target, false, step.script);
                        if (!targetUnit)
                            break;

                        sourceUnit->SetFacingToObject(targetUnit);
                    }
                    else
                        sourceUnit->SetFacingTo(step.script->Orientation.Orientation);
                }
                break;

            case SCRIPT_COMMAND_EQUIP:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                    cSource->LoadEquipment(step.script->Equip.EquipmentID);
                break;

            case SCRIPT_COMMAND_MODEL:
                // Source must be Creature.
                if (Creature* cSource = _GetScriptCreature(source, true, step.script))
                    cSource->SetDisplayId(step.script->Model.ModelID);
                break;

            case SCRIPT_COMMAND_CLOSE_GOSSIP:
                // Source must be Player.
                if (Player* player = _GetScriptPlayer(source, true, step.script))
                    player->PlayerTalkClass->SendCloseGossip();
                break;

            case SCRIPT_COMMAND_PLAYMOVIE:
                // Source must be Player.
                if (Player* player = _GetScriptPlayer(source, true, step.script))
                    player->SendMovieStart(step.script->PlayMovie.MovieID);
                break;

            default:
                TC_LOG_ERROR("scripts", "Unknown script command %s.", step.script->GetDebugInfo().c_str());
                break;
        }

        m_scriptSchedule.erase(iter);
        iter = m_scriptSchedule.begin();
        sScriptMgr->DecreaseScheduledScriptCount();
    }
}
Beispiel #2
0
        void UpdateAI(const uint32 diff)
        {
            if(EventInProgress) {
                Player* pWarrior = NULL;

                if(PlayerGUID)
                    pWarrior = Unit::GetPlayer(*me, PlayerGUID);

                if(!pWarrior)
                    return;

                if(!pWarrior->isAlive() && pWarrior->GetQuestStatus(1719) == QUEST_STATUS_INCOMPLETE) {
                    EventInProgress = false;
                    DoScriptText(SAY_TWIGGY_FLATHEAD_DOWN, me);
                    pWarrior->FailQuest(1719);

                    for(uint8 i = 0; i < 6; ++i)
                    {
                        if(AffrayChallenger[i])
                        {
                            Creature* creature = Unit::GetCreature((*me), AffrayChallenger[i]);
                            if(creature) {
                                if(creature->isAlive())
                                {
                                    creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
                                    creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                    creature->setDeathState(JUST_DIED);
                                }
                            }
                        }
                        AffrayChallenger[i] = 0;
                        Challenger_down[i] = false;
                    }

                    if(BigWill)
                    {
                        Creature* creature = Unit::GetCreature((*me), BigWill);
                        if(creature) {
                            if(creature->isAlive()) {
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
                                creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                creature->setDeathState(JUST_DIED);
                            }
                        }
                    }
                    BigWill = 0;
                }

                if(!EventGrate && EventInProgress)
                {
                    float x, y, z;
                    pWarrior->GetPosition(x, y, z);

                    if(x >= -1684 && x <= -1674 && y >= -4334 && y <= -4324) {
                        pWarrior->AreaExploredOrEventHappens(1719);
                        DoScriptText(SAY_TWIGGY_FLATHEAD_BEGIN, me);

                        for(uint8 i = 0; i < 6; ++i)
                        {
                            Creature* creature = me->SummonCreature(NPC_AFFRAY_CHALLENGER, AffrayChallengerLoc[i][0], AffrayChallengerLoc[i][1], AffrayChallengerLoc[i][2], AffrayChallengerLoc[i][3], TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 600000);
                            if(!creature)
                                continue;
                            creature->setFaction(35);
                            creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                            creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                            creature->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                            AffrayChallenger[i] = creature->GetGUID();
                        }
                        Wave_Timer = 5000;
                        Challenger_checker = 1000;
                        EventGrate = true;
                    }
                }
                else if(EventInProgress)
                {
                    if(Challenger_checker <= diff)
                    {
                        for(uint8 i = 0; i < 6; ++i)
                        {
                            if(AffrayChallenger[i])
                            {
                                Creature* creature = Unit::GetCreature((*me), AffrayChallenger[i]);
                                if((!creature || (!creature->isAlive())) && !Challenger_down[i])
                                {
                                    DoScriptText(SAY_TWIGGY_FLATHEAD_DOWN, me);
                                    Challenger_down[i] = true;
                                }
                            }
                        }
                        Challenger_checker = 1000;
                    } else Challenger_checker -= diff;

                    if(Wave_Timer <= diff)
                    {
                        if(AffrayChallenger[Wave] && Wave < 6 && !EventBigWill)
                        {
                            DoScriptText(SAY_TWIGGY_FLATHEAD_FRAY, me);
                            Creature* creature = Unit::GetCreature((*me), AffrayChallenger[Wave]);
                            if(creature && (creature->isAlive()))
                            {
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                                creature->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                creature->setFaction(14);
                                creature->AI()->AttackStart(pWarrior);
                                ++Wave;
                                Wave_Timer = 20000;
                            }
                        }
                        else if(Wave >= 6 && !EventBigWill) {
                            if(Creature* creature = me->SummonCreature(NPC_BIG_WILL, -1722, -4341, 6.12f, 6.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 480000))
                            {
                                BigWill = creature->GetGUID();
                                //creature->GetMotionMaster()->MovePoint(0, -1693, -4343, 4.32f);
                                //creature->GetMotionMaster()->MovePoint(1, -1684, -4333, 2.78f);
                                creature->GetMotionMaster()->MovePoint(2, -1682, -4329, 2.79f);
                                creature->HandleEmoteCommand(EMOTE_STATE_READYUNARMED);
                                EventBigWill = true;
                                Wave_Timer = 1000;
                            }
                        }
                        else if(Wave >= 6 && EventBigWill && BigWill)
                        {
                            Creature* creature = Unit::GetCreature((*me), BigWill);
                            if(!creature || !creature->isAlive())
                            {
                                DoScriptText(SAY_TWIGGY_FLATHEAD_OVER, me);
                                EventInProgress = false;
                                EventBigWill = false;
                                EventGrate = false;
                                PlayerGUID = 0;
                                Wave = 0;
                            }
                        }
                    } else Wave_Timer -= diff;
                }
            }
        }
        void UpdateAI(uint32 diff) override
        {
            if (EventInProgress)
            {
                Player* warrior = NULL;

                if (!PlayerGUID.IsEmpty())
                    warrior = ObjectAccessor::GetPlayer(*me, PlayerGUID);

                if (!warrior)
                    return;

                if (!warrior->IsAlive() && warrior->GetQuestStatus(1719) == QUEST_STATUS_INCOMPLETE)
                {
                    Talk(SAY_TWIGGY_FLATHEAD_DOWN);
                    warrior->FailQuest(1719);

                    for (uint8 i = 0; i < 6; ++i) // unsummon challengers
                    {
                        if (!AffrayChallenger[i].IsEmpty())
                        {
                            Creature* creature = ObjectAccessor::GetCreature((*me), AffrayChallenger[i]);
                            if (creature && creature->IsAlive())
                                creature->DisappearAndDie();
                        }
                    }

                    if (!BigWill.IsEmpty()) // unsummon bigWill
                    {
                        Creature* creature = ObjectAccessor::GetCreature((*me), BigWill);
                        if (creature && creature->IsAlive())
                            creature->DisappearAndDie();
                    }
                    Reset();
                }

                if (!EventGrate && EventInProgress)
                {
                    float x, y, z;
                    warrior->GetPosition(x, y, z);

                    if (x >= -1684 && x <= -1674 && y >= -4334 && y <= -4324)
                    {
                        warrior->AreaExploredOrEventHappens(1719);
                        Talk(SAY_TWIGGY_FLATHEAD_BEGIN, warrior);

                        for (uint8 i = 0; i < 6; ++i)
                        {
                            Creature* creature = me->SummonCreature(NPC_AFFRAY_CHALLENGER, AffrayChallengerLoc[i], TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 600000);
                            if (!creature)
                                continue;
                            creature->setFaction(35);
                            creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                            creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                            creature->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                            AffrayChallenger[i] = creature->GetGUID();
                        }
                        WaveTimer = 5000;
                        ChallengerChecker = 1000;
                        EventGrate = true;
                    }
                }
                else if (EventInProgress)
                {
                    if (ChallengerChecker <= diff)
                    {
                        for (uint8 i = 0; i < 6; ++i)
                        {
                            if (!AffrayChallenger[i].IsEmpty())
                            {
                                Creature* creature = ObjectAccessor::GetCreature((*me), AffrayChallenger[i]);
                                if ((!creature || (!creature->IsAlive())) && !ChallengerDown[i])
                                {
                                    Talk(SAY_TWIGGY_FLATHEAD_DOWN);
                                    ChallengerDown[i] = true;
                                }
                            }
                        }
                        ChallengerChecker = 1000;
                    } else ChallengerChecker -= diff;

                    if (WaveTimer <= diff)
                    {
                        if (Wave < 6 && !AffrayChallenger[Wave].IsEmpty() && !EventBigWill)
                        {
                            Talk(SAY_TWIGGY_FLATHEAD_FRAY);
                            Creature* creature = ObjectAccessor::GetCreature(*me, AffrayChallenger[Wave]);
                            if (creature && (creature->IsAlive()))
                            {
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                                creature->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                creature->setFaction(14);
                                creature->AI()->AttackStart(warrior);
                                ++Wave;
                                WaveTimer = 20000;
                            }
                        }
                        else if (Wave >= 6 && !EventBigWill)
                        {
                            if (Creature* creature = me->SummonCreature(NPC_BIG_WILL, -1722, -4341, 6.12f, 6.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 480000))
                            {
                                BigWill = creature->GetGUID();
                                //creature->GetMotionMaster()->MovePoint(0, -1693, -4343, 4.32f);
                                //creature->GetMotionMaster()->MovePoint(1, -1684, -4333, 2.78f);
                                creature->GetMotionMaster()->MovePoint(2, -1682, -4329, 2.79f);
                                creature->HandleEmoteCommand(EMOTE_STATE_READY_UNARMED);
                                EventBigWill = true;
                                WaveTimer = 1000;
                            }
                        }
                        else if (Wave >= 6 && EventBigWill && !BigWill.IsEmpty())
                        {
                            Creature* creature = ObjectAccessor::GetCreature(*me, BigWill);
                            if (!creature || !creature->IsAlive())
                            {
                                Talk(SAY_TWIGGY_FLATHEAD_OVER);
                                Reset();
                            }
                            else if (creature) // Makes BIG WILL attackable.
                            {
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                                creature->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                creature->setFaction(14);
                                creature->AI()->AttackStart(warrior);
                            }
                        }
                    } else WaveTimer -= diff;
                }
            }
        }
Beispiel #4
0
        void UpdateAI(const uint32 diff)
        {
            npc_escortAI::UpdateAI(diff);

            if (PlayerGUID)
            {
                Player* AuraPlayer = Unit::GetPlayer(*me,PlayerGUID);

                if (!AuraPlayer)
                {
                    me->DisappearAndDie();
                    return;
                }
                else
                {
                    if (AuraPlayer->isDead())
                    {
                        AuraPlayer->FailQuest(QUEST_A_FALL_FROM_GRACE);
                        me->DisappearAndDie();
                        return;
                    }

                    if (EndSequence)
                    {
                        if (EndSequenceTimer <= diff)
                        {
                            EndSequenceTimer = 12000;
                            if (EndSayCount == 6)
                            {
                                me->GetMotionMaster()->MoveJump(HighAbbotLandgrenJumpPos[0][0][0], HighAbbotLandgrenJumpPos[0][0][1], HighAbbotLandgrenJumpPos[0][0][2], 0.5f, 8.0f);
                                EndSequenceTimer = 2000;
                            }
                            if (EndSayCount == 7)
                            {
                                me->MonsterSay(HighAbbotText[6], LANG_UNIVERSAL, 0);
                                EndSequenceTimer = 2000;
                            }
                            if (EndSayCount == 8)
                            {
                                AuraPlayer->KilledMonsterCredit(27444, me->GetGUID());
                                if (AuraPlayer->HasAura(SPELL_SCARLET_RAVEN_PRIEST_IMAGE_FEMALE))
                                    AuraPlayer->RemoveAura(SPELL_SCARLET_RAVEN_PRIEST_IMAGE_FEMALE);
                                if (AuraPlayer->HasAura(SPELL_SCARLET_RAVEN_PRIEST_IMAGE_MALE))
                                    AuraPlayer->RemoveAura(SPELL_SCARLET_RAVEN_PRIEST_IMAGE_MALE);
                                EndSequence = false;
                            }

                            if (EndSayCount < 6)
                                me->MonsterSay(HighAbbotText[EndSayCount], LANG_UNIVERSAL, PlayerGUID);

                            EndSayCount++;
                        } else
                            EndSequenceTimer -= diff;
                    }

                    if (!EventStarted && me->GetEntry() == NPC_HIGH_ABBOT_LANDGREN_ESCORTEE_ENTRY)
                    {
                        Start(false, false, PlayerGUID, 0, false);
                        EventStarted = true;
                    }

                    if (CheckPlayerDist)
                        if (AuraPlayer->GetDistance(2827.796f, -420.191f, 118.196f) < 4)
                            StartMove();

                    if (AuraCheckTimer <= diff) {
                        if (AuraPlayer && AuraPlayer->GetQuestStatus(QUEST_A_FALL_FROM_GRACE) == QUEST_STATUS_INCOMPLETE && AuraPlayer->getQuestStatusMap()[QUEST_A_FALL_FROM_GRACE].CreatureOrGOCount[0] == 1 && !AuraPlayer->HasAura(SPELL_SCARLET_RAVEN_PRIEST_IMAGE_MALE) && !AuraPlayer->HasAura(SPELL_SCARLET_RAVEN_PRIEST_IMAGE_FEMALE)) {
                            switch(AuraPlayer->getGender())
                            {
                            case GENDER_FEMALE:
                                AuraPlayer->CastSpell(AuraPlayer, SPELL_SCARLET_RAVEN_PRIEST_IMAGE_FEMALE, false);
                                break;
                            case GENDER_MALE:
                                AuraPlayer->CastSpell(AuraPlayer, SPELL_SCARLET_RAVEN_PRIEST_IMAGE_MALE, false);
                                break;
                            }
                        }
                        AuraCheckTimer = 300;
                    } else
                        AuraCheckTimer -= diff;

                    if (me->GetEntry() != NPC_HIGH_ABBOT_LANDGREN_ESCORTEE_ENTRY)
                    {
                        if (BodyGuardStart && AuraPlayer->GetQuestStatus(QUEST_A_FALL_FROM_GRACE) == QUEST_STATUS_INCOMPLETE && AuraPlayer->getQuestStatusMap()[QUEST_A_FALL_FROM_GRACE].CreatureOrGOCount[0] == 1) {
                            if (Creature* tmp = me->FindNearestCreature(NPC_DEVOUT_BODYGUARD, Range, true))
                            {
                                if (BodyGuardMoveTimer <= diff)
                                {
                                    CAST_AI(npc_devout_bodyguard::npc_devout_bodyguardAI, tmp->AI())->StartMove();
                                    BodyGuardMoveTimer = 6000;
                                    Range = 4.0f;
                                    if (GuardCount == 1)
                                        BodyGuardStart = false;
                                    GuardCount++;
                                } else
                                    BodyGuardMoveTimer -= diff;
                            }
                        }
                    }
                }
            }
        }
Beispiel #5
0
 void JustDied(Unit* /*pKiller*/)
 {
     Player* player = GetPlayerForEscort();
     if(HasEscortState(STATE_ESCORT_ESCORTING) && player)
         player->FailQuest(QUEST_BITTER_DEPARTURE);
 }
  void JustDied(Unit* /*killer*/)
 {
    Player* player = GetPlayerForEscort();
     if (player)
         player->FailQuest(QUEST_TOMB_LIGHTBRINGER);
 }
 void JustDied(Unit* /*killer*/)
 {
     Player* player = GetPlayerForEscort();
     if (player)
         player->FailQuest(QUEST_MARK_V_IS_ALIVE);
 }
Beispiel #8
0
void SmartAI::EndPath(bool fail)
{
    RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
    mWayPoints = NULL;
    mLastWP = NULL;
    mWPPauseTimer = 0;

    if (mEscortNPCFlags)
    {
        me->SetUInt32Value(UNIT_NPC_FLAGS, mEscortNPCFlags);
        mEscortNPCFlags = 0;
    }

    ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
    if (targets && mEscortQuestID)
    {
        if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
        {
            Player* player = (*targets->begin())->ToPlayer();
            if (Group* group = player->GetGroup())
            {
                for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
                {
                    Player* groupGuy = groupRef->GetSource();
                    if (!groupGuy || !player->IsInMap(groupGuy))
                        continue;

                    if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse())
                        groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
                    else if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        groupGuy->FailQuest(mEscortQuestID);
                }
            }
            else
            {
                if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
                    player->GroupEventHappens(mEscortQuestID, me);
                else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                    player->FailQuest(mEscortQuestID);
            }
        }
        else
        {
            for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
            {
                if (GetScript()->IsPlayer((*iter)))
                {
                    Player* player = (*iter)->ToPlayer();
                    if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
                        player->AreaExploredOrEventHappens(mEscortQuestID);
                    else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        player->FailQuest(mEscortQuestID);
                }
            }
        }
    }

    // Xinef: if the escort failed - DO NOT PROCESS ANYTHING, ITS RETARDED
    // Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
    if (fail)
    {
        mCurrentWPID = 0;
        return;
    }

    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, NULL, mCurrentWPID, GetScript()->GetPathId());
    mCurrentWPID = 0;

    if (mCanRepeatPath)
        StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath);
    else
        GetScript()->SetPathId(0);

    if (mDespawnState == 1)
        StartDespawn();
}
Beispiel #9
0
void SmartAI::EndPath(bool fail)
{
    GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, mLastWP->id, GetScript()->GetPathId());

    RemoveEscortState(SMART_ESCORT_ESCORTING | SMART_ESCORT_PAUSED | SMART_ESCORT_RETURNING);
    mWayPoints = nullptr;
    mCurrentWPID = 0;
    mWPPauseTimer = 0;
    mLastWP = nullptr;

    if (mCanRepeatPath)
    {
        if (IsAIControlled())
            StartPath(mRun, GetScript()->GetPathId(), true);
    }
    else
        GetScript()->SetPathId(0);

    ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
    if (targets && mEscortQuestID)
    {
        if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
        {
            Player* player = (*targets->begin())->ToPlayer();
            if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
                player->GroupEventHappens(mEscortQuestID, me);

            if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                player->FailQuest(mEscortQuestID);

            if (Group* group = player->GetGroup())
            {
                for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
                {
                    Player* groupGuy = groupRef->GetSource();

                    if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
                        groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
                    if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        groupGuy->FailQuest(mEscortQuestID);
                }
            }
        }
        else
        {
            for (ObjectList::iterator iter = targets->begin(); iter != targets->end(); ++iter)
            {
                if (GetScript()->IsPlayer((*iter)))
                {
                    Player* player = (*iter)->ToPlayer();
                    if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
                        player->AreaExploredOrEventHappens(mEscortQuestID);
                    if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
                        player->FailQuest(mEscortQuestID);
                }
            }
        }
    }
    if (mDespawnState == 1)
        StartDespawn();
}
    void CheckEventFail()
    {
        Player* pPlayer = ((Player*)Unit::GetUnit((*m_creature), m_uiPlayerGUID));

        if (!pPlayer)
            return;

        if (Group* pEventGroup = pPlayer->GetGroup())
        {
            uint8 uiDeadMemberCount = 0;
            uint8 uiFailedMemberCount = 0;

            for(GroupReference* pRef = pEventGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
            {
                if (Player* pMember = pRef->getSource())
                {
                    if (!pMember->isAlive())
                        ++uiDeadMemberCount;

                    // if we already failed no need to check other things
                    if (pMember->GetQuestStatus(QUEST_BATTLE_OF_THE_CRIMSON_WATCH) == QUEST_STATUS_FAILED)
                    {
                        ++uiFailedMemberCount;
                        continue;
                    }

                    // we left event area fail quest
                    if (!pMember->IsWithinDistInMap(m_creature, EVENT_AREA_RADIUS))
                    {
                        pMember->FailQuest(QUEST_BATTLE_OF_THE_CRIMSON_WATCH);
                        ++uiFailedMemberCount;
                    }
                }
            }

            if (pEventGroup->GetMembersCount() == uiFailedMemberCount)
            {
                m_bEventFailed = true;
                return;
            }

            if (pEventGroup->GetMembersCount() == uiDeadMemberCount)
            {
                for(GroupReference* pRef = pEventGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
                {
                    if (Player* pMember = pRef->getSource())
                    {
                        if (pMember->GetQuestStatus(QUEST_BATTLE_OF_THE_CRIMSON_WATCH) == QUEST_STATUS_INCOMPLETE)
                            pMember->FailQuest(QUEST_BATTLE_OF_THE_CRIMSON_WATCH);
                    }
                }

                m_bEventFailed = true;
            }
        }
        else if (pPlayer->isDead() || !pPlayer->IsWithinDistInMap(m_creature, EVENT_AREA_RADIUS))
        {
            pPlayer->FailQuest(QUEST_BATTLE_OF_THE_CRIMSON_WATCH);
            m_bEventFailed = true;
        }
    }
Beispiel #11
0
		void JustDied(Unit* /*pKiller*/) {
			Player* pPlayer = GetPlayerForEscort();
			if (pPlayer)
				pPlayer->FailQuest(QUEST_RETURN_TO_VAHLARRIEL);
			return;
		}