bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
{
    if (!i_path || i_path->empty())
        return false;
    if (Stopped())
        return true;

    if (m_isArrivalDone)
    {
        if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint
        {
            creature.SetHomePosition(i_path->at(i_currentNode)->x, i_path->at(i_currentNode)->y, i_path->at(i_currentNode)->z, creature.GetOrientation());
            creature.GetMotionMaster()->Initialize();
            return false;
        }

        i_currentNode = (i_currentNode+1) % i_path->size();
    }

    WaypointData const* node = i_path->at(i_currentNode);
    m_isArrivalDone = false;

    creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);

    Movement::MoveSplineInit init(creature);
    init.MoveTo(node->x, node->y, node->z, true);

    //! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
    if (node->orientation && node->delay)
        init.SetFacing(node->orientation);

    init.SetWalk(!node->run);
    init.Launch();

    //Call for creature group update
    if (creature.GetFormation() && creature.GetFormation()->getLeader() == &creature)
        creature.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);

    return true;
}
Example #2
0
Creature* Transport::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    Creature* creature = new Creature;

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete creature;
        return NULL;
    }
	
    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.guid = GetGUID();
    creature->m_movementInfo.t_pos.Relocate(x, y, z, o);
    o += GetOrientation();
    MapManager::NormalizeOrientation(o);

    creature->Relocate(
        GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
        z + GetPositionZ() ,
        o);

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());

    if (!creature->IsPositionValid())
    {
        sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", creature->GetGUIDLow(), creature->GetEntry(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return NULL;
    }

    map->AddToMap(creature);
    m_NPCPassengerSet.insert(creature);

    creature->setActive(true);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Example #3
0
void Transport::UpdateNPCPositions() {
	for (CreatureSet::iterator itr = m_NPCPassengerSet.begin();
			itr != m_NPCPassengerSet.end(); ++itr) {
		Creature* npc = *itr;

		float x, y, z, o;
		o = GetOrientation() + npc->m_movementInfo.t_pos.m_orientation;
        MapManager::NormalizeOrientation(o);
		x = GetPositionX()
				+ (npc->m_movementInfo.t_pos.m_positionX * cos(GetOrientation())
						+ npc->m_movementInfo.t_pos.m_positionY
								* sin(GetOrientation() + M_PI));
		y = GetPositionY()
				+ (npc->m_movementInfo.t_pos.m_positionY * cos(GetOrientation())
						+ npc->m_movementInfo.t_pos.m_positionX
								* sin(GetOrientation()));
		z = GetPositionZ() + npc->m_movementInfo.t_pos.m_positionZ;
		npc->SetHomePosition(x, y, z, o);
		GetMap()->CreatureRelocation(npc, x, y, z, o, false);
	}

    for (PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end(); ++itr)
    {
        Player* plr = *itr;

        float x, y, z, o;
        o = GetOrientation() + plr->m_movementInfo.t_pos.m_orientation;
        MapManager::NormalizeOrientation(o);
        x = GetPositionX() + (plr->m_movementInfo.t_pos.m_positionX * cos(GetOrientation()) + plr->m_movementInfo.t_pos.m_positionY * sin(GetOrientation() + M_PI));
        y = GetPositionY() + (plr->m_movementInfo.t_pos.m_positionY * cos(GetOrientation()) + plr->m_movementInfo.t_pos.m_positionX * sin(GetOrientation()));	
        z = GetPositionZ() + plr->m_movementInfo.t_pos.m_positionZ;
        plr->Relocate(x, y, z, o);
        UpdateData transData;
        WorldPacket packet;
        transData.BuildPacket(&packet);
        plr->SendDirectMessage(&packet);
    }
}
Example #4
0
Creature* Transport::CreateNPCPassenger(uint32 entry, float x, float y, float z, float o, CreatureData const* data /*= NULL*/)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0.0f, 0.0f, 0.0f, 0.0f, data))
    {
        delete creature;
        return NULL;
    }

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.guid = GetGUID();
    creature->m_movementInfo.t_pos.Relocate(x, y, z, o);
    o += GetOrientation();
    MapManager::NormalizeOrientation(o);

    creature->Relocate(GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
                       GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
                       z + GetPositionZ(), o);

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());

    if (!creature->IsPositionValid())
    {
        sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
        delete creature;
        return NULL;
    }

    map->AddToMap(creature);
    AddPassenger(creature);
    creature->SetWorldObject(true); //so it will not be unloaded with grid

    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Example #5
0
// gunship data
Creature* Transport::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    Creature* creature = new Creature;

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete creature;
        return 0;
    }

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);

    creature->Relocate(
        GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
        z + GetPositionZ(),
        o + GetOrientation());

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());

    if (!creature->IsPositionValid())
    {
        delete creature;
        return 0;
    }

    map->AddToMap(creature);
    m_NPCPassengerSet.insert(creature);

    creature->setActive(true);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Example #6
0
Creature *Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId team)
{
    //Get map object
    Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(_MapId));
    if (!map)
    {
        sLog->outError("Can't create creature entry: %u map not found", entry);
        return 0;
    }

    //Create creature
    Creature* creature = new Creature;
    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, 0, team, x, y, z, o))
    {
        sLog->outError("Can't create creature entry: %u", entry);
        delete creature;
        return NULL;
    }

    creature->SetHomePosition(x, y, z, o);

    CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
    if (!cinfo)
    {
        sLog->outErrorDb("Battleground::AddCreature: entry %u does not exist.", entry);
        return NULL;
    }
    // force using DB speeds -- do we really need this?
    creature->SetSpeed(MOVE_WALK, cinfo->speed_walk);
    creature->SetSpeed(MOVE_RUN, cinfo->speed_run);

    // Set creature in world
    map->AddToMap(creature);
    creature->setActive(true);

    return creature;
}
Example #7
0
void CreatureGroup::LeaderMoveTo(float x, float y, float z)
{
    //! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
    //! If the leader's path is known, member's path can be plotted as well using formation offsets.
    if (!m_leader)
        return;

    float pathangle = atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);

    for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
    {
        Creature* member = itr->first;
        if (member == m_leader || !member->isAlive() || member->getVictim())
            continue;

        float angle = itr->second->follow_angle;
        float dist = itr->second->follow_dist;

        float dx = x + std::cos(angle + pathangle) * dist;
        float dy = y + std::sin(angle + pathangle) * dist;
        float dz = z;

        Trinity::NormalizeMapCoord(dx);
        Trinity::NormalizeMapCoord(dy);

        member->UpdateGroundPositionZ(dx, dy, dz);

        if (member->IsWithinDist(m_leader, dist + MAX_DESYNC))
            member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
        else
            member->SetWalk(false);

        member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
        member->SetHomePosition(dx, dy, dz, pathangle);
    }
}
Example #8
0
Creature* Battlefield::SpawnCreature(uint32 entry, Position const& pos)
{
    //Get map object
    Map* map = sMapMgr->CreateBaseMap(m_MapId);
    if (!map)
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: Can't create creature entry: %u, map not found.", entry);
        return nullptr;
    }

    CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
    if (!cinfo)
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: entry %u does not exist.", entry);
        return nullptr;
    }

    float x, y, z, o;
    pos.GetPosition(x, y, z, o);

    Creature* creature = new Creature();
    if (!creature->Create(map->GenerateLowGuid<HighGuid::Creature>(), map, PHASEMASK_NORMAL, entry, x, y, z, o))
    {
        TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: Can't create creature entry: %u", entry);
        delete creature;
        return nullptr;
    }

    creature->SetHomePosition(x, y, z, o);

    // Set creature in world
    map->AddToMap(creature);
    creature->setActive(true);

    return creature;
}
bool
WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
{
    if (!&unit)
        return true;

    if (!path_id)
        return false;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if (unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
        return true;

    // Clear the generator if the path doesn't exist
    if (!waypoints || !waypoints->size())
        return false;

    Traveller<Creature> traveller(unit);

    i_nextMoveTime.Update(diff);
    i_destinationHolder.UpdateTraveller(traveller, diff, true);

    if (i_nextMoveTime.GetExpiry() < TIMEDIFF_NEXT_WP)
    {
        if (unit.IsStopped())
        {
            if (StopedByPlayer)
            {
                ASSERT(node);
                InitTraveller(unit, *node);
                i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
                i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
                StopedByPlayer = false;
                return true;
            }

            if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint
            {
                if (repeating)         // If the movement is repeating
                    i_currentNode = 0; // Start moving all over again
                else
                {
                    unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation());
                    unit.GetMotionMaster()->Initialize();
                    return false; // Clear the waypoint movement
                }
            }
            else
                ++i_currentNode;

            node = waypoints->at(i_currentNode);
            InitTraveller(unit, *node);
            i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());

            //Call for creature group update
            if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
                unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
        }
        else
        {
            //Determine waittime
            if (node->delay)
                i_nextMoveTime.Reset(node->delay);

            //note: disable "start" for mtmap
            if (node->event_id && urand(0,99) < node->event_chance)
                unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/);

            i_destinationHolder.ResetTravelTime();
            MovementInform(unit);
            unit.UpdateWaypointID(i_currentNode);
            unit.ClearUnitState(UNIT_STAT_ROAMING);
            unit.Relocate(node->x, node->y, node->z);
        }
    }
    else
    {
        if (unit.IsStopped() && !i_destinationHolder.HasArrived())
        {
            if (!StopedByPlayer)
            {
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                StopedByPlayer = true;
            }
        }
    }
    return true;
}
Example #10
0
void hyjalAI::DoOverrun(uint32 faction, const uint32 diff)
{
    npc_escortAI::UpdateAI(diff);
    if (WaitForTeleport)
    {
        if (TeleportTimer <= diff)
        {
            CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
            Cell cell(pair);
            cell.SetNoCreate();

            std::list<Creature*> creatures;
            Trinity::AllFriendlyCreaturesInGrid creature_check(me);
            Trinity::CreatureListSearcher<Trinity::AllFriendlyCreaturesInGrid> creature_searcher(me, creatures, creature_check);
            TypeContainerVisitor
                <Trinity::CreatureListSearcher<Trinity::AllFriendlyCreaturesInGrid>,
                GridTypeMapContainer> creature_visitor(creature_searcher);

            cell.Visit(pair, creature_visitor, *(me->GetMap()), *me, me->GetGridActivationRange());

            if (!creatures.empty())
            {
                for (std::list<Creature*>::const_iterator itr = creatures.begin(); itr != creatures.end(); ++itr)
                {
                    if ((*itr) && (*itr)->isAlive())
                    {
                        (*itr)->CastSpell(*itr, SPELL_TELEPORT_VISUAL, true);
                        (*itr)->setFaction(35);//make them friendly so mobs won't attack them
                        (*itr)->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    }
                }
                DoCast(me, SPELL_TELEPORT_VISUAL);
                bRetreat = true;
                RetreatTimer = 1000;
            }

            WaitForTeleport = false;
            Teleported = true;
        }TeleportTimer -= diff;
    }
    if (!Teleported)
        return;
    Overrun = false;//execute once
    switch (faction)
    {
        case 0://alliance
            for (uint8 i = 0; i < 92; ++i)//summon fires
                me->SummonGameObject(FLAMEOBJECT, AllianceFirePos[i][0], AllianceFirePos[i][1], AllianceFirePos[i][2], AllianceFirePos[i][3], AllianceFirePos[i][4], AllianceFirePos[i][5], AllianceFirePos[i][6], AllianceFirePos[i][7], 0);

            for (uint8 i = 0; i < 25; ++i)//summon 25 ghouls
            {
                uint8 r = rand()%4;
                Creature* unit = me->SummonCreature(GHOUL, AllianceBase[r][0]+irand(-15, 15), AllianceBase[r][1]+irand(-15, 15), AllianceBase[r][2], 0, TEMPSUMMON_MANUAL_DESPAWN, 2*60*1000);
                if (unit)
                {
                    CAST_AI(hyjal_trashAI, unit->AI())->faction = Faction;
                    CAST_AI(hyjal_trashAI, unit->AI())->IsOverrun = true;
                    CAST_AI(hyjal_trashAI, unit->AI())->OverrunType = i;
                    unit->setActive(true);
                }
            }
            for (uint8 i = 0; i < 3; ++i)//summon 3 abominations
            {
                uint8 r = rand()%4;
                Creature* unit = me->SummonCreature(ABOMINATION, AllianceBase[r][0]+irand(-15, 15), AllianceBase[r][1]+irand(-15, 15), AllianceBase[r][2], 0, TEMPSUMMON_MANUAL_DESPAWN, 2*60*1000);
                if (unit)
                {
                    CAST_AI(hyjal_trashAI, unit->AI())->faction = Faction;
                    CAST_AI(hyjal_trashAI, unit->AI())->IsOverrun = true;
                    CAST_AI(hyjal_trashAI, unit->AI())->OverrunType = i;
                    unit->setActive(true);
                }
            }
            for (uint8 i = 0; i < 5; ++i)//summon 5 gargoyles
            {
                Creature* unit = me->SummonCreature(GARGOYLE, AllianceOverrunGargPos[i][0], AllianceOverrunGargPos[i][1], AllianceOverrunGargPos[i][2], AllianceOverrunGargPos[i][3], TEMPSUMMON_MANUAL_DESPAWN, 2*60*1000);
                if (unit)
                {
                    unit->SetHomePosition(AllianceOverrunGargPos[i][0], AllianceOverrunGargPos[i][1], AllianceOverrunGargPos[i][2], AllianceOverrunGargPos[i][3]);
                    CAST_AI(hyjal_trashAI, unit->AI())->faction = Faction;
                    CAST_AI(hyjal_trashAI, unit->AI())->IsOverrun = true;
                    CAST_AI(hyjal_trashAI, unit->AI())->OverrunType = i;
                    unit->setActive(true);
                }
            }
            break;
        case 1://horde
            for (uint8 i = 0; i < 65; ++i)//summon fires
                me->SummonGameObject(FLAMEOBJECT, HordeFirePos[i][0], HordeFirePos[i][1], HordeFirePos[i][2], HordeFirePos[i][3], HordeFirePos[i][4], HordeFirePos[i][5], HordeFirePos[i][6], HordeFirePos[i][7], 0);

            for (uint8 i = 0; i < 26; ++i)//summon infernals
            {
                Creature* unit = me->SummonCreature(GIANT_INFERNAL, InfernalSPWP[i][0], InfernalSPWP[i][1], InfernalSPWP[i][2], InfernalSPWP[i][3], TEMPSUMMON_MANUAL_DESPAWN, 2*60*1000);
                if (unit)
                {
                    unit->SetHomePosition(InfernalSPWP[i][0], InfernalSPWP[i][1], InfernalSPWP[i][2], InfernalSPWP[i][3]);
                    CAST_AI(hyjal_trashAI, unit->AI())->faction = Faction;
                    CAST_AI(hyjal_trashAI, unit->AI())->IsOverrun = true;
                    CAST_AI(hyjal_trashAI, unit->AI())->OverrunType = i;
                    unit->setActive(true);
                }
            }
            for (uint8 i = 0; i < 25; ++i)//summon 25 ghouls
            {
                uint8 r = rand()%4;
                Creature* unit = me->SummonCreature(GHOUL, HordeBase[r][0]+irand(-15, 15), HordeBase[r][1]+irand(-15, 15), HordeBase[r][2], 0, TEMPSUMMON_MANUAL_DESPAWN, 2*60*1000);
                if (unit)
                {
                    CAST_AI(hyjal_trashAI, unit->AI())->faction = Faction;
                    CAST_AI(hyjal_trashAI, unit->AI())->IsOverrun = true;
                    CAST_AI(hyjal_trashAI, unit->AI())->OverrunType = i;
                    unit->setActive(true);
                }
            }
            for (uint8 i = 0; i < 5; ++i)//summon 5 abominations
            {
                uint8 r = rand()%4;
                Creature* unit = me->SummonCreature(ABOMINATION, HordeBase[r][0]+irand(-15, 15), HordeBase[r][1]+irand(-15, 15), HordeBase[r][2], 0, TEMPSUMMON_MANUAL_DESPAWN, 2*60*1000);
                if (unit)
                {
                    CAST_AI(hyjal_trashAI, unit->AI())->faction = Faction;
                    CAST_AI(hyjal_trashAI, unit->AI())->IsOverrun = true;
                    CAST_AI(hyjal_trashAI, unit->AI())->OverrunType = i;
                    unit->setActive(true);
                }
            }
            break;
    }
}
Example #11
0
void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
{
    //! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
    //! If the leader's path is known, member's path can be plotted as well using formation offsets.
    if (!m_leader)
        return;

	uint8 groupAI = sFormationMgr->CreatureGroupMap[m_leader->GetDBTableGUIDLow()]->groupAI;
	if (groupAI == 5)
		return;

	float pathDist = m_leader->GetExactDist(x, y, z);
    float pathAngle = m_leader->GetAngle(x, y);

    for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
    {
        Creature* member = itr->first;
        if (member == m_leader || !member->IsAlive() || member->GetVictim())
            continue;

		// Xinef: If member is stunned / rooted etc don't allow to move him
		if (member->HasUnitState(UNIT_STATE_NOT_MOVE))
			continue;

		// Xinef: this should be automatized, if turn angle is greater than PI/2 (90°) we should swap formation angle
        if (M_PI - fabs(fabs(m_leader->GetOrientation() - pathAngle) - M_PI) > M_PI*0.50f)
        {
			// pussywizard: in both cases should be 2*M_PI - follow_angle
			// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
			// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
            // if (m_leader->GetCurrentWaypointID()+1 == itr->second->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
			itr->second->follow_angle = Position::NormalizeOrientation(itr->second->follow_angle + M_PI); //(2 * M_PI) - itr->second->follow_angle;
        }

        float followAngle = itr->second->follow_angle;
        float followDist = itr->second->follow_dist;

        float dx = x + cos(followAngle + pathAngle) * followDist;
        float dy = y + sin(followAngle + pathAngle) * followDist;
        float dz = z;

        Trinity::NormalizeMapCoord(dx);
        Trinity::NormalizeMapCoord(dy);

        member->UpdateGroundPositionZ(dx, dy, dz);

        member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
		// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
        if (run && member->IsWalking())
            member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
        else if (!run && !member->IsWalking())
            member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);

		// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
		// xinef: change members speed basing on distance - if too far speed up, if too close slow down
		UnitMoveType mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
		member->SetSpeedRate(mtype, m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist);

        member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
        member->SetHomePosition(dx, dy, dz, pathAngle);
    }
}
Example #12
0
void WorldSession::SendListInventory(ObjectGuid vendorGuid)
{
    Creature* vendor = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
    if (!vendor)
    {
        TC_LOG_DEBUG("network", "WORLD: SendListInventory - %s not found or you can not interact with him.", vendorGuid.ToString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, nullptr, ObjectGuid::Empty, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    // Stop the npc if moving
    vendor->PauseMovement(sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER));
    vendor->SetHomePosition(vendor->GetPosition());

    VendorItemData const* items = vendor->GetVendorItems();
    if (!items)
    {
        WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + 1);
        data << uint64(vendorGuid);
        data << uint8(0);                                   // count == 0, next will be error code
        data << uint8(0);                                   // "Vendor has no inventory"
        SendPacket(&data);
        return;
    }

    uint8 itemCount = items->GetItemCount();
    uint8 count = 0;

    WorldPacket data(SMSG_LIST_INVENTORY, 8 + 1 + itemCount * 8 * 4);
    data << uint64(vendorGuid);

    size_t countPos = data.wpos();
    data << uint8(count);

    float discountMod = _player->GetReputationPriceDiscount(vendor);

    for (uint8 slot = 0; slot < itemCount; ++slot)
    {
        if (VendorItem const* item = items->GetItem(slot))
        {
            if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(item->item))
            {
                if (!(itemTemplate->AllowableClass & _player->getClassMask()) && itemTemplate->Bonding == BIND_WHEN_PICKED_UP && !_player->IsGameMaster())
                    continue;
                // Only display items in vendor lists for the team the
                // player is on. If GM on, display all items.
                if (!_player->IsGameMaster() && ((itemTemplate->Flags2 & ITEM_FLAG2_FACTION_HORDE && _player->GetTeam() == ALLIANCE) || (itemTemplate->Flags2 == ITEM_FLAG2_FACTION_ALLIANCE && _player->GetTeam() == HORDE)))
                    continue;

                // Items sold out are not displayed in list
                uint32 leftInStock = !item->maxcount ? 0xFFFFFFFF : vendor->GetVendorItemCurrentCount(item);
                if (!_player->IsGameMaster() && !leftInStock)
                    continue;

                if (!sConditionMgr->IsObjectMeetingVendorItemConditions(vendor->GetEntry(), item->item, _player, vendor))
                {
                    TC_LOG_DEBUG("condition", "SendListInventory: conditions not met for creature entry %u item %u", vendor->GetEntry(), item->item);
                    continue;
                }

                // reputation discount
                int32 price = item->IsGoldRequired(itemTemplate) ? uint32(floor(itemTemplate->BuyPrice * discountMod)) : 0;

                data << uint32(slot + 1);       // client expects counting to start at 1
                data << uint32(item->item);
                data << uint32(itemTemplate->DisplayInfoID);
                data << int32(leftInStock);
                data << uint32(price);
                data << uint32(itemTemplate->MaxDurability);
                data << uint32(itemTemplate->BuyCount);
                data << uint32(item->ExtendedCost);

                if (++count >= MAX_VENDOR_ITEMS)
                    break;
            }
        }
    }

    if (count == 0)
    {
        data << uint8(0);
        SendPacket(&data);
        return;
    }

    data.put<uint8>(countPos, count);
    SendPacket(&data);
}