Example #1
0
    // Function to search for new tubber in range
    void DoFindNewTubber()
    {
        GameObjectList lTubbersInRange;
        GetGameObjectListWithEntryInGrid(lTubbersInRange, m_creature, GO_BLUELEAF_TUBBER, 40.0f);

        if (lTubbersInRange.empty())
            return;

        lTubbersInRange.sort(ObjectDistanceOrder(m_creature));
        GameObject* pNearestTubber = nullptr;

        // Always need to find new ones
        for (GameObjectList::const_iterator itr = lTubbersInRange.begin(); itr != lTubbersInRange.end(); ++itr)
        {
            if (!(*itr)->IsSpawned() && (*itr)->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND) && (*itr)->IsWithinLOSInMap(m_creature))
            {
                pNearestTubber = *itr;
                break;
            }
        }

        if (!pNearestTubber)
            return;
        m_targetTubberGuid = pNearestTubber->GetObjectGuid();

        float fX, fY, fZ;
        pNearestTubber->GetContactPoint(m_creature, fX, fY, fZ);
        m_creature->GetMotionMaster()->MovePoint(1, fX, fY, fZ);
        m_bIsMovementActive = true;
    }
    // Function to search for new rookery egg in range
    void DoFindNewEgg()
    {
        GameObjectList lEggsInRange;
        GetGameObjectListWithEntryInGrid(lEggsInRange, m_creature, GO_ROOKERY_EGG, 20.0f);

        if (lEggsInRange.empty())   // No GO found
            return;

        lEggsInRange.sort(ObjectDistanceOrder(m_creature));
        GameObject* pNearestEgg = nullptr;

        // Always need to find new ones
        for (GameObjectList::const_iterator itr = lEggsInRange.begin(); itr != lEggsInRange.end(); ++itr)
        {
            if (!((*itr)->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE)))
            {
                pNearestEgg = *itr;
                break;
            }
        }

        if (!pNearestEgg)
            return;

        float fX, fY, fZ;
        pNearestEgg->GetContactPoint(m_creature, fX, fY, fZ, 1.0f);
        m_creature->SetWalk(false);
        m_creature->GetMotionMaster()->MovePoint(1, fX, fY, fZ);
        m_bIsMovementActive = true;
    }
Example #3
0
    // Function to search for new tubber in range
    void DoFindNewCrystal(Player* pMaster)
    {
        GameObjectList lCrystalsInRange;
        for (unsigned int i : aGOList)
        {
            GetGameObjectListWithEntryInGrid(lCrystalsInRange, m_creature, i, 40.0f);
            // If a crystal was found in range, stop the search here, else try with another GO
            if (!lCrystalsInRange.empty())
                break;
        }

        if (lCrystalsInRange.empty())   // Definely no GO found
        {
            m_creature->PlayDirectSound(SOUND_GROWL);
            return;
        }
        lCrystalsInRange.sort(ObjectDistanceOrder(m_creature));
        GameObject* pNearestCrystal = nullptr;

        // Always need to find new ones
        for (GameObjectList::const_iterator itr = lCrystalsInRange.begin(); itr != lCrystalsInRange.end(); ++itr)
        {
            if ((*itr)->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND))
            {
                pNearestCrystal = *itr;
                break;
            }
        }

        if (!pNearestCrystal)
        {
            m_creature->PlayDirectSound(SOUND_GROWL);
            return;
        }
        float fX, fY, fZ;
        pNearestCrystal->GetContactPoint(m_creature, fX, fY, fZ, 3.0f);
        m_creature->SetWalk(false);
        m_creature->GetMotionMaster()->MovePoint(1, fX, fY, fZ);
        m_bIsMovementActive = true;
    }
Example #4
0
    // Function to respawn GOs
    void DoRespawnObjects(uint32 uiEntry, float fRange)
    {
        GameObjectList lBarrelsInRange;
        m_lExplosivesGuidsList.clear();
        GetGameObjectListWithEntryInGrid(lBarrelsInRange, m_creature, uiEntry, fRange);

        if (lBarrelsInRange.empty())
        {
            script_error_log("Bloodmyst Isle: ERROR Failed to find any gameobjects of entry %u in range.", uiEntry);
            return;
        }

        // respawn explosives and store for future use
        for (GameObjectList::const_iterator itr = lBarrelsInRange.begin(); itr != lBarrelsInRange.end(); ++itr)
        {
            (*itr)->SetRespawnTime(5 * MINUTE);
            (*itr)->Refresh();
            m_lExplosivesGuidsList.push_back((*itr)->GetObjectGuid());
        }
    }
Example #5
0
    // Function to respawn fire GOs
    void DoRespawnFires(bool bFirstEvent)
    {
        GameObjectList lFiresInRange;
        GetGameObjectListWithEntryInGrid(lFiresInRange, m_creature, GO_COIL_FIRE_L, 110.0f);
        GetGameObjectListWithEntryInGrid(lFiresInRange, m_creature, GO_COIL_FIRE_S, 110.0f);

        if (lFiresInRange.empty())
        {
            script_error_log("Bloodmyst Isle: ERROR Failed to find any gameobjects of entry %u and %u in range.", GO_COIL_FIRE_L, GO_COIL_FIRE_S);
            return;
        }

        for (GameObjectList::const_iterator itr = lFiresInRange.begin(); itr != lFiresInRange.end(); ++itr)
        {
            if ((bFirstEvent && (*itr)->GetPositionZ() < 150.0f) || (!bFirstEvent && (*itr)->GetPositionZ() > 150.0f))
            {
                (*itr)->SetRespawnTime(5 * MINUTE);
                (*itr)->Refresh();
            }
        }
    }