//-----------------------------------------------------------------------
	int XmlConvert(InStm *pin, const strvector &css, const strvector &fonts, const strvector &mfonts,
		XlitConv *xlitConv, OutPackStm *pout)
	{
		// perform pass 1 to determine fb2 document structure and to collect all cross-references inside the fb2 file
		UnitArray units;
		// The input file name is pin->UIFileName();
		XMLDocument doc;
		doc.LoadFile(pin->UIFileName().c_str());
		XMLHandle hDoc(&doc);
		XMLHandle fb = hDoc.FirstChildElement("FictionBook");
		XMLHandle desc = fb.FirstChildElement("description");
		XMLHandle titleInfo = desc.FirstChildElement("title-info");
		XMLHandle genre = titleInfo.FirstChildElement("genre");
		XMLHandle genreInfo = genre.FirstChild();
		const char* txt = genreInfo.ToNode()->Value(); // "Ciencia-Ficción"

		// Now build from the above the damn epub!
		// Go directly to DoConvertionPass2 and substitute XML calls to make epub.

		// CONVERTION PASS 1 (DETERMINE DOCUMENT STRUCTURE AND COLLECT ALL CROSS-REFERENCES INSIDE THE FB2 FILE)
		Ptr<ConverterPass1> conv = new ConverterPass1(&units);
		conv->XmlScan(hDoc);
		//DoConvertionPass1(CreateScanner(pin), &units);
		//pin->Rewind();

		// sanity check
		if (units.size() == 0)
			InternalError(__FILE__, __LINE__, "I don't know why but it happened that there is no content in input file!");

		// perform pass 2 to create epub document
		//XmlConversionPass2(hDoc, css, fonts, mfonts, xlitConv, &units, pout);
		//DoConvertionPass2(CreateScanner(pin), css, fonts, mfonts, xlitConv, &units, pout);
		return 0;
	}
Exemple #2
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Unit* AscentScriptCreatureAI::GetBestUnitTarget( TargetFilter pTargetFilter, float pMinRange, float pMaxRange )
{
	//Build potential target list
	UnitArray TargetArray;
	if ( pTargetFilter & TargetFilter_Friendly )
	{
		for ( unordered_set< Object* >::iterator ObjectIter = _unit->GetInRangeSetBegin(); ObjectIter != _unit->GetInRangeSetEnd(); ++ObjectIter )
		{
			if ( IsValidUnitTarget( *ObjectIter, pTargetFilter, pMinRange, pMaxRange ) )
				TargetArray.push_back( TO_UNIT( *ObjectIter ) );
		};

		if ( IsValidUnitTarget( _unit, pTargetFilter ) )
			TargetArray.push_back( _unit );	//Also add self as possible friendly target
	}
	else
	{
		for ( unordered_set< Object* >::iterator ObjectIter = _unit->GetInRangeOppFactsSetBegin(); ObjectIter != _unit->GetInRangeOppFactsSetEnd(); ++ObjectIter )
		{
			if ( IsValidUnitTarget( *ObjectIter, pTargetFilter, pMinRange, pMaxRange ) )
				TargetArray.push_back( TO_UNIT( *ObjectIter ) );
		};
	};

	return ChooseBestTargetInArray( TargetArray, pTargetFilter );
};
Exemple #3
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Unit* ArcScriptCreatureAI::GetBestPlayerTarget(TargetFilter pFilter)
{
	//Build potential target list
	UnitArray TargetArray;
	for( set<Player*>::iterator PlayerIter = _unit->GetInRangePlayerSetBegin(); PlayerIter != _unit->GetInRangePlayerSetEnd(); ++PlayerIter ) 
	{ 
		if( IsValidUnitTarget(*PlayerIter, pFilter) ) TargetArray.push_back(static_cast<Unit*>(*PlayerIter));
	}

	return ChooseBestTargetInArray(TargetArray, pFilter);
}
Exemple #4
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Unit *MoonScriptCreatureAI::GetBestPlayerTarget( TargetFilters pTargetFilter, float pMinRange, float pMaxRange)
{
	//Build potential target list
	UnitArray TargetArray;
	for ( unordered_set< Player *>::iterator PlayerIter = _unit->GetInRangePlayerSetBegin(); PlayerIter != _unit->GetInRangePlayerSetEnd(); ++PlayerIter ) 
	{
		if ( IsValidUnitTarget( *PlayerIter, pTargetFilter, pMinRange, pMaxRange ) )
			TargetArray.push_back( TO_UNIT( *PlayerIter ) );
	};

	return ChooseBestTargetInArray( TargetArray, pTargetFilter );
};
Exemple #5
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	UnitArray GetInRangePlayers()
	{
		UnitArray TargetArray;
		for (unordered_set<Player*>::iterator itr = _unit->GetInRangePlayerSetBegin(); itr != _unit->GetInRangePlayerSetEnd(); itr++) 
		{ 
			if (IsValidUnitTarget(*itr, TargetFilter_None))
			{
				TargetArray.push_back(TO_UNIT(*itr));
			}
		}

		return TargetArray;
	}
        UnitArray GetInRangePlayers()
        {
            UnitArray TargetArray;
            for (set< Object* >::iterator itr = _unit->GetInRangePlayerSetBegin(); itr != _unit->GetInRangePlayerSetEnd(); ++itr)
            {
                if (IsValidUnitTarget(*itr, TargetFilter_None))
                {
                    TargetArray.push_back(TO< Unit* >(*itr));
                }
            }

            return TargetArray;
        }
Exemple #7
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void SpellFunc_Gruul_Shatter(SpellDesc* pThis, ArcTicScriptCreatureAI* pCreatureAI, Unit* pTarget, TargetType pType)
{
	GruulTheDragonkillerAI *pGruul = (pCreatureAI != NULL) ? (GruulTheDragonkillerAI*)pCreatureAI : NULL;
	if (pGruul != NULL)
	{
		pGruul->CastSpell(pGruul->mShatter2);	// Spell to script
		UnitArray TargetArray = pGruul->GetInRangePlayers();
		if (TargetArray.size() > 0)
		{
			for (size_t i = 0; i < TargetArray.size(); ++i)
			{
				Unit* pTarget = TargetArray[i];
				pTarget->RemoveAura(GRUUL_THE_DRAGONKILLER_STONED);
			}
		}
	}
}
void SpellFunc_Gruul_Stoned(SpellDesc* pThis, MoonScriptCreatureAI* pCreatureAI, Unit* pTarget, TargetType pType)
{
    GruulTheDragonkillerAI* pGruul = (pCreatureAI != NULL) ? TO< GruulTheDragonkillerAI* >(pCreatureAI) : NULL;
    if (pGruul != NULL)
    {
        UnitArray TargetArray = pGruul->GetInRangePlayers();
        if (TargetArray.size() > 0)
        {
            for (size_t i = 0; i < TargetArray.size(); ++i)
            {
                Unit* pTarget = TargetArray[i];
                pTarget->CastSpell(pTarget, GRUUL_THE_DRAGONKILLER_STONED, true);
            }
        }

        pGruul->CastSpell(pGruul->mShatter);
    }
}
Exemple #9
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Unit* ArcScriptCreatureAI::GetBestUnitTarget(TargetFilter pFilter)
{
	//Build potential target list
	UnitArray TargetArray;
	if( pFilter & TargetFilter_Friendly )
	{
		for( std::set<Object*>::iterator ObjectIter = _unit->GetInRangeSetBegin(); ObjectIter != _unit->GetInRangeSetEnd(); ++ObjectIter )
		{
			if( IsValidUnitTarget(*ObjectIter, pFilter) ) TargetArray.push_back(static_cast<Unit*>(*ObjectIter));
		}
		if( IsValidUnitTarget(_unit, pFilter) ) TargetArray.push_back(_unit);	//Also add self as possible friendly target
	}
	else
	{
		for( std::set<Object*>::iterator ObjectIter = _unit->GetInRangeOppFactsSetBegin(); ObjectIter != _unit->GetInRangeOppFactsSetEnd(); ++ObjectIter )
		{
			if( IsValidUnitTarget(*ObjectIter, pFilter) ) TargetArray.push_back(static_cast<Unit*>(*ObjectIter));
		}
	}

	return ChooseBestTargetInArray(TargetArray, pFilter);
}
Exemple #10
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Unit *MoonScriptCreatureAI::ForceCreatureFind( uint32 pCreatureId, float pX, float pY, float pZ )
{
	Unit *UnitPtr = NULLUNIT; 
	MapMgr *Mgr = _unit->GetMapMgr();
	if ( Mgr == NULL )
		return UnitPtr;

	UnitPtr = TO_UNIT(Mgr->GetObjectClosestToCoords(pCreatureId, pX, pY, pZ, 99999.0f, TYPEID_UNIT ));
	if ( UnitPtr == NULL )
	{
		UnitArray Array;
		for ( uint32 i = 0; i != Mgr->m_CreatureHighGuid; ++i )
		{
			UnitPtr = Mgr->m_CreatureStorage[ i ];
			if ( UnitPtr != NULL )
			{ 
				if ( UnitPtr->GetEntry() == pCreatureId && UnitPtr != _unit )
					Array.push_back( UnitPtr );
			}
		}

		if ( Array.size() == 1 )
			return Array[ 0 ];

		UnitPtr = NULLUNIT;
		float Distance, NearestDistance = 99999;
		for ( UnitArray::iterator UnitIter = Array.begin(); UnitIter != Array.end(); ++UnitIter )
		{
			Distance = _unit->CalcDistance( pX, pY, pZ, ( *UnitIter )->GetPositionX(), ( *UnitIter )->GetPositionY(), ( *UnitIter )->GetPositionZ() );
			if ( Distance < NearestDistance )
			{
				NearestDistance = Distance;
				UnitPtr = ( *UnitIter );
			}
		}
	}

	return UnitPtr;
}
Exemple #11
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Unit* AscentScriptCreatureAI::ForceCreatureFind( uint32 pCreatureId, float pX, float pY, float pZ )
{
	Unit* UnitPtr = NULL; 
	MapMgr* Mgr = _unit->GetMapMgr();
	if ( Mgr == NULL )
		return UnitPtr;

	UnitPtr = Mgr->GetInterface()->GetCreatureNearestCoords( pX, pY, pZ, pCreatureId );
	if ( UnitPtr == NULL )
	{
		UnitArray Array;
		for ( uint32 i = 0; i != Mgr->m_CreatureHighGuid; ++i )
		{
			UnitPtr = Mgr->m_CreatureStorage[ i ];
			if ( UnitPtr != NULL )
			{ 
				if ( UnitPtr->GetEntry() == pCreatureId && UnitPtr != _unit )
					Array.push_back( UnitPtr );
			};
		};

		if ( Array.size() == 1 )
			return Array[ 0 ];

		UnitPtr = NULL;
		float Distance, NearestDistance = 99999;
		for ( UnitArray::iterator UnitIter = Array.begin(); UnitIter != Array.end(); ++UnitIter )
		{
			Distance = _unit->CalcDistance( pX, pY, pZ, ( *UnitIter )->GetPositionX(), ( *UnitIter )->GetPositionY(), ( *UnitIter )->GetPositionZ() );
			if ( Distance < NearestDistance )
			{
				NearestDistance = Distance;
				UnitPtr = ( *UnitIter );
			};
		};
	};

	return UnitPtr;
};
Exemple #12
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Unit *MoonScriptCreatureAI::GetBestUnitTarget( TargetFilters pTargetFilter, float pMinRange, float pMaxRange)
{
	//Build potential target list
	UnitArray TargetArray;
	if ( pTargetFilter & TargetFilter_Friendly )
	{
		for ( unordered_set< Object *>::iterator ObjectIter = _unit->GetInRangeSetBegin(); ObjectIter != _unit->GetInRangeSetEnd(); ++ObjectIter )
		{
			// Trololololo.......
			if( IsValidUnitTarget(*ObjectIter, pTargetFilter, pMinRange, pMaxRange) )
			{
				if(pTargetFilter & TargetFilter_ManaClass)
				{
					if(TO_UNIT(*ObjectIter)->GetPowerType() == POWER_TYPE_MANA)
						TargetArray.push_back( TO_UNIT( *ObjectIter ) );
				}
				else
					TargetArray.push_back( TO_UNIT( *ObjectIter ) );
			}
		};

		if ( IsValidUnitTarget( _unit, pTargetFilter ) )
			TargetArray.push_back( _unit );	//Also add self as possible friendly target
	}
	else
	{
		for ( unordered_set< Object *>::iterator ObjectIter = _unit->GetInRangeOppFactsSetBegin(); ObjectIter != _unit->GetInRangeOppFactsSetEnd(); ++ObjectIter )
		{
			// Problem, Dylan?
			if( IsValidUnitTarget(*ObjectIter, pTargetFilter, pMinRange, pMaxRange) )
			{
				if(pTargetFilter & TargetFilter_ManaClass)
				{
					if(TO_UNIT(*ObjectIter)->GetPowerType() == POWER_TYPE_MANA)
						TargetArray.push_back( TO_UNIT( *ObjectIter ) );
				}
				else
					TargetArray.push_back( TO_UNIT( *ObjectIter ) );
			}
		};
	};

	return ChooseBestTargetInArray( TargetArray, pTargetFilter );
};