// 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; }
// 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; }
void instance_gnomeregan::SetData(uint32 uiType, uint32 uiData) { switch (uiType) { case TYPE_GRUBBIS: m_auiEncounter[0] = uiData; if (uiData == IN_PROGRESS) { // Sort the explosive charges if needed if (!m_luiExplosiveChargeGUIDs.empty()) { GameObjectList lExplosiveCharges; for (GuidList::const_iterator itr = m_luiExplosiveChargeGUIDs.begin(); itr != m_luiExplosiveChargeGUIDs.end(); ++itr) { if (GameObject* pCharge = instance->GetGameObject(*itr)) lExplosiveCharges.push_back(pCharge); } m_luiExplosiveChargeGUIDs.clear(); // Sort from east to west lExplosiveCharges.sort(sortFromEastToWest); // Sort to south and north uint8 uiCounterSouth = 0; uint8 uiCounterNorth = 0; GameObject* pCaveInSouth = GetSingleGameObjectFromStorage(GO_CAVE_IN_SOUTH); GameObject* pCaveInNorth = GetSingleGameObjectFromStorage(GO_CAVE_IN_NORTH); if (pCaveInSouth && pCaveInNorth) { for (auto& lExplosiveCharge : lExplosiveCharges) { if (lExplosiveCharge->GetDistanceOrder(pCaveInSouth, pCaveInNorth) && uiCounterSouth < MAX_EXPLOSIVES_PER_SIDE) { m_aExplosiveSortedGuids[0][uiCounterSouth] = lExplosiveCharge->GetObjectGuid(); ++uiCounterSouth; } else if (uiCounterNorth < MAX_EXPLOSIVES_PER_SIDE) { m_aExplosiveSortedGuids[1][uiCounterNorth] = lExplosiveCharge->GetObjectGuid(); ++uiCounterNorth; } } } } } if (uiData == FAIL) { // Despawn possible spawned explosive charges SetData(TYPE_EXPLOSIVE_CHARGE, DATA_EXPLOSIVE_CHARGE_USE); } if (uiData == DONE) { for (GuidList::const_iterator itr = m_lRedRocketGUIDs.begin(); itr != m_lRedRocketGUIDs.end(); ++itr) DoRespawnGameObject(*itr, HOUR); } break; case TYPE_EXPLOSIVE_CHARGE: switch (uiData) { case DATA_EXPLOSIVE_CHARGE_1: DoRespawnGameObject(m_aExplosiveSortedGuids[0][0], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[0][0]); break; case DATA_EXPLOSIVE_CHARGE_2: DoRespawnGameObject(m_aExplosiveSortedGuids[0][1], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[0][1]); break; case DATA_EXPLOSIVE_CHARGE_3: DoRespawnGameObject(m_aExplosiveSortedGuids[1][0], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[1][0]); break; case DATA_EXPLOSIVE_CHARGE_4: DoRespawnGameObject(m_aExplosiveSortedGuids[1][1], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[1][1]); break; case DATA_EXPLOSIVE_CHARGE_USE: Creature* pBlastmaster = GetSingleCreatureFromStorage(NPC_BLASTMASTER_SHORTFUSE); if (!pBlastmaster) break; for (GuidList::const_iterator itr = m_luiSpawnedExplosiveChargeGUIDs.begin(); itr != m_luiSpawnedExplosiveChargeGUIDs.end(); ++itr) { if (GameObject* pExplosive = instance->GetGameObject(*itr)) pExplosive->Use(pBlastmaster); } m_luiSpawnedExplosiveChargeGUIDs.clear(); break; } return; case TYPE_THERMAPLUGG: m_auiEncounter[1] = uiData; if (uiData == IN_PROGRESS) { // Make Door locked if (GameObject* pDoor = GetSingleGameObjectFromStorage(GO_THE_FINAL_CHAMBER)) { pDoor->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); if (pDoor->GetLootState() == GO_ACTIVATED) pDoor->ResetDoorOrButton(); } // Always directly activates this bomb-face DoActivateBombFace(2); } else if (uiData == DONE || uiData == FAIL) { // Make Door unlocked again if (GameObject* pDoor = GetSingleGameObjectFromStorage(GO_THE_FINAL_CHAMBER)) { pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); if (pDoor->GetLootState() == GO_READY) pDoor->UseDoorOrButton(); } // Deactivate all remaining BombFaces for (uint8 i = 0; i < MAX_GNOME_FACES; ++i) DoDeactivateBombFace(i); } break; } if (uiData == DONE) { OUT_SAVE_INST_DATA; std::ostringstream saveStream; saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1]; m_strInstData = saveStream.str(); SaveToDB(); OUT_SAVE_INST_DATA_COMPLETE; } }