void OnQuestStart(Player* pPlayer, QuestLogEntry* qLogEntry) { Creature *windwatcher = pPlayer->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(pPlayer->GetPositionX(), pPlayer->GetPositionY(), pPlayer->GetPositionZ(), 6176); if(!windwatcher) return; // questgiver will walk to the place where Cyclonian is spawned // only walk when we are at home if(windwatcher->CalcDistance(250.839996f, -1470.579956f, 55.4491f) > 1) return; { windwatcher->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, "Follow me"); sEAS.CreateCustomWaypointMap(windwatcher); sEAS.WaypointCreate(windwatcher, 269.29f, -1433.32f, 50.31f, 0.19f, 0, 0, 0); sEAS.WaypointCreate(windwatcher, 328.52f, -1442.03f, 40.5f, 5.65f, 0, 0, 0); sEAS.WaypointCreate(windwatcher, 333.31f, -1453.69f, 42.01f, 4.68f, 0, 0, 0); sEAS.EnableWaypoints(windwatcher); windwatcher->GetAIInterface()->setMoveType(11); } windwatcher->Despawn(15*60*1000, 0); // spawn cyclonian if not spawned already Creature *cyclonian = pPlayer->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(323.947f, -1483.68f, 43.1363f, 6239); if( cyclonian == NULL) { cyclonian = sEAS.SpawnCreature(pPlayer, 6239, 323.947f, -1483.68f, 43.1363f, 0.682991f); // if spawning cyclonian failed, we have to return. if(cyclonian == NULL) return; } // queue cyclonian for despawn cyclonian->Despawn(15*60*1000, 0); }
Creature *MapManagerScript::FindClosestLivingCreature( uint32 pEntry, float pX, float pY, float pZ, Creature* check ) { Creature *CurrentCreature = NULL, *Creturn = NULL; float closestDistance = 50000.0f, currentDistance; for ( uint32 i = 0; i != _manager->m_CreatureHighGuid; ++i ) { currentDistance = 0.0f; CurrentCreature = _manager->m_CreatureStorage[i]; if ( CurrentCreature != NULL && CurrentCreature != check) { if ( CurrentCreature->GetEntry() == pEntry && CurrentCreature->isAlive()) { currentDistance = CurrentCreature->CalcDistance(pX, pY, pZ); if(currentDistance <= closestDistance) { closestDistance = currentDistance; Creturn = CurrentCreature; } } } } return Creturn; }