*Copy and paste woes D:

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-21 05:01:03 -08:00
parent 83fa9466de
commit bd1065156e
5 changed files with 106 additions and 21 deletions
+61 -7
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@@ -752,22 +752,76 @@ void LoadOverridenDBCData()
}
}
Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange)
//return closest GO in grid, with range from pSource
GameObject* GetClosestGameObjectWithEntry(WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange)
{
Creature* pCreature = NULL;
GameObject* pGo = NULL;
CellPair pair(Trinity::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY()));
CellPair pair(MaNGOS::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck creature_check(*pSource, Entry, true, MaxSearchRange);
Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pSource, pCreature, creature_check);
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*pSource, uiEntry, fMaxSearchRange);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> searcher(pSource, pGo, go_check);
TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer> creature_searcher(searcher);
TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer> go_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, creature_searcher,*(pSource->GetMap()));
cell_lock->Visit(cell_lock, go_searcher, *pSource->GetMap(), *pSource, fMaxSearchRange);
return pGo;
}
//return closest creature alive in grid, with range from pSource
Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange)
{
Creature* pCreature = NULL;
CellPair pair(MaNGOS::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck creature_check(*pSource, uiEntry, true, fMaxSearchRange);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pSource, pCreature, creature_check);
TypeContainerVisitor<MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer> creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, creature_searcher,*(pSource->GetMap()), *pSource, fMaxSearchRange);
return pCreature;
}
/*
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList , WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange)
{
CellPair pair(MaNGOS::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
AllGameObjectsWithEntryInRange check(pSource, uiEntry, fMaxSearchRange);
MaNGOS::GameObjectListSearcher<AllGameObjectsWithEntryInRange> searcher(pSource, lList, check);
TypeContainerVisitor<MaNGOS::GameObjectListSearcher<AllGameObjectsWithEntryInRange>, GridTypeMapContainer> visitor(searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(pSource->GetMap()), *pSource, fMaxSearchRange);
}
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange)
{
CellPair pair(MaNGOS::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
AllCreaturesOfEntryInRange check(pSource, uiEntry, fMaxSearchRange);
MaNGOS::CreatureListSearcher<AllCreaturesOfEntryInRange> searcher(pSource, lList, check);
TypeContainerVisitor<MaNGOS::CreatureListSearcher<AllCreaturesOfEntryInRange>, GridTypeMapContainer> visitor(searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(pSource->GetMap()), *pSource, fMaxSearchRange);
}
*/
+4 -1
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@@ -223,8 +223,11 @@ struct TRINITY_DLL_DECL BossAI : public ScriptedAI
// SD2's grid searchers
//return closest gameobject in grid, with range from pSource
GameObject* GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange);
//return closest creature alive in grid, with range from pSource
Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange);
Creature* GetClosestCreatureWithEntry(WorldObject *pSource, uint32 Entry, float fMaxSearchRange);
#endif
@@ -22,11 +22,34 @@ SDCategory: Areatrigger
EndScriptData */
/* ContentData
at_legion_teleporter 4560 Teleporter TO Invasion Point: Cataclysm
at_coilfang_waterfall 4591
at_legion_teleporter 4560 Teleporter TO Invasion Point: Cataclysm
at_ravenholdt
at_warsong_slaughterhouse
at_warsong_grainery
at_torp_farm
EndContentData */
#include "precompiled.h"
/*######
## at_coilfang_waterfall
######*/
enum eCoilfangGOs
{
GO_COILFANG_WATERFALL = 184212
};
bool AreaTrigger_at_coilfang_waterfall(Player *pPlayer, AreaTriggerEntry *pAt)
{
if (GameObject* pGo = GetClosestGameObjectWithEntry(pPlayer, GO_COILFANG_WATERFALL, 35.0f))
if (pGo->getLootState() == GO_READY)
pGo->UseDoorOrButton();
return false;
}
/*#####
## at_legion_teleporter
#####*/
@@ -40,19 +63,19 @@ enum eLegionTeleporter
QUEST_GAINING_ACCESS_H = 10604
};
bool AreaTrigger_at_legion_teleporter(Player* pPlayer, AreaTriggerEntry* pAt)
bool AreaTrigger_at_legion_teleporter(Player *pPlayer, AreaTriggerEntry *pAt)
{
if (pPlayer->isAlive() && !pPlayer->isInCombat())
{
if (pPlayer->GetTeam()== ALLIANCE && pPlayer->GetQuestRewardStatus(QUEST_GAINING_ACCESS_A))
if (pPlayer->GetTeam() == ALLIANCE && pPlayer->GetQuestRewardStatus(QUEST_GAINING_ACCESS_A))
{
pPlayer->CastSpell(pPlayer,SPELL_TELE_A_TO,false);
pPlayer->CastSpell(pPlayer, SPELL_TELE_A_TO, false);
return true;
}
if (pPlayer->GetTeam()== HORDE && pPlayer->GetQuestRewardStatus(QUEST_GAINING_ACCESS_H))
if (pPlayer->GetTeam() == HORDE && pPlayer->GetQuestRewardStatus(QUEST_GAINING_ACCESS_H))
{
pPlayer->CastSpell(pPlayer,SPELL_TELE_H_TO,false);
pPlayer->CastSpell(pPlayer, SPELL_TELE_H_TO, false);
return true;
}
@@ -79,6 +102,11 @@ void AddSC_areatrigger_scripts()
{
Script *newscript;
newscript = new Script;
newscript->Name = "at_coilfang_waterfall";
newscript->pAreaTrigger = &AreaTrigger_at_coilfang_waterfall;
newscript->RegisterSelf();
newscript = new Script;
newscript->Name = "at_legion_teleporter";
newscript->pAreaTrigger = &AreaTrigger_at_legion_teleporter;
+6 -6
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@@ -228,19 +228,19 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
//no jokes here... Actually placing ASSERT() here was good idea, but
//we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?)
//maybe it is better to just return when radius <= 0.0f?
if(radius <= 0.0f)
if (radius <= 0.0f)
{
m.Visit(l, visitor);
return;
}
//lets limit the upper value for search radius
if(radius > 333.0f)
if (radius > 333.0f)
radius = 333.0f;
//lets calculate object coord offsets from cell borders.
CellArea area = Cell::CalculateCellArea(obj, radius);
//if radius fits inside standing cell
if(!area)
if (!area)
{
m.Visit(l, visitor);
return;
@@ -254,7 +254,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
//currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values
//there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
if(((end_cell.x_coord - begin_cell.x_coord) > 4) && ((end_cell.y_coord - begin_cell.y_coord) > 4))
if (((end_cell.x_coord - begin_cell.x_coord) > 4) && ((end_cell.y_coord - begin_cell.y_coord) > 4))
{
VisitCircle(l, visitor, m, begin_cell, end_cell);
return;
@@ -265,9 +265,9 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
m.Visit(l, visitor);
// loop the cell range
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
CellPair cell_pair(x,y);
//lets skip standing cell since we already visited it
+1 -1
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@@ -3792,7 +3792,7 @@ bool Player::resetTalents(bool no_cost)
*/
PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->TalentID);
if (plrTalent != m_talents[m_activeSpec]->end( || !m_talents[m_activeSpec]->empty())
if (plrTalent != m_talents[m_activeSpec]->end( || m_talents[m_activeSpec]->empty())
{
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{