Beispiel #1
0
bool CRegionBase::r_Verb( CScript & s, CTextConsole * pSrc ) // Execute command from script
{
	ADDTOCALLSTACK("CRegionBase::r_Verb");
	EXC_TRY("Verb");
	LPCTSTR pszKey = s.GetKey();

	if ( !strnicmp(pszKey, "CLEARTAGS", 9) )
	{
		pszKey = s.GetArgStr();
		SKIP_SEPARATORS(pszKey);
		m_TagDefs.ClearKeys(pszKey);
		return true;
	}	

	int index = FindTableSorted( pszKey, sm_szVerbKeys, COUNTOF( sm_szVerbKeys )-1 );
	switch (index)
	{
		case RV_ALLCLIENTS:
		{
			ClientIterator it;
			for (CClient* pClient = it.next(); pClient != NULL; pClient = it.next())
			{
				CChar * pChar = pClient->GetChar();
				if ( !pChar || ( pChar->GetRegion() != this ))
					continue;

				CScript script( s.GetArgStr() );
				pChar->r_Verb(script, pSrc);
			}
			return true;
		}
		case RV_TAGLIST:
		{
			m_TagDefs.DumpKeys( pSrc, "TAG." );
			return true;
		}

		default:
			break;
	}

	if ( index < 0 )
	{
		index = FindTableSorted(s.GetKey(), CSector::sm_szVerbKeys, SEV_QTY);
		if ( index >= 0 )
			return SendSectorsVerb(s.GetKey(), s.GetArgRaw(), pSrc);
	}

	return CScriptObj::r_Verb(s, pSrc);
	EXC_CATCH;

	EXC_DEBUG_START;
	g_Log.EventDebug("command '%s' args '%s' [%p]\n", s.GetKey(), s.GetArgRaw(), static_cast<void *>(pSrc));
	EXC_DEBUG_END;
	return false;
}
Beispiel #2
0
void CItemSpawn::GenerateChar(CResourceDef * pDef)
{
	ADDTOCALLSTACK("CitemSpawn:GenerateChar");
	if ( !IsTopLevel() || ( m_itSpawnChar.m_current >= GetAmount() ) || ( GetTopSector()->GetCharComplexity() > g_Cfg.m_iMaxCharComplexity ))
		return;

	int iDistMax = m_itSpawnChar.m_DistMax;
	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	if ( rid.GetResType() == RES_SPAWN )
	{
		const CRandGroupDef * pSpawnGroup = STATIC_CAST <const CRandGroupDef *>(pDef);
		ASSERT(pSpawnGroup);
		size_t i = pSpawnGroup->GetRandMemberIndex();
		if ( i != pSpawnGroup->BadMemberIndex() )
		{
			rid = pSpawnGroup->GetMemberID(i);
		}
	}

	if (( rid.GetResType() != RES_CHARDEF ) && ( rid.GetResType() != RES_UNKNOWN ))
		return;

	CREID_TYPE id = static_cast<CREID_TYPE>(rid.GetResIndex());

	bool isBadPlaceToSpawn = false;
	CChar * pChar = CChar::CreateBasic(id);
	if( pChar == NULL )
	{
		return;
	}

	pChar->NPC_LoadScript(true);
	AddObj(pChar->GetUID());
	pChar->m_uidSpawnItem = GetUID();		// SpawnItem for this char
	pChar->StatFlag_Set( STATF_Spawned );
	pChar->MoveTo(GetTopPoint());
	pChar->NPC_CreateTrigger(); //Removed from NPC_LoadScript() and triggered after char placement

	if( pChar->GetRegion() == NULL )
	{
		isBadPlaceToSpawn = true;
	}
	else if( pChar->GetRegion()->IsGuarded() && pChar->Noto_IsEvil() )
	{
		isBadPlaceToSpawn = true;
	}

	// Deny definitely known a bad place to spawn (like red NPCs in guarded areas)
	// Usually caused by wide range near the edge of the towns
	if( isBadPlaceToSpawn )
	{
		pChar->Delete();
		//m_itSpawnChar.m_current--;
		return;
	}

	ASSERT(pChar->m_pNPC);
	if ( iDistMax )
	{
		pChar->m_ptHome = GetTopPoint();
		pChar->m_pNPC->m_Home_Dist_Wander = static_cast<WORD>(iDistMax);
	}
	pChar->Update();

}