Beispiel #1
0
void DroneEntity::Killed(Damage &fatal_blow)
{
	m_destiny->Stop();

	DynamicSystemEntity::Killed(fatal_blow);
	
	SystemEntity *killer = fatal_blow.source;
	Client* client = m_services.entity_list.FindByShip( killer->Item()->ownerID() );
	if( !killer->IsClient() )
	{
		if( client != NULL )
		{
			killer = static_cast<SystemEntity*>(client);
		}
	}
	else
	{
		client = killer->CastToClient();
	}
	
	//TODO: award status changes. (entitySecurityStatusKillBonus)
	client->GetChar()->addSecurityRating( m_self->GetAttribute(AttrEntitySecurityStatusKillBonus).get_float() );
	
	m_system->RemoveEntity(this);
}
SystemManager::~SystemManager() {
	//we mustn't delete clients because they are owned by the entity list.
	std::map<uint32, SystemEntity *>::iterator cur, end, tmp;
	cur = m_entities.begin();
	end = m_entities.end();
	while(cur != end) {
		SystemEntity *se = cur->second;
		cur++;

		if(!se->IsClient())
			delete se;
	}

	//must be deleted AFTER all the NPCs which it spawn have been, since
	//they will call back to their spawning spawn entries.
	delete m_spawnManager;

	bubbles.clear();
}
Beispiel #3
0
void AsteroidEntity::Killed(Damage &fatal_blow)
{
	m_destiny->Stop();

	DynamicSystemEntity::Killed(fatal_blow);
	
	SystemEntity *killer = fatal_blow.source;
	Client* client = m_services.entity_list.FindByShip( killer->Item()->ownerID() );
	if( !killer->IsClient() )
	{
		if( client != NULL )
		{
			killer = static_cast<SystemEntity*>(client);
		}
	}
	else
	{
		client = killer->CastToClient();
	}
	
	m_system->RemoveEntity(this);
}
Beispiel #4
0
SystemManager::~SystemManager() {
    //we mustn't delete clients because they are owned by the entity list.
    std::map<uint32, SystemEntity *>::iterator cur, end, tmp;
    cur = m_entities.begin();
    end = m_entities.end();
    while(cur != end) {
        SystemEntity *se = cur->second;
        cur++;

		// If entity is an NPC, save its data to DB for persietence across server restarts:
		if(se->IsNPC())
			se->CastToNPC()->SaveNPC();

        if(!se->IsClient())
            delete se;
    }

    //must be deleted AFTER all the NPCs which it spawn have been, since
    //they will call back to their spawning spawn entries.
    delete m_spawnManager;

    bubbles.clear();
}
Beispiel #5
0
void NPC::Killed(Damage &fatal_blow)
{
	m_destiny->Stop();

	DynamicSystemEntity::Killed(fatal_blow);
	
	SystemEntity *killer = fatal_blow.source;
	Client* client = m_services.entity_list.FindByShip( killer->Item()->ownerID() );
	if( !killer->IsClient() )
	{
		if( client != NULL )
		{
			killer = static_cast<SystemEntity*>(client);
		}
	}
	else
	{
		client = killer->CastToClient();
	}
	//TODO: drop loot.
	//_DropLoot(fatal_blow.source);
	_DropLoot(killer);
	
	//award kill bounty.
	//_AwardBounty(fatal_blow.source);
	_AwardBounty(killer);
	
	//TODO: award status changes. (entitySecurityStatusKillBonus)
	client->GetChar()->addSecurityRating( m_self->GetAttribute(AttrEntitySecurityStatusKillBonus).get_float() );

	//notify our spawner that we are gone.
	if(m_spawner != NULL) {
	  m_spawner->SpawnDepoped(m_self->itemID());
	}
	
	m_system->RemoveNPC(this);
}