Example #1
0
void SpawnShell::corpseLoc(const corpseLocStruct* corpseLoc)
{
  Item* item = m_spawns.find(corpseLoc->spawnId);
  if (item != NULL)
  {
    Spawn* spawn = (Spawn*)item;

    // set the corpses location, and make sure it's not moving... 
    spawn->setPos(int16_t(corpseLoc->x), int16_t(corpseLoc->y), 
		  int16_t(corpseLoc->z),
		  showeq_params->walkpathrecord,
		  showeq_params->walkpathlength);
    spawn->killSpawn();
    spawn->updateLast();
    spawn->updateLastChanged();
    
    // signal that the spawn has changed
    emit killSpawn(item, NULL, 0);
  }
}
Example #2
0
void SpawnShell::updateSpawn(uint16_t id, 
			     int16_t x, int16_t y, int16_t z,
			     int16_t xVel, int16_t yVel, int16_t zVel,
			     int8_t heading, int8_t deltaHeading,
			     uint8_t animation)
{
#ifdef SPAWNSHELL_DIAG
   printf("SpawnShell::updateSpawn(id=%d, x=%d, y=%d, z=%d, xVel=%d, yVel=%d, zVel=%d)\n", id, x, y, z, xVel, yVel, zVel);
#endif

   Item* item = m_spawns.find(id);

   if (item != NULL)
   {
     Spawn* spawn = (Spawn*)item;

     spawn->setPos(x, y, z,
		   showeq_params->walkpathrecord,
		   showeq_params->walkpathlength);
     spawn->setAnimation(animation);
     if ((animation != 0) && (animation != 66))
     {
       spawn->setDeltas(xVel, yVel, zVel);
       spawn->setHeading(heading, deltaHeading);
     } 
    else
     {
       spawn->setDeltas(0, 0, 0);
       spawn->setHeading(heading, 0);
     }

     spawn->updateLast();
     item->updateLastChanged();
     emit changeItem(item, tSpawnChangedPosition);
   }
   else if (showeq_params->createUnknownSpawns)
   {
     // not the player, so check if it's a recently deleted spawn
     for (int i =0; i < m_cntDeadSpawnIDs; i++)
     {
       // check dead spawn list for spawnID, if it was deleted, shouldn't
       // see new position updates, so therefore this is probably 
       // for a new spawn (spawn ID being reused)
       if ((m_deadSpawnID[i] != 0) && (m_deadSpawnID[i] == id))
       {
	 // found a match, ignore it
	 m_deadSpawnID[i] = 0;

	 printf("\a(%d) had been removed from the zone, but saw a position update on it, so assuming bogus update.\n", 
		id);

	 return;
       }
     }

     item = new Spawn(id, x, y, z, xVel, yVel, zVel, 
		      heading, deltaHeading, animation);
     updateFilterFlags(item);
     updateRuntimeFilterFlags(item);
     m_spawns.insert(id, item);
     emit addItem(item);

     // send notification of new spawn count
     emit numSpawns(m_spawns.count());
   }
}