Exemple #1
0
void Spawn2::SpawnConditionChanged(const SpawnCondition &c, int16 old_value) {
	if(GetSpawnCondition() != c.condition_id)
		return;

	Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Notified that our spawn condition %d has changed from %d to %d. Our min value is %d.", spawn2_id, c.condition_id, old_value, c.value, condition_min_value);

	bool old_state = (old_value >= condition_min_value);
	bool new_state = (c.value >= condition_min_value);
	if(old_state == new_state) {
		Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our threshold for this condition was not crossed. Doing nothing.", spawn2_id);
		return;	//no change
	}

	uint32 timer_remaining = 0;
	switch(c.on_change) {
	case SpawnCondition::DoNothing:
		//that was easy.
		Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our condition is now %s. Taking no action on existing spawn.", spawn2_id, new_state?"enabled":"disabled");
		break;
	case SpawnCondition::DoDepop:
		Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our condition is now %s. Depoping our mob.", spawn2_id, new_state?"enabled":"disabled");
		if(npcthis != nullptr)
			npcthis->Depop(false);	//remove the current mob
		Reset();	//reset our spawn timer
		break;
	case SpawnCondition::DoRepop:
		Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our condition is now %s. Forcing a repop.", spawn2_id, new_state?"enabled":"disabled");
		if(npcthis != nullptr)
			npcthis->Depop(false);	//remove the current mob
		Repop();	//repop
		break;
	case SpawnCondition::DoRepopIfReady:
		Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our condition is now %s. Forcing a repop if repsawn timer is expired.", spawn2_id, new_state?"enabled":"disabled");
		if(npcthis != nullptr) {
			Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our npcthis is currently not null. The zone thinks it is %s. Forcing a depop.", spawn2_id, npcthis->GetName());
			npcthis->Depop(false);	//remove the current mob
			npcthis = nullptr;
		}
		if(new_state) { // only get repawn timer remaining when the SpawnCondition is enabled.
			timer_remaining = database.GetSpawnTimeLeft(spawn2_id,zone->GetInstanceID());
			Log(Logs::Detail, Logs::Spawns,"Spawn2 %d: Our condition is now %s. The respawn timer_remaining is %d. Forcing a repop if it is <= 0.", spawn2_id, new_state?"enabled":"disabled", timer_remaining);
			if(timer_remaining <= 0)
				Repop();
		} else {
			Log(Logs::Detail, Logs::Spawns,"Spawn2 %d: Our condition is now %s. Not checking respawn timer.", spawn2_id, new_state?"enabled":"disabled");
		}
		break;
	default:
		if(c.on_change < SpawnCondition::DoSignalMin) {
			Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our condition is now %s. Invalid on-change action %d.", spawn2_id, new_state?"enabled":"disabled", c.on_change);
			return;	//unknown onchange action
		}
		int signal_id = c.on_change - SpawnCondition::DoSignalMin;
		Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Our condition is now %s. Signaling our mob with %d.", spawn2_id, new_state?"enabled":"disabled", signal_id);
		if(npcthis != nullptr)
			npcthis->SignalNPC(signal_id);
	}
}
Exemple #2
0
void Spawn2::SpawnConditionChanged(const SpawnCondition &c, int16 old_value) {
	if(GetSpawnCondition() != c.condition_id)
		return;
	
	_log(SPAWNS__CONDITIONS, "Spawn2 %d: Notified that our spawn condition %d has changed from %d to %d. Our min value is %d.", spawn2_id, c.condition_id, old_value, c.value, condition_min_value);
	
	bool old_state = (old_value >= condition_min_value);
	bool new_state = (c.value >= condition_min_value);
	if(old_state == new_state) {
		_log(SPAWNS__CONDITIONS, "Spawn2 %d: Our threshold for this condition was not crossed. Doing nothing.", spawn2_id);
		return;	//no change
	}
	
	switch(c.on_change) {
	case SpawnCondition::DoNothing:
		//that was easy.
		_log(SPAWNS__CONDITIONS, "Spawn2 %d: Our condition is now %s. Taking no action on existing spawn.", spawn2_id, new_state?"enabed":"disabled");
		break;
	case SpawnCondition::DoDepop:
		_log(SPAWNS__CONDITIONS, "Spawn2 %d: Our condition is now %s. Depoping our mob.", spawn2_id, new_state?"enabed":"disabled");
		if(npcthis != NULL)
			npcthis->Depop(false);	//remove the current mob
		Reset();	//reset our spawn timer
		break;
	case SpawnCondition::DoRepop:
		_log(SPAWNS__CONDITIONS, "Spawn2 %d: Our condition is now %s. Preforming a repop.", spawn2_id, new_state?"enabed":"disabled");
		if(npcthis != NULL)
			npcthis->Depop(false);	//remove the current mob
		Repop();	//repop
		break;
	default:
		if(c.on_change < SpawnCondition::DoSignalMin) {
			_log(SPAWNS__CONDITIONS, "Spawn2 %d: Our condition is now %s. Invalid on-change action %d.", spawn2_id, new_state?"enabed":"disabled", c.on_change);
			return;	//unknown onchange action
		}
		int signal_id = c.on_change - SpawnCondition::DoSignalMin;
		_log(SPAWNS__CONDITIONS, "Spawn2 %d: Our condition is now %s. Signaling our mob with %d.", spawn2_id, new_state?"enabed":"disabled", signal_id);
		if(npcthis != NULL)
			npcthis->SignalNPC(signal_id);
	}
}