Exemple #1
0
bool Spawn::spawnMonster(uint32_t spawnId, MonsterType* mType, const Position& pos, Direction dir, bool startup /*= false*/)
{
	Monster* monster = Monster::createMonster(mType);
	if(!monster)
		return false;

	if(startup)
	{
		//No need to send out events to the surrounding since there is no one out there to listen!
		if(!g_game.internalPlaceCreature(monster, pos, false, true))
		{
			delete monster;
			return false;
		}
	}
	else
	{
		if(!g_game.placeCreature(monster, pos, false, true))
		{
			delete monster;
			return false;
		}
	}

	monster->setSpawn(this);
	monster->useThing2();

	monster->setMasterPos(pos, radius);
	monster->setDirection(dir);

	spawnedMap.insert(SpawnedPair(spawnId, monster));
	spawnMap[spawnId].lastSpawn = OTSYS_TIME();
	return true;
}
Exemple #2
0
bool Spawn::spawnMonster(uint32_t spawnId, MonsterType* mType, const Position& pos, Direction dir, bool startup /*= false*/)
{
	int32_t nHealth = mType->health,nMaxHealth = mType->healthMax, nExp = mType->experience, nDef = mType->defense, nArm = mType->armor;
		int32_t monsterLevel = random_range(mType->minLevel, mType->maxLevel);
	if (monsterLevel != 0)
	{
    monsterLevel = monsterLevel;
} else {
    monsterLevel = random_range(5,15);
}
	mType->health = (uint64_t)std::ceil(mType->health * monsterLevel / 8);
	mType->healthMax = (uint64_t)std::ceil(mType->healthMax * monsterLevel / 8);
	mType->experience = (uint64_t)std::ceil(mType->experience * monsterLevel / 8);
	mType->defense = (uint64_t)std::ceil(mType->defense * monsterLevel / 8);
	mType->armor = (uint64_t)std::ceil(mType->armor * monsterLevel / 8);
    Monster* monster = Monster::createMonster(mType);
    monster->doMonsterSetCombatValues(monsterLevel);
    monster->doMonsterSetLevel(monsterLevel);
 
mType->health = nHealth;
mType->healthMax = nMaxHealth;
mType->experience = nExp;
mType->defense = nDef;
mType->armor = nArm;
	if(!monster)
		return false;

	if(startup)
	{
		//No need to send out events to the surrounding since there is no one out there to listen!
		if(!g_game.internalPlaceCreature(monster, pos, false, true))
		{
			delete monster;
			return false;
		}
	}
	else if(!g_game.placeCreature(monster, pos, false, true))
	{
		delete monster;
		return false;
	}

	monster->setSpawn(this);
	monster->setMasterPosition(pos, radius);
	monster->setDirection(dir);

	monster->addRef();
	spawnedMap.insert(SpawnedPair(spawnId, monster));
	spawnMap[spawnId].lastSpawn = OTSYS_TIME();
	return true;
}
Exemple #3
0
void Spawn::checkSpawn()
{
#ifdef __DEBUG_SPAWN__
	std::cout << "[Notice] Spawn::checkSpawn " << this << std::endl;
#endif
	checkSpawnEvent = 0;

	Monster* monster;
	uint32_t spawnId;

	for(SpawnedMap::iterator it = spawnedMap.begin(); it != spawnedMap.end();)
	{
		spawnId = it->first;
		monster = it->second;

		if(monster->isRemoved())
		{
			if(spawnId != 0)
				spawnMap[spawnId].lastSpawn = OTSYS_TIME();

			monster->releaseThing2();
			spawnedMap.erase(it++);
		}
		else if(!isInSpawnZone(monster->getPosition()) && spawnId != 0)
		{
			spawnedMap.insert(SpawnedPair(0, monster));
			spawnedMap.erase(it++);
		}
		else
			++it;
	}

	uint32_t spawnCount = 0;
	for(SpawnMap::iterator it = spawnMap.begin(); it != spawnMap.end(); ++it)
	{
		spawnId = it->first;
		spawnBlock_t& sb = it->second;

		if(spawnedMap.count(spawnId) == 0)
		{
			if(OTSYS_TIME() >= sb.lastSpawn + sb.interval)
			{
				if(findPlayer(sb.pos))
				{
					sb.lastSpawn = OTSYS_TIME();
					continue;
				}

				spawnMonster(spawnId, sb.mType, sb.pos, sb.direction);
				++spawnCount;
				if(spawnCount >= (uint32_t)g_config.getNumber(ConfigManager::RATE_SPAWN))
					break;
			}
		}
	}

	if(spawnedMap.size() < spawnMap.size())
		checkSpawnEvent = Scheduler::getScheduler().addEvent(createSchedulerTask(getInterval(), boost::bind(&Spawn::checkSpawn, this)));
#ifdef __DEBUG_SPAWN__
	else
		std::cout << "[Notice] Spawn::checkSpawn stopped " << this << std::endl;
#endif
}