Exemple #1
0
void CZone::SpawnMOBs(CCharEntity* PChar)
{
	for (EntityList_t::const_iterator it = m_mobList.begin() ; it != m_mobList.end() ; ++it)
	{
		CMobEntity* PCurrentMob = (CMobEntity*)it->second;
        SpawnIDList_t::iterator MOB = PChar->SpawnMOBList.lower_bound(PCurrentMob->id);

		float CurrentDistance = distance(PChar->loc.p, PCurrentMob->loc.p);

		if (PCurrentMob->status == STATUS_UPDATE &&
			CurrentDistance < 50)
		{
			if( MOB == PChar->SpawnMOBList.end() ||
				PChar->SpawnMOBList.key_comp()(PCurrentMob->id, MOB->first))
			{
				PChar->SpawnMOBList.insert(MOB, SpawnIDList_t::value_type(PCurrentMob->id, PCurrentMob));
				PChar->pushPacket(new CEntityUpdatePacket(PCurrentMob, ENTITY_SPAWN));
			}

			if (PChar->isDead() || PChar->nameflags.flags & FLAG_GM || PCurrentMob->PMaster != NULL)
				continue;

        // проверка ночного/дневного сна монстров уже учтена в проверке CurrentAction, т.к. во сне монстры не ходят ^^

        uint16 expGain = (uint16)charutils::GetRealExp(PChar->GetMLevel(),PCurrentMob->GetMLevel());

        CAIMobDummy* PAIMob = (CAIMobDummy*)PCurrentMob->PBattleAI;

        bool validAggro = expGain > 50 || PChar->animation == ANIMATION_HEALING || PCurrentMob->getMobMod(MOBMOD_ALWAYS_AGGRO);

        if(validAggro && PAIMob->CanAggroTarget(PChar))
        {
          PCurrentMob->PEnmityContainer->AddBaseEnmity(PChar);
        }

  		}
      else
      {
			if( MOB != PChar->SpawnMOBList.end() &&
			  !(PChar->SpawnMOBList.key_comp()(PCurrentMob->id, MOB->first)))
			{
				PChar->SpawnMOBList.erase(MOB);
				PChar->pushPacket(new CEntityUpdatePacket(PCurrentMob,ENTITY_DESPAWN));
			}
		}
	}
}
Exemple #2
0
void CZoneEntities::SpawnMOBs(CCharEntity* PChar)
{
    for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
    {
        CMobEntity* PCurrentMob = (CMobEntity*)it->second;
        SpawnIDList_t::iterator MOB = PChar->SpawnMOBList.lower_bound(PCurrentMob->id);

        float CurrentDistance = distance(PChar->loc.p, PCurrentMob->loc.p);

        if (PCurrentMob->status != STATUS_DISAPPEAR &&
            CurrentDistance < 50)
        {
            if (MOB == PChar->SpawnMOBList.end() ||
                PChar->SpawnMOBList.key_comp()(PCurrentMob->id, MOB->first))
            {
                PChar->SpawnMOBList.insert(MOB, SpawnIDList_t::value_type(PCurrentMob->id, PCurrentMob));
                PChar->pushPacket(new CEntityUpdatePacket(PCurrentMob, ENTITY_SPAWN, UPDATE_ALL_MOB));
            }

            if (PChar->isDead() || PChar->nameflags.flags & FLAG_GM || PCurrentMob->PMaster != nullptr)
                continue;

            // проверка ночного/дневного сна монстров уже учтена в проверке CurrentAction, т.к. во сне монстры не ходят ^^

            uint16 expGain = (uint16)charutils::GetRealExp(PChar->GetMLevel(), PCurrentMob->GetMLevel());

            CMobController* PController = static_cast<CMobController*>(PCurrentMob->PAI->GetController());

            bool validAggro = expGain > 50 || PChar->isSitting() || PCurrentMob->getMobMod(MOBMOD_ALWAYS_AGGRO);

            if (validAggro && PController->CanAggroTarget(PChar))
            {
                PCurrentMob->PEnmityContainer->AddBaseEnmity(PChar);
            }
        }
        else
        {
            if (MOB != PChar->SpawnMOBList.end() &&
                !(PChar->SpawnMOBList.key_comp()(PCurrentMob->id, MOB->first)))
            {
                PChar->SpawnMOBList.erase(MOB);
                PChar->pushPacket(new CEntityUpdatePacket(PCurrentMob, ENTITY_DESPAWN, UPDATE_NONE));
            }
        }
    }
}