Exemple #1
0
bool Spawn2::Process() {
	//Yeahlight: This is where an NPC spawn/respawn happens
	if (timer->Check())	{
		timer->Disable();

		SpawnGroup* sg = zone->spawn_group_list->GetSpawnGroup(spawngroup_id_);
		if (sg == 0)
			return false;

		SPAWN_TIME_OF_DAY tmp_time_of_day;

		int32 npcid = sg->GetNPCType(&tmp_time_of_day);
		if (npcid) {
			NPCType* tmp = Database::Instance()->GetNPCType(npcid);
			//Yeahlight: Preventing boats from autospawning for Tazadar
			if (tmp && tmp->race != 72 && tmp->race != 73) {
				tmp->time_of_day = tmp_time_of_day; // Kibanu
				NPC* npc = new NPC(tmp, this, x, y, z, heading, false, roamRange, myRoamBox, myPathGrid, myPathGridStart);
				npc->AddLootTable();
				npc->GetMeleeWeapons();
				npc->CalcBonuses(true, true);
				entity_list.AddNPC(npc);
			}
		}
		else {
			Reset();
		}
	}
	return true;
}
Exemple #2
0
bool Spawn2::Process() {
	_ZP(Spawn2_Process);

	IsDespawned = false;

	if(!Enabled())
		return true;

	//grab our spawn group
	SpawnGroup* sg = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);

	if(NPCPointerValid() && (sg->despawn == 0 || condition_id != 0))
		return true;

	if (timer.Check())	{
		timer.Disable();
		
		_log(SPAWNS__MAIN, "Spawn2 %d: Timer has triggered", spawn2_id);
		
		//first check our spawn condition, if this isnt active
		//then we reset the timer and try again next time.
		if(condition_id != SC_AlwaysEnabled 
			&& !zone->spawn_conditions.Check(condition_id, condition_min_value)) {
			_log(SPAWNS__CONDITIONS, "Spawn2 %d: spawning prevented by spawn condition %d", spawn2_id, condition_id);
			Reset();
			return(true);
		}
		
		if (sg == NULL) {
			database.LoadSpawnGroupsByID(spawngroup_id_,&zone->spawn_group_list);
			sg = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
		}

		if (sg == NULL) {
			_log(SPAWNS__MAIN, "Spawn2 %d: Unable to locate spawn group %d. Disabling.", spawn2_id, spawngroup_id_);
			return false;
		}
		
		//have the spawn group pick an NPC for us
		uint32 npcid = sg->GetNPCType();
		if (npcid == 0) {
			_log(SPAWNS__MAIN, "Spawn2 %d: Spawn group %d did not yeild an NPC! not spawning.", spawn2_id, spawngroup_id_);
			Reset();	//try again later (why?)
			return(true);
		}
		
		//try to find our NPC type.
		const NPCType* tmp = database.GetNPCType(npcid);
		if (tmp == NULL) {
			_log(SPAWNS__MAIN, "Spawn2 %d: Spawn group %d yeilded an invalid NPC type %d", spawn2_id, spawngroup_id_, npcid);
			Reset();	//try again later
			return(true);
		}

		if(tmp->unique_spawn_by_name)
		{
			if(!entity_list.LimitCheckName(tmp->name)) 
			{
				_log(SPAWNS__MAIN, "Spawn2 %d: Spawn group %d yeilded NPC type %d, which is unique and one already exists.", spawn2_id, spawngroup_id_, npcid);
				timer.Start(5000);	//try again in five seconds.
				return(true);
			}
		}

		if(tmp->spawn_limit > 0) {
			if(!entity_list.LimitCheckType(npcid, tmp->spawn_limit)) {
				_log(SPAWNS__MAIN, "Spawn2 %d: Spawn group %d yeilded NPC type %d, which is over its spawn limit (%d)", spawn2_id, spawngroup_id_, npcid, tmp->spawn_limit);
				timer.Start(5000);	//try again in five seconds.
				return(true);
			}
		}

		if(sg->despawn != 0 && condition_id == 0)
			zone->Despawn(spawn2_id);

		if(IsDespawned)
			return true;

		if(spawn2_id)
			database.UpdateSpawn2Timeleft(spawn2_id, zone->GetInstanceID(), 0);
		
		currentnpcid = npcid;
		NPC* npc = new NPC(tmp, this, x, y, z, heading, FlyMode3);

		//DCBOOKMARK
		npc->mod_prespawn(this);

		npcthis = npc;
		npc->AddLootTable();
		npc->SetSp2(spawngroup_id_);
        npc->SaveGuardPointAnim(anim);
        npc->SetAppearance((EmuAppearance)anim);
		entity_list.AddNPC(npc);
		//this limit add must be done after the AddNPC since we need the entity ID.
		entity_list.LimitAddNPC(npc);
            if(sg->roamdist && sg->roambox[0] && sg->roambox[1] && sg->roambox[2] && sg->roambox[3] && sg->delay)
		npc->AI_SetRoambox(sg->roamdist,sg->roambox[0],sg->roambox[1],sg->roambox[2],sg->roambox[3],sg->delay);
		if(zone->InstantGrids()) {
			_log(SPAWNS__MAIN, "Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f).", spawn2_id, spawngroup_id_, npc->GetName(), npcid, x, y, z);
			LoadGrid();
		} else {
			_log(SPAWNS__MAIN, "Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f). Grid loading delayed.", spawn2_id, spawngroup_id_, tmp->name, npcid, x, y, z);
		}
	}
	return true;
}