コード例 #1
0
ファイル: command.cpp プロジェクト: Ablu/invertika
static void spawn(Character *from, MonsterClass *specy, int nb)
{
    MapComposite *map = from->getMap();
    const Point &pos = from->getPosition();

    for (int i = 0; i < nb; ++i)
    {
        Being *monster = new Monster(specy);
        monster->setMap(map);
        monster->setPosition(pos);
        monster->clearDestination();
        if (!GameState::insertSafe(monster))
        {
            // The map is full. Break out.
            break;
        }
    }
}
コード例 #2
0
ファイル: commandhandler.cpp プロジェクト: cubemoon/manaserv
static void handleSpawn(Character *player, std::string &args)
{
    MonsterClass *mc;
    MapComposite *map = player->getMap();
    const Point &pos = player->getPosition();
    int value = 0;

    // get the arguments
    std::string monsterclass = getArgument(args);
    std::string valuestr = getArgument(args);

    // check all arguments are there
    if (monsterclass.empty())
    {
        say("Invalid amount of arguments given.", player);
        say("Usage: @spawn <monster> [number]", player);
        return;
    }

    // identify the monster type
    if (utils::isNumeric(monsterclass))
    {
        int id = utils::stringToInt(monsterclass);
        mc = monsterManager->getMonster(id);
    }
    else
    {
        mc = monsterManager->getMonsterByName(monsterclass);
    }
    // check for valid monster
    if (!mc)
    {
        say("Invalid monster", player);
        return;
    }

    //identify the amount
    if  (valuestr.empty())
    {
        value = 1;
    }
    else if (utils::isNumeric(valuestr))
    {
        value = utils::stringToInt(valuestr);
    }
    // check for valid amount
    if (value <= 0)
    {
        say("Invalid number of monsters", player);
        return;
    }

    // create the monsters and put them on the map
    for (int i = 0; i < value; ++i)
    {
        Being *monster = new Monster(mc);
        monster->setMap(map);
        monster->setPosition(pos);
        monster->clearDestination();
        if (!GameState::insertOrDelete(monster))
        {
            // The map is full. Break out.
            break;
        }

        // log transaction
        std::string msg = "User created monster " + monster->getName();
        accountHandler->sendTransaction(player->getDatabaseID(), TRANS_CMD_SPAWN, msg);
    }
}