Пример #1
0
void CItem::Spawn_GenerateChar( CResourceDef * pDef )
{
	if ( ! IsTopLevel())
		return;	// creatures can only be top level.
	if ( m_itSpawnChar.m_current >= GetAmount())
		return;
	int iComplexity = GetTopSector()->GetCharComplexity();
	if ( iComplexity > g_Cfg.m_iMaxCharComplexity )
	{
		DEBUG_MSG(( "Spawn uid=0%lx too complex (%d>%d)\n", GetUID(), iComplexity, g_Cfg.m_iMaxCharComplexity ));
		return;
	}

	int iDistMax = m_itSpawnChar.m_DistMax;
	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	if ( rid.GetResType() == RES_SPAWN )
	{
		const CRandGroupDef * pSpawnGroup = STATIC_CAST <const CRandGroupDef *>(pDef);
		ASSERT(pSpawnGroup);
		int i = pSpawnGroup->GetRandMemberIndex();
		if ( i >= 0 )
		{
			rid = pSpawnGroup->GetMemberID(i);
		}
	}
	
	CREID_TYPE id;
	if ( rid.GetResType() == RES_CHARDEF || 
		rid.GetResType() == RES_UNKNOWN )
	{
		id = (CREID_TYPE) rid.GetResIndex();
	}
	else
	{
		return;
	}

	CChar * pChar = CChar::CreateNPC( id );
	if ( pChar == NULL )
		return;
	ASSERT(pChar->m_pNPC);

	m_itSpawnChar.m_current ++;
	pChar->Memory_AddObjTypes( this, MEMORY_ISPAWNED );
	// Move to spot "near" the spawn item.
	pChar->MoveNearObj( this, iDistMax );
	if ( iDistMax )
	{
		pChar->m_ptHome = GetTopPoint();
		pChar->m_pNPC->m_Home_Dist_Wander = iDistMax;
	}
	pChar->Update();
}
Пример #2
0
CStoneMember::CStoneMember( CItemStone * pStone, CGrayUID uid, STONEPRIV_TYPE iType, LPCTSTR pTitle, CGrayUID loyaluid, bool fVal1, bool fVal2, int nAccountGold)
{
	m_uidLinkTo = uid;
	m_sTitle = pTitle;
	m_iPriv = iType;
	m_uidLoyalTo = loyaluid;

	// union.
	if ( iType == STONEPRIV_ENEMY )
	{
		m_Enemy.m_fTheyDeclared = fVal1;
		m_Enemy.m_fWeDeclared = fVal2;
	}
	else
	{
		m_Member.m_fAbbrev = fVal1;
		m_Member.m_iVoteTally = fVal2;		// Temporary space to calculate votes.
	}

	m_Member.m_iAccountGold = nAccountGold;

	if ( ! g_Serv.IsLoading() && pStone->GetMemoryType())
	{
		CChar * pChar = uid.CharFind();
		if ( pChar != NULL )
		{
			pChar->Memory_AddObjTypes(pStone, static_cast<WORD>(pStone->GetMemoryType()));
			if ( pStone->IsTopLevel())
			{
				pChar->m_ptHome = pStone->GetTopPoint();	// Our new home.
			}
		}
	}

	pStone->InsertTail( this );
}