本文整理汇总了C++中CMobEntity类的典型用法代码示例。如果您正苦于以下问题:C++ CMobEntity类的具体用法?C++ CMobEntity怎么用?C++ CMobEntity使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CMobEntity类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CWideScanPacket
void CZoneEntities::WideScan(CCharEntity* PChar, uint16 radius)
{
PChar->pushPacket(new CWideScanPacket(WIDESCAN_BEGIN));
for (EntityList_t::const_iterator it = m_npcList.begin(); it != m_npcList.end(); ++it)
{
CNpcEntity* PNpc = (CNpcEntity*)it->second;
if (PNpc->status == STATUS_NORMAL && !PNpc->IsNameHidden() && !PNpc->IsUntargetable())
{
if (distance(PChar->loc.p, PNpc->loc.p) < radius)
{
PChar->pushPacket(new CWideScanPacket(PChar, PNpc));
}
}
}
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PMob = (CMobEntity*)it->second;
if (PMob->status != STATUS_DISAPPEAR && !PMob->IsUntargetable())
{
if (distance(PChar->loc.p, PMob->loc.p) < radius)
{
PChar->pushPacket(new CWideScanPacket(PChar, PMob));
}
}
}
PChar->pushPacket(new CWideScanPacket(WIDESCAN_END));
}
示例2: DSP_DEBUG_BREAK_IF
void CZone::FindPartyForMob(CBaseEntity* PEntity)
{
DSP_DEBUG_BREAK_IF(PEntity == NULL);
DSP_DEBUG_BREAK_IF(PEntity->objtype != TYPE_MOB);
CMobEntity* PMob = (CMobEntity*)PEntity;
// force all mobs in a burning circle to link
bool forceLink = GetType() == ZONETYPE_BATTLEFIELD || GetType() == ZONETYPE_DYNAMIS || PMob->getMobMod(MOBMOD_SUPERLINK);
if ((forceLink || PMob->m_Link) && PMob->PParty == NULL)
{
for (EntityList_t::const_iterator it = m_mobList.begin() ; it != m_mobList.end() ; ++it)
{
CMobEntity* PCurrentMob = (CMobEntity*)it->second;
if(!forceLink && !PCurrentMob->m_Link) continue;
int16 sublink = PMob->getMobMod(MOBMOD_SUBLINK);
if (forceLink ||
PCurrentMob->m_Family == PMob->m_Family ||
sublink && sublink == PCurrentMob->getMobMod(MOBMOD_SUBLINK))
{
if(PCurrentMob->PMaster == NULL || PCurrentMob->PMaster->objtype == TYPE_MOB)
{
PCurrentMob->PParty->AddMember(PMob);
return;
}
}
}
PMob->PParty = new CParty(PMob);
}
}
示例3: spawnMonstersForBcnm
/***************************************************************
Spawns monsters for the given BCNMID/Battlefield number by
looking at bcnm_battlefield table for mob ids then spawning
them and adding them to the monster list for the given
battlefield.
****************************************************************/
bool spawnMonstersForBcnm(CBattlefield* battlefield) {
DSP_DEBUG_BREAK_IF(battlefield == nullptr);
//get ids from DB
const char* fmtQuery = "SELECT monsterId, conditions \
FROM bcnm_battlefield \
WHERE bcnmId = %u AND battlefieldNumber = %u";
int32 ret = Sql_Query(SqlHandle, fmtQuery, battlefield->getID(), battlefield->getBattlefieldNumber());
if (ret == SQL_ERROR ||
Sql_NumRows(SqlHandle) == 0)
{
ShowError("spawnMonstersForBcnm : SQL error - Cannot find any monster IDs for BCNMID %i Battlefield %i \n",
battlefield->getID(), battlefield->getBattlefieldNumber());
}
else {
while (Sql_NextRow(SqlHandle) == SQL_SUCCESS) {
uint32 mobid = Sql_GetUIntData(SqlHandle, 0);
uint8 condition = Sql_GetUIntData(SqlHandle, 1);
CMobEntity* PMob = (CMobEntity*)zoneutils::GetEntity(mobid, TYPE_MOB);
if (PMob != nullptr)
{
PMob->m_battlefieldID = battlefield->getBattlefieldNumber();
PMob->m_bcnmID = battlefield->getID();
if (condition & CONDITION_SPAWNED_AT_START)
{
if (!PMob->PAI->IsSpawned())
{
PMob->Spawn();
//ShowDebug("Spawned %s (%u) id %i inst %i \n",PMob->GetName(),PMob->id,battlefield->getID(),battlefield->getBattlefieldNumber());
battlefield->addEnemy(PMob, condition);
}
else {
ShowDebug(CL_CYAN"SpawnMobForBcnm: <%s> (%u) is already spawned\n" CL_RESET, PMob->GetName(), PMob->id);
}
}
else {
battlefield->addEnemy(PMob, condition);
}
}
else {
ShowDebug("SpawnMobForBcnm: mob %u not found\n", mobid);
}
}
if (!(battlefield->m_RuleMask & RULES_ALLOW_SUBJOBS))
{
// disable players subjob
battlefield->disableSubJob();
}
return true;
}
return false;
}
示例4: HealAllMobs
void CZoneEntities::HealAllMobs()
{
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PCurrentMob = (CMobEntity*)it->second;
// keep resting until i'm full
PCurrentMob->Rest(1);
}
}
示例5: TryLink
void CMobController::TryLink()
{
if (PTarget == nullptr)
{
return;
}
//handle pet behaviour on the targets behalf (faster than in ai_pet_dummy)
// Avatars defend masters by attacking mobs if the avatar isn't attacking anything currently (bodyguard behaviour)
if (PTarget->PPet != nullptr && PTarget->PPet->GetBattleTargetID() == 0)
{
if (PTarget->PPet->objtype == TYPE_PET && ((CPetEntity*)PTarget->PPet)->getPetType() == PETTYPE_AVATAR)
{
petutils::AttackTarget(PTarget, PMob);
}
}
// my pet should help as well
if (PMob->PPet != nullptr && PMob->PPet->PAI->IsRoaming())
{
((CMobEntity*)PMob->PPet)->PEnmityContainer->AddBaseEnmity(PTarget);
}
// Handle monster linking if they are close enough
if (PMob->PParty != nullptr)
{
for (uint16 i = 0; i < PMob->PParty->members.size(); ++i)
{
CMobEntity* PPartyMember = (CMobEntity*)PMob->PParty->members[i];
if (PPartyMember->PAI->IsRoaming() && PPartyMember->CanLink(&PMob->loc.p, PMob->getMobMod(MOBMOD_SUPERLINK)))
{
PPartyMember->PEnmityContainer->AddBaseEnmity(PTarget);
if (PPartyMember->m_roamFlags & ROAMFLAG_IGNORE)
{
// force into attack action
//#TODO
PPartyMember->PAI->Engage(PTarget->targid);
}
}
}
}
// ask my master for help
if (PMob->PMaster != nullptr && PMob->PMaster->PAI->IsRoaming())
{
CMobEntity* PMaster = (CMobEntity*)PMob->PMaster;
if (PMaster->PAI->IsRoaming() && PMaster->CanLink(&PMob->loc.p, PMob->getMobMod(MOBMOD_SUPERLINK)))
{
PMaster->PEnmityContainer->AddBaseEnmity(PTarget);
}
}
}
示例6: getMobMod
void CMobEntity::Spawn()
{
CBattleEntity::Spawn();
m_giveExp = true;
m_HiPCLvl = 0;
m_THLvl = 0;
m_ItemStolen = false;
m_DropItemTime = 1000;
animationsub = getMobMod(MOBMOD_SPAWN_ANIMATIONSUB);
CallForHelp(false);
PEnmityContainer->Clear();
uint8 level = m_minLevel;
// Generate a random level between min and max level
if (m_maxLevel != m_minLevel)
{
level += dsprand::GetRandomNumber(0, m_maxLevel - m_minLevel);
}
SetMLevel(level);
SetSLevel(level);//calculated in function
delRageMode();
mobutils::CalculateStats(this);
mobutils::GetAvailableSpells(this);
// spawn somewhere around my point
loc.p = m_SpawnPoint;
if (m_roamFlags & ROAMFLAG_STEALTH)
{
HideName(true);
Untargetable(true);
}
// add people to my posse
if (getMobMod(MOBMOD_ASSIST))
{
for (int8 i = 1; i < getMobMod(MOBMOD_ASSIST) + 1; i++)
{
CMobEntity* PMob = (CMobEntity*)GetEntity(targid + i, TYPE_MOB);
if (PMob != nullptr)
{
PMob->setMobMod(MOBMOD_SUPERLINK, targid);
}
}
}
m_DespawnTimer = time_point::min();
luautils::OnMobSpawn(this);
}
示例7: SpawnMOBs
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));
}
}
}
}
示例8: SpawnMOBs
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));
}
}
}
}
示例9: spawnSecondPartDynamis
bool spawnSecondPartDynamis(CBattlefield* battlefield) {
DSP_DEBUG_BREAK_IF(battlefield == nullptr);
//get ids from DB
const int8* fmtQuery = "SELECT monsterId \
FROM bcnm_battlefield \
WHERE bcnmId = %u AND battlefieldNumber = 2";
int32 ret = Sql_Query(SqlHandle, fmtQuery, battlefield->getID());
if (ret == SQL_ERROR ||
Sql_NumRows(SqlHandle) == 0)
{
ShowError("spawnSecondPartDynamis : SQL error - Cannot find any monster IDs for Dynamis %i \n",
battlefield->getID(), battlefield->getBattlefieldNumber());
}
else {
while (Sql_NextRow(SqlHandle) == SQL_SUCCESS) {
uint32 mobid = Sql_GetUIntData(SqlHandle, 0);
CMobEntity* PMob = (CMobEntity*)zoneutils::GetEntity(mobid, TYPE_MOB);
if (PMob != nullptr)
{
if (!PMob->PAI->IsSpawned())
{
PMob->Spawn();
PMob->m_battlefieldID = battlefield->getBattlefieldNumber();
ShowDebug("Spawned %s (%u) id %i inst %i \n", PMob->GetName(), PMob->id, battlefield->getID(), battlefield->getBattlefieldNumber());
battlefield->addEnemy(PMob, CONDITION_SPAWNED_AT_START & CONDITION_WIN_REQUIREMENT);
}
else {
ShowDebug(CL_CYAN"spawnSecondPartDynamis: <%s> (%u) is already spawned\n" CL_RESET, PMob->GetName(), PMob->id);
}
}
else {
ShowDebug("spawnSecondPartDynamis: mob %u not found\n", mobid);
}
}
return true;
}
return false;
}
示例10: spawnSecondPartDynamis
bool spawnSecondPartDynamis(CInstance* instance){
DSP_DEBUG_BREAK_IF(instance==NULL);
//get ids from DB
const int8* fmtQuery = "SELECT monsterId \
FROM bcnm_instance \
WHERE bcnmId = %u AND instanceNumber = 2";
int32 ret = Sql_Query(SqlHandle, fmtQuery, instance->getID());
if (ret == SQL_ERROR ||
Sql_NumRows(SqlHandle) == 0)
{
ShowError("spawnSecondPartDynamis : SQL error - Cannot find any monster IDs for Dynamis %i \n",
instance->getID(), instance->getInstanceNumber());
}
else{
while(Sql_NextRow(SqlHandle) == SQL_SUCCESS){
uint32 mobid = Sql_GetUIntData(SqlHandle,0);
CMobEntity* PMob = (CMobEntity*)zoneutils::GetEntity(mobid, TYPE_MOB);
if (PMob != NULL)
{
if (PMob->PBattleAI->GetCurrentAction() == ACTION_NONE ||
PMob->PBattleAI->GetCurrentAction() == ACTION_SPAWN)
{
PMob->PBattleAI->SetLastActionTime(0);
PMob->PBattleAI->SetCurrentAction(ACTION_SPAWN);
PMob->m_instanceID = instance->getInstanceNumber();
ShowDebug("Spawned %s (%u) id %i inst %i \n",PMob->GetName(),PMob->id,instance->getID(),instance->getInstanceNumber());
instance->addEnemy(PMob, CONDITION_SPAWNED_AT_START & CONDITION_WIN_REQUIREMENT);
} else {
ShowDebug(CL_CYAN"spawnSecondPartDynamis: <%s> (%u) is alredy spawned\n" CL_RESET, PMob->GetName(), PMob->id);
}
} else {
ShowDebug("spawnSecondPartDynamis: mob %u not found\n", mobid);
}
}
return true;
}
return false;
}
示例11: SpawnCatch
void SpawnCatch(CCharEntity* PChar, uint32 mobid)
{
CBattleEntity* TargetID = (CBattleEntity*)PChar;
CMobEntity* PMob = (CMobEntity*)zoneutils::GetEntity(mobid, TYPE_MOB);
if (PMob->PBattleAI->GetCurrentAction() == ACTION_NONE)
{
PMob->SetDespawnTimer(3);
PMob->m_AllowRespawn = false;
PMob->m_Type = MOBTYPE_FISHED;
PMob->CanDetectTarget(TargetID, true);
PMob->m_Behaviour = BEHAVIOUR_NO_TURN;
PMob->m_SpawnPoint = nearPosition(PChar->loc.p, 2.2f, M_PI);
PMob->PBattleAI->SetLastActionTime(gettick());
PMob->PBattleAI->SetCurrentAction(ACTION_SPAWN);
PMob->PBattleAI->CheckCurrentAction(gettick());
PMob->PEnmityContainer->AddBaseEnmity(TargetID);
}
}
示例12: WeatherChange
void CZoneEntities::WeatherChange(WEATHER weather)
{
auto element = zoneutils::GetWeatherElement(weather);
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PCurrentMob = (CMobEntity*)it->second;
PCurrentMob->PAI->EventHandler.triggerListener("WEATHER_CHANGE", PCurrentMob, static_cast<int>(weather), element);
// can't detect by scent in this weather
if (PCurrentMob->m_Aggro & AGGRO_SCENT)
{
PCurrentMob->m_disableScent = (weather == WEATHER_RAIN || weather == WEATHER_SQUALL || weather == WEATHER_BLIZZARDS);
}
if (PCurrentMob->m_EcoSystem == SYSTEM_ELEMENTAL && PCurrentMob->PMaster == nullptr && PCurrentMob->m_SpawnType == SPAWNTYPE_WEATHER)
{
if (PCurrentMob->m_Element == element)
{
PCurrentMob->SetDespawnTime(0s);
PCurrentMob->m_AllowRespawn = true;
PCurrentMob->Spawn();
}
else
{
PCurrentMob->SetDespawnTime(1s);
PCurrentMob->m_AllowRespawn = false;
}
}
else if (PCurrentMob->m_SpawnType == SPAWNTYPE_FOG)
{
if (weather == WEATHER_FOG)
{
PCurrentMob->SetDespawnTime(0s);
PCurrentMob->m_AllowRespawn = true;
PCurrentMob->Spawn();
}
else
{
PCurrentMob->SetDespawnTime(1s);
PCurrentMob->m_AllowRespawn = false;
}
}
}
for (EntityList_t::const_iterator it = m_charList.begin(); it != m_charList.end(); ++it)
{
CCharEntity* PChar = (CCharEntity*)it->second;
PChar->PLatentEffectContainer->CheckLatentsZone();
PChar->PAI->EventHandler.triggerListener("WEATHER_CHANGE", PChar, static_cast<int>(weather), element);
}
}
示例13: switch
void CZoneEntities::TOTDChange(TIMETYPE TOTD)
{
SCRIPTTYPE ScriptType = SCRIPT_NONE;
switch (TOTD)
{
case TIME_MIDNIGHT:
{
}
break;
case TIME_NEWDAY:
{
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PMob = (CMobEntity*)it->second;
if (PMob->m_SpawnType == SPAWNTYPE_ATNIGHT)
{
PMob->SetDespawnTimer(1);
PMob->m_AllowRespawn = false;
}
}
}
break;
case TIME_DAWN:
{
ScriptType = SCRIPT_TIME_DAWN;
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PMob = (CMobEntity*)it->second;
if (PMob->m_SpawnType == SPAWNTYPE_ATEVENING)
{
PMob->SetDespawnTimer(1);
PMob->m_AllowRespawn = false;
}
}
}
break;
case TIME_DAY:
{
ScriptType = SCRIPT_TIME_DAY;
}
break;
case TIME_DUSK:
{
ScriptType = SCRIPT_TIME_DUSK;
}
break;
case TIME_EVENING:
{
ScriptType = SCRIPT_TIME_EVENING;
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PMob = (CMobEntity*)it->second;
if (PMob->m_SpawnType == SPAWNTYPE_ATEVENING)
{
PMob->SetDespawnTimer(0);
PMob->m_AllowRespawn = true;
PMob->PBattleAI->SetCurrentAction(ACTION_SPAWN);
}
}
}
break;
case TIME_NIGHT:
{
for (EntityList_t::const_iterator it = m_mobList.begin(); it != m_mobList.end(); ++it)
{
CMobEntity* PMob = (CMobEntity*)it->second;
if (PMob->m_SpawnType == SPAWNTYPE_ATNIGHT)
{
PMob->SetDespawnTimer(0);
PMob->m_AllowRespawn = true;
PMob->PBattleAI->SetCurrentAction(ACTION_SPAWN);
}
}
}
break;
}
if (ScriptType != SCRIPT_NONE)
{
for (EntityList_t::const_iterator it = m_charList.begin(); it != m_charList.end(); ++it)
{
charutils::CheckEquipLogic((CCharEntity*)it->second, ScriptType, TOTD);
}
}
}
示例14: DSP_DEBUG_BREAK_IF
void CZoneEntities::DecreaseZoneCounter(CCharEntity* PChar)
{
DSP_DEBUG_BREAK_IF(PChar == nullptr);
DSP_DEBUG_BREAK_IF(PChar->loc.zone != m_zone);
//remove pets
if (PChar->PPet != nullptr)
{
charutils::BuildingCharPetAbilityTable(PChar, (CPetEntity*)PChar->PPet, 0);//blank the pet commands
if (PChar->PPet->isCharmed) {
petutils::DespawnPet(PChar);
}
else {
PChar->PPet->status = STATUS_DISAPPEAR;
if (((CPetEntity*)(PChar->PPet))->getPetType() == PETTYPE_AVATAR)
PChar->setModifier(MOD_AVATAR_PERPETUATION, 0);
}
// It may have been nullptred by DespawnPet
if (PChar->PPet != nullptr) {
PChar->PPet->PAI->Disengage();
for (EntityList_t::const_iterator it = m_charList.begin(); it != m_charList.end(); ++it)
{
//inform other players of the pets removal
CCharEntity* PCurrentChar = (CCharEntity*)it->second;
SpawnIDList_t::iterator PET = PCurrentChar->SpawnPETList.find(PChar->PPet->id);
if (PET != PCurrentChar->SpawnPETList.end())
{
PCurrentChar->SpawnPETList.erase(PET);
PCurrentChar->pushPacket(new CEntityUpdatePacket(PChar->PPet, ENTITY_DESPAWN, UPDATE_NONE));
}
}
PChar->PPet = nullptr;
}
}
//remove bcnm status
if (m_zone->m_BattlefieldHandler != nullptr && PChar->StatusEffectContainer->HasStatusEffect(EFFECT_BATTLEFIELD))
{
if (m_zone->m_BattlefieldHandler->disconnectFromBcnm(PChar)) {
ShowDebug("Removed %s from the BCNM they were in as they have left the zone.\n", PChar->GetName());
}
if (PChar->loc.destination == 0) { //this player is disconnecting/logged out, so move them to the entrance
//move depending on zone
int pos[4] = {0, 0, 0, 0};
battlefieldutils::getStartPosition(m_zone->GetID(), pos);
if (pos != nullptr) {
PChar->loc.p.x = pos[0];
PChar->loc.p.y = pos[1];
PChar->loc.p.z = pos[2];
PChar->loc.p.rotation = pos[3];
PChar->updatemask |= UPDATE_POS;
charutils::SaveCharPosition(PChar);
}
else {
ShowWarning("%s has disconnected from the BCNM but cannot move them to the lobby as the lobby position is unknown!\n", PChar->GetName());
}
}
}
else if (m_zone->m_BattlefieldHandler != nullptr && PChar->StatusEffectContainer->HasStatusEffect(EFFECT_DYNAMIS, 0))
{
if (m_zone->m_BattlefieldHandler->disconnectFromDynamis(PChar)) {
ShowDebug("Removed %s from the BCNM they were in as they have left the zone.\n", PChar->GetName());
}
if (PChar->loc.destination == 0) { //this player is disconnecting/logged out, so move them to the entrance
//move depending on zone
int pos[4] = {0, 0, 0, 0};
battlefieldutils::getStartPosition(m_zone->GetID(), pos);
if (!(pos[0] == 0 && pos[1] == 0 && pos[2] == 0 && pos[3] == 0)) {
PChar->loc.p.x = pos[0];
PChar->loc.p.y = pos[1];
PChar->loc.p.z = pos[2];
PChar->loc.p.rotation = pos[3];
PChar->updatemask |= UPDATE_POS;
charutils::SaveCharPosition(PChar);
}
else {
ShowWarning("%s has disconnected from the BCNM but cannot move them to the lobby as the lobby position is unknown!\n", PChar->GetName());
}
}
}
for (auto PMobIt : m_mobList)
{
CMobEntity* PCurrentMob = (CMobEntity*)PMobIt.second;
PCurrentMob->PEnmityContainer->LogoutReset(PChar->id);
if (PCurrentMob->m_OwnerID.id == PChar->id)
{
PCurrentMob->m_OwnerID.clean();
PCurrentMob->updatemask |= UPDATE_STATUS;
}
if (PCurrentMob->GetBattleTargetID() == PChar->targid)
{
PCurrentMob->SetBattleTargetID(0);
}
}
//.........这里部分代码省略.........
示例15: SpawnMobPet
void SpawnMobPet(CBattleEntity* PMaster, uint32 PetID)
{
// this is ONLY used for mob smn elementals / avatars
/*
This should eventually be merged into one big spawn pet method.
At the moment player pets and mob pets are totally different. We need a central place
to manage pet families and spawn them.
*/
// grab pet info
Pet_t* petData = g_PPetList.at(PetID);
CMobEntity* PPet = (CMobEntity*)PMaster->PPet;
PPet->look = petData->look;
PPet->name = petData->name;
PPet->m_EcoSystem = petData->EcoSystem;
PPet->m_Family = petData->m_Family;
PPet->m_Element = petData->m_Element;
PPet->HPscale = petData->HPscale;
PPet->MPscale = petData->MPscale;
PPet->m_HasSpellScript = petData->hasSpellScript;
// assuming elemental spawn
PPet->setModifier(MOD_DMGPHYS,-50); //-50% PDT
PPet->m_SpellListContainer = mobSpellList::GetMobSpellList(petData->spellList);
PPet->setModifier(MOD_SLASHRES, petData->slashres);
PPet->setModifier(MOD_PIERCERES,petData->pierceres);
PPet->setModifier(MOD_HTHRES, petData->hthres);
PPet->setModifier(MOD_IMPACTRES, petData->impactres);
PPet->setModifier(MOD_FIREDEF, petData->firedef); // These are stored as floating percentages
PPet->setModifier(MOD_ICEDEF, petData->icedef); // and need to be adjusted into modifier units.
PPet->setModifier(MOD_WINDDEF, petData->winddef); // Higher DEF = lower damage.
PPet->setModifier(MOD_EARTHDEF, petData->earthdef); // Negatives signify increased damage.
PPet->setModifier(MOD_THUNDERDEF, petData->thunderdef); // Positives signify reduced damage.
PPet->setModifier(MOD_WATERDEF, petData->waterdef); // Ex: 125% damage would be 1.25, 50% damage would be 0.50
PPet->setModifier(MOD_LIGHTDEF, petData->lightdef); // (1.25 - 1) * -1000 = -250 DEF
PPet->setModifier(MOD_DARKDEF, petData->darkdef); // (0.50 - 1) * -1000 = 500 DEF
PPet->setModifier(MOD_FIRERES, petData->fireres); // These are stored as floating percentages
PPet->setModifier(MOD_ICERES, petData->iceres); // and need to be adjusted into modifier units.
PPet->setModifier(MOD_WINDRES, petData->windres); // Higher RES = lower damage.
PPet->setModifier(MOD_EARTHRES, petData->earthres); // Negatives signify lower resist chance.
PPet->setModifier(MOD_THUNDERRES, petData->thunderres); // Positives signify increased resist chance.
PPet->setModifier(MOD_WATERRES, petData->waterres);
PPet->setModifier(MOD_LIGHTRES, petData->lightres);
PPet->setModifier(MOD_DARKRES, petData->darkres);
}