Postado Abril 15, 2021 4 anos Autor //////////////////////////////////////////////////////////////////////// // OpenTibia - an opensource roleplaying game //////////////////////////////////////////////////////////////////////// // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. //////////////////////////////////////////////////////////////////////// #include "otpch.h" #include <libxml/xmlmemory.h> #include <libxml/parser.h> #include "spawn.h" #include "tools.h" #include "player.h" #include "npc.h" #include "configmanager.h" #include "game.h" extern ConfigManager g_config; extern Monsters g_monsters; extern Game g_game; #define MINSPAWN_INTERVAL 1000 #define DEFAULTSPAWN_INTERVAL 60000 Spawns::Spawns() { loaded = started = false; } Spawns::~Spawns() { if(started) clear(); } bool Spawns::loadFromXml(const std::string& _filename) { if(isLoaded()) return true; filename = _filename; xmlDocPtr doc = xmlParseFile(filename.c_str()); if(!doc) { std::clog << "[Warning - Spawns::loadFromXml] Cannot open spawns file." << std::endl; std::clog << getLastXMLError() << std::endl; return false; } xmlNodePtr spawnNode, root = xmlDocGetRootElement(doc); if(xmlStrcmp(root->name,(const xmlChar*)"spawns")) { std::clog << "[Error - Spawns::loadFromXml] Malformed spawns file." << std::endl; xmlFreeDoc(doc); return false; } for(spawnNode = root->children; spawnNode; spawnNode = spawnNode->next) parseSpawnNode(spawnNode, false); xmlFreeDoc(doc); loaded = true; return true; } bool Spawns::parseSpawnNode(xmlNodePtr p, bool checkDuplicate) { if(xmlStrcmp(p->name, (const xmlChar*)"spawn")) return false; int32_t intValue; std::string strValue; Position centerPos; if(!readXMLString(p, "centerpos", strValue)) { if(!readXMLInteger(p, "centerx", intValue)) return false; centerPos.x = intValue; if(!readXMLInteger(p, "centery", intValue)) return false; centerPos.y = intValue; if(!readXMLInteger(p, "centerz", intValue)) return false; centerPos.z = intValue; } else { IntegerVec posVec = vectorAtoi(explodeString(strValue, ",")); if(posVec.size() < 3) return false; centerPos = Position(posVec[0], posVec[1], posVec[2]); } if(!readXMLInteger(p, "radius", intValue)) return false; int32_t radius = intValue; Spawn* spawn = new Spawn(centerPos, radius); if(checkDuplicate) { for(SpawnList::iterator it = spawnList.begin(); it != spawnList.end(); ++it) { if((*it)->getPosition() == centerPos) delete *it; } } spawnList.push_back(spawn); for(xmlNodePtr tmpNode = p->children; tmpNode; tmpNode = tmpNode->next) { if(!xmlStrcmp(tmpNode->name, (const xmlChar*)"monster")) { if(!readXMLString(tmpNode, "name", strValue)) continue; std::string name = strValue; int32_t interval = MINSPAWN_INTERVAL / 1000; if(readXMLInteger(tmpNode, "spawntime", intValue) || readXMLInteger(tmpNode, "interval", intValue)) { if(intValue <= interval) { std::clog << "[Warning - Spawns::loadFromXml] " << name << " " << centerPos << " spawntime cannot" << " be less than " << interval << " seconds." << std::endl; continue; } interval = intValue; } interval *= 1000; Position placePos = centerPos; if(readXMLInteger(tmpNode, "x", intValue)) placePos.x += intValue; if(readXMLInteger(tmpNode, "y", intValue)) placePos.y += intValue; if(readXMLInteger(tmpNode, "z", intValue)) placePos.z /*+*/= intValue; Direction direction = NORTH; if(readXMLInteger(tmpNode, "direction", intValue) && direction >= EAST && direction <= WEST) direction = (Direction)intValue; spawn->addMonster(name, placePos, direction, interval); } else if(!xmlStrcmp(tmpNode->name, (const xmlChar*)"npc")) { if(!readXMLString(tmpNode, "name", strValue)) continue; std::string name = strValue; Position placePos = centerPos; if(readXMLInteger(tmpNode, "x", intValue)) placePos.x += intValue; if(readXMLInteger(tmpNode, "y", intValue)) placePos.y += intValue; if(readXMLInteger(tmpNode, "z", intValue)) placePos.z /*+*/= intValue; Direction direction = NORTH; if(readXMLInteger(tmpNode, "direction", intValue) && direction >= EAST && direction <= WEST) direction = (Direction)intValue; Npc* npc = Npc::createNpc(name); if(!npc) continue; npc->setMasterPosition(placePos, radius); npc->setDirection(direction); npcList.push_back(npc); } } return true; } void Spawns::startup() { if(!isLoaded() || isStarted()) return; for(NpcList::iterator it = npcList.begin(); it != npcList.end(); ++it) g_game.placeCreature((*it), (*it)->getMasterPosition(), false, true); npcList.clear(); for(SpawnList::iterator it = spawnList.begin(); it != spawnList.end(); ++it) (*it)->startup(); started = true; } void Spawns::clear() { started = false; for(SpawnList::iterator it = spawnList.begin(); it != spawnList.end(); ++it) delete (*it); spawnList.clear(); loaded = false; filename = std::string(); } bool Spawns::isInZone(const Position& centerPos, int32_t radius, const Position& pos) { if(radius == -1) return true; return ((pos.x >= centerPos.x - radius) && (pos.x <= centerPos.x + radius) && (pos.y >= centerPos.y - radius) && (pos.y <= centerPos.y + radius)); } void Spawn::startEvent() { if(!checkSpawnEvent) checkSpawnEvent = Scheduler::getInstance().addEvent(createSchedulerTask(getInterval(), boost::bind(&Spawn::checkSpawn, this))); } Spawn::Spawn(const Position& _pos, int32_t _radius) { centerPos = _pos; radius = _radius; interval = DEFAULTSPAWN_INTERVAL; checkSpawnEvent = 0; } Spawn::~Spawn() { stopEvent(); Monster* monster = NULL; for(SpawnedMap::iterator it = spawnedMap.begin(); it != spawnedMap.end(); ++it) { if(!(monster = it->second)) continue; monster->setSpawn(NULL); if(!monster->isRemoved()) g_game.freeThing(monster); } spawnedMap.clear(); spawnMap.clear(); } bool Spawn::findPlayer(const Position& pos) { SpectatorVec list; g_game.getSpectators(list, pos); Player* tmpPlayer = NULL; for(SpectatorVec::iterator it = list.begin(); it != list.end(); ++it) { if((tmpPlayer = (*it)->getPlayer()) && !tmpPlayer->hasFlag(PlayerFlag_IgnoredByMonsters)) return false; } return false; } bool Spawn::spawnMonster(uint32_t spawnId, MonsterType* mType, const Position& pos, Direction dir, bool startup /*= false*/) { Monster* monster = Monster::createMonster(mType); if(!monster) return false; if(startup) { //No need to send out events to the surrounding since there is no one out there to listen! if(!g_game.internalPlaceCreature(monster, pos, false, true)) { delete monster; return false; } } else if(!g_game.placeCreature(monster, pos, false, true)) { delete monster; return false; } monster->setSpawn(this); monster->setMasterPosition(pos, radius); monster->setDirection(dir); monster->addRef(); spawnedMap.insert(SpawnedPair(spawnId, monster)); spawnMap[spawnId].lastSpawn = OTSYS_TIME(); return true; } void Spawn::startup() { for(SpawnMap::iterator it = spawnMap.begin(); it != spawnMap.end(); ++it) { spawnBlock_t& sb = it->second; spawnMonster(it->first, sb.mType, sb.pos, sb.direction, true); } } void Spawn::checkSpawn() { #ifdef __DEBUG_SPAWN__ std::clog << "[Notice] Spawn::checkSpawn " << this << std::endl; #endif Monster* monster; uint32_t spawnId; checkSpawnEvent = 0; for(SpawnedMap::iterator it = spawnedMap.begin(); it != spawnedMap.end();) { spawnId = it->first; monster = it->second; if(monster->isRemoved()) { if(spawnId) spawnMap[spawnId].lastSpawn = OTSYS_TIME(); monster->unRef(); spawnedMap.erase(it++); } else { /*if(spawnId && !isInSpawnZone(monster->getPosition()) && monster->getIdleStatus()) g_game.internalTeleport(monster, monster->getMasterPosition(), true); */++it; } } uint32_t spawnCount = 0; for(SpawnMap::iterator it = spawnMap.begin(); it != spawnMap.end(); ++it) { spawnId = it->first; spawnBlock_t& sb = it->second; if(spawnedMap.count(spawnId)) continue; if(OTSYS_TIME() < sb.lastSpawn + sb.interval) continue; if(findPlayer(sb.pos)) { sb.lastSpawn = OTSYS_TIME(); continue; } spawnMonster(spawnId, sb.mType, sb.pos, sb.direction); ++spawnCount; if(spawnCount >= (uint32_t)g_config.getNumber(ConfigManager::RATE_SPAWN)) break; } if(spawnedMap.size() < spawnMap.size()) checkSpawnEvent = Scheduler::getInstance().addEvent(createSchedulerTask(getInterval(), boost::bind(&Spawn::checkSpawn, this))); #ifdef __DEBUG_SPAWN__ else std::clog << "[Notice] Spawn::checkSpawn stopped " << this << std::endl; #endif } bool Spawn::addMonster(const std::string& _name, const Position& _pos, Direction _dir, uint32_t _interval) { if(!g_game.getTile(_pos)) { std::clog << "[Spawn::addMonster] NULL tile at spawn position (" << _pos << ")" << std::endl; return false; } MonsterType* mType = g_monsters.getMonsterType(_name); if(!mType) { std::clog << "[Spawn::addMonster] Cannot find \"" << _name << "\"" << std::endl; return false; } if(_interval < interval) interval = _interval; spawnBlock_t sb; sb.mType = mType; sb.pos = _pos; sb.direction = _dir; sb.interval = _interval; sb.lastSpawn = 0; uint32_t spawnId = (int32_t)spawnMap.size() + 1; spawnMap[spawnId] = sb; return true; } void Spawn::removeMonster(Monster* monster) { for(SpawnedMap::iterator it = spawnedMap.begin(); it != spawnedMap.end(); ++it) { if(it->second != monster) continue; monster->unRef(); spawnedMap.erase(it); break; } } void Spawn::stopEvent() { if(!checkSpawnEvent) return; Scheduler::getInstance().stopEvent(checkSpawnEvent); checkSpawnEvent = 0; } Editado Abril 15, 2021 4 anos por Doidodepeda (veja o histórico de edições)
Postado Abril 15, 2021 4 anos Tente alterar as 2 aparições de "Direction direction = NORTH;" para: Direction direction = SOUTH;
Postado Abril 15, 2021 4 anos 18 horas atrás, Doidodepeda disse: Sim, Tlg !No RME tem a opção de qual para o sentindo o monstro vai nascer. Porem ele n fica na posição solicitada. Por isso eu acho que deve ser na SCR Se no proprio RME não está funcionando a troca de direção. Você pode tentar mudar manualmente na pasta world no arquivo spawn.xml Procure o nome e na tag é só fazer a modificação Um exemplo de: <npc name="Yama" x="1" y="0" z="6" spawntime="60"/> Para: <npc name="Yama" x="1" y="0" z="6" spawntime="60" direction="2"/> 2 = SUL OBS: Creio que a forma que o Toruk disse funcione, deve padronizar. Editado Abril 15, 2021 4 anos por Yan Liima (veja o histórico de edições) ╔══════════════════════════ҳ̸Ҳ̸ҳஜ۩۞۩ஜҳ̸Ҳ̸ҳ══════════════════════════╗ Te Ajudei? Rep + e ficamos Quits Precisando de ajuda? Discord: Yan Liima #3702 Programador Júnior de LUA, PHP e JavaScript Juntos somos lendas, separados somos Mitos! ╚══════════════════════════ҳ̸Ҳ̸ҳஜ۩۞۩ஜҳ̸Ҳ̸ҳ═════════════════════════════╝
Postado Abril 18, 2021 4 anos Toruk preciso de ajuda com meu server, como entro em contato com você? Bom dia Toruk, preciso de ajuda com meu server, vi seus posts tu manja bem, como entro em contato com você?
Participe da conversa
Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.