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- /*
- * This file is part of UAS2.
- *
- * UAS2 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 2 of the License, or
- * (at your option) any later version.
- *
- * UAS2 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 UASv1; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
- /**
- * @file CorpseCleaner.cpp
- * Implements functionality for corpse addition and removal to and from the landscape.
- *
- * The CorseCleaner object contains an array of all corpses presently on the landscape.
- * This class is referenced whenever a corpse is created, removed, or check to be removed.
- */
-
- #include "CorpseCleaner.h"
-
- DWORD CorpseCleaner::Corpses[MAX_CORPSES][4];
- time_t CorpseCleaner::NextCleanTime;
- time_t CorpseCleaner::longtime;
-
- /***************
- * constructors
- **************/
-
- /**
- * Handles the creation of of the CorpseCleaner corpse array.
- *
- * Called whenever the CorpseCleaner object should be initialized.
- */
- CorpseCleaner::CorpseCleaner()
- {
- for(DWORD i = 0; i < MAX_CORPSES; i++)
- {
- Corpses[i][0] = 0; // Objects GUID
- Corpses[i][1] = 0; // Decay Timer
- Corpses[i][2] = 0; // Is this a ReSpawnable object
- // 0 = No, #>0 is delay time for respawn after corpse is removed
- Corpses[i][3] = 0; // Unused
- }
- time(&NextCleanTime + DELAY);
- }
-
- CorpseCleaner::~CorpseCleaner()
- {
-
- }
-
- /**********
- * methods
- *********/
-
- /**
- * Handles the addition of a corpse to the CorpseCleaner.
- *
- * This function should be called whenever a corpse is created.
- * @param dwGUID - The GUID of the corpse to add
- * @param dwDelay - The default length of time for a corpse to remain on the landscape
- * @param dwReSpawn - The additional delay for the the particular corpse
- */
- bool CorpseCleaner::AddCorpse(DWORD dwGUID, DWORD dwDelay, DWORD dwReSpawn)
- {
- bool fAdded = false;
- DWORD dwCleanupDelay;
- if(dwDelay == 0)
- {
- dwCleanupDelay = CORPSE_DELAY;
- }
- else
- {
- dwCleanupDelay = dwDelay;
- }
-
- for(int i = 0; i < MAX_CORPSES; i++)
- {
- if(Corpses[i][0] == 0)
- {
- time(&longtime);
-
- Corpses[i][0] = dwGUID;
- Corpses[i][1] = longtime + dwCleanupDelay;
- if(dwReSpawn == 0)
- {
- Corpses[i][2] = 0;
- }
- else
- {
- Corpses[i][2] = longtime + dwReSpawn + dwCleanupDelay;
- }
- i = MAX_CORPSES + 1;
- fAdded = true;
- }
- }
- return fAdded;
- }
-
- /**
- * Handles the removal of a corpse from the CorpseCleaner.
- *
- * This function should be called whenever a corpse is removed.
- * @param dwGUID - The GUID of the corpse to remove
- */
- bool CorpseCleaner::RemoveCorpse(DWORD dwGUID)
- {
- bool fRemoved = false;
-
- for(int i = 0; i < MAX_CORPSES; i++)
- {
- if(Corpses[i][0] == dwGUID)
- {
- Corpses[i][0] = 0;
- Corpses[i][1] = 0;
- Corpses[i][2] = 0;
- i = MAX_CORPSES + 1;
- fRemoved = true;
- }
- }
- return fRemoved;
- }
-
- /**
- * Handles the removal of a corpse from the landscape.
- *
- * This function should be called periodically to check for corpse removal.
- * If a corpse is to be removed, the corpse is removed from the given landblock list and from the CorpseCleaner list
- */
- void CorpseCleaner::Cleanup()
- {
- for(int i = 0; i < MAX_CORPSES; i++)
- {
- time(&longtime);
-
- if( ( Corpses[i][0] != 0 ) && ( longtime > Corpses[i][1] ) && ( Corpses[i][1] != 0 ) )
- {
- cObject* pcObject = cWorldManager::FindObject( Corpses[i][0] );
- if(pcObject)
- {
- // Remove the Corpse from the landscape
- cMessage cmRemModel;
- cmRemModel << 0xF747L << Corpses[i][0] << DWORD( 1 );
- cWorldManager::SendToAllWithin( 5, pcObject->m_Location, cmRemModel, 3 );
- SimpleAI::RemoveMonster(Corpses[i][0]);
-
- if( Corpses[i][2] == 0 )
- {
- RemoveCorpse( Corpses[i][0] );
-
- // Destory the Object completely
- cWorldManager::RemoveObject( pcObject );
- }
- else
- {
- // this is a Respawning Object So Do Not Destroy it
- // Set Corpse Timer to zero
- Corpses[i][1] = 0;
-
- // And Remove from the Landblock
- cWorldManager::MoveRemObject( pcObject );
- pcObject->m_Location.m_dwLandBlock = 0xE9E9002F;
- cWorldManager::MoveAddObject( pcObject );
- }
- }
- else
- {
- //Nothing to Do Here - Object is not valid
- }
- }
- else
- {
- }
-
- if( ( Corpses[i][0] != 0 ) && ( longtime > Corpses[i][2] ) && ( Corpses[i][1] == 0 ))
- {
- // ReSpawn Activation code
- cObject* pcObjectb = cWorldManager::FindObject( Corpses[i][0] );
- if(pcObjectb)
- {
- // ReSpawn the Monster
- pcObjectb->ReSpawn( pcObjectb );
-
- // Finally Clear the entry from the Corpse Cleaner array
- RemoveCorpse( Corpses[i][0] );
- }
- else
- {
- //Nothing to Do Here - Object is not valid
- RemoveCorpse( Corpses[i][0] );
- }
-
- }
- else
- {
- // Do absolutely nothing
- }
- }
- // Set time of Next Cleanup Run
- time(&NextCleanTime + DELAY);
- }
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