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Implemented standardized zone controller scripts (Rule Zone, UseZoneController) Defaulted to true
- When a zone boots, it will spawn an invisible npc by the name of zone_controller - Lua and Perl scripts can be represented with this npc as zone_controller.pl/lua - This NPC's ID is ruled be define ZONE_CONTROLLER_NPC_ID 10 - Two EVENT's uniquely are handled with this NPC/controller (They only work with the zone_controller NPC) - EVENT_SPAWN_ZONE :: All NPC spawns in the zone trigger the controller and pass the following variables: $spawned_entity_id $spawned_npc_id - EVENT_DEATH_ZONE :: All NPC deaths in the zone trigger the controller event and pass the following variables: $killer_id $killer_damage $killer_spell $killer_skill $killed_npc_id
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@@ -641,8 +641,18 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
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{
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npc->SetID(GetFreeID());
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npc->SetMerchantProbability((uint8) zone->random.Int(0, 99));
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parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
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/* Zone controller process EVENT_SPAWN_ZONE */
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if (RuleB(Zone, UseZoneController)) {
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if (entity_list.GetNPCByNPCTypeID(ZONE_CONTROLLER_NPC_ID) && npc->GetNPCTypeID() != ZONE_CONTROLLER_NPC_ID){
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char data_pass[100] = { 0 };
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snprintf(data_pass, 99, "%d %d", npc->GetID(), npc->GetNPCTypeID());
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parse->EventNPC(EVENT_SPAWN_ZONE, entity_list.GetNPCByNPCTypeID(ZONE_CONTROLLER_NPC_ID)->CastToNPC(), nullptr, data_pass, 0);
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}
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}
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uint16 emoteid = npc->GetEmoteID();
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if (emoteid != 0)
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npc->DoNPCEmote(ONSPAWN, emoteid);
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