SwampPeace.cpp
SwampPeace.h
That is for make a Random Medusa respawn with Event Manager
But you can change Monster respawn time in Monster.txt and make event like Kundum in Kalima. For that you have to only read eventitembag and make monstermanager function.
Credits : M.E.S
- Code:
//============================================================//
// Swamp Of Calmness Event Coded By M.E.S //
// //
//============================================================//
#include "StdAfx.h"
#include "SwampEvent.h"
#include "GameServer.h"
#include "Message.h"
#include "User.h"
#include "Utilidades.h"
int iSwampItemBugCount;
SwampPeace Swamp;
SwampBag g_SwampItemBag[255];
// -------------------------------------------------------------
SwampPeace::SwampPeace()
{
// ----
}
// -------------------------------------------------------------
SwampPeace::~SwampPeace()
{
// ----
}
// -------------------------------------------------------------
void SwampPeace::LoadSwampConfig()
{
Swamp.SwampEnabled = GetPrivateProfileInt("SwampOfPeace","SwampOfPeaceEventEnabled",1,EventFile);
Swamp.SwampMinutes = GetPrivateProfileInt("SwampOfPeace","SwampOfPeaceEventDuration",10,EventFile)*60;
if (Swamp.SwampEnabled == 1)
{
Swamp.LoadSwampEventItemBag();
}
}
// -------------------------------------------------------------
void SwampPeace::LoadSwampEventItemBag()
{
FILE * FilePath;
char cLineText[255] = {0};
int iIndex = 0;
int iNumber[9] = {0};
// ----
fopen_s(&FilePath,SwampEventItemBag,"r");
// ----
while(fgets (cLineText , 255 , FilePath) != NULL)
{
if(cLineText[0] != '/' && cLineText[1] != '/' && strlen(cLineText) > 3)
{
sscanf_s(cLineText , "%d %d %d %d %d %d %d %d %d", &iNumber[0], &iNumber[1], &iNumber[2],&iNumber[3], &iNumber[4], &iNumber[5], &iNumber[6], &iNumber[7], &iNumber[8]);
// ----
g_SwampItemBag[iIndex].iType = iNumber[0];
g_SwampItemBag[iIndex].iIndex = iNumber[1];
g_SwampItemBag[iIndex].iLevel = iNumber[2];
g_SwampItemBag[iIndex].iDur = iNumber[3];
g_SwampItemBag[iIndex].iLuck = iNumber[4];
g_SwampItemBag[iIndex].iSkill = iNumber[5];
g_SwampItemBag[iIndex].iOption = iNumber[6];
g_SwampItemBag[iIndex].iExc = iNumber[7];
g_SwampItemBag[iIndex].iAnc = iNumber[8];
// ----
iSwampItemBugCount++;
iIndex++;
}
}
// ---
fclose(FilePath);
}
// -------------------------------------------------------------
void SwampPeace::SwampMonsterManager(int aIndex,int MobIndex)
{
if (Swamp.SwampEnabled == 1 && Swamp.SwampIsRunning == 1)
{
OBJECTSTRUCT *gObj = (OBJECTSTRUCT*)OBJECT_POINTER(aIndex);
OBJECTSTRUCT *gObjMob = (OBJECTSTRUCT*)OBJECT_POINTER(MobIndex);
// ----
if (MobIndex == Swamp.SwampBossIndex && Swamp.SwampBossKilled == 0)
{
int Random = rand()%iSwampItemBugCount;
int RewardItem = ((g_SwampItemBag[Random].iType*512)+g_SwampItemBag[Random].iIndex);
ItemSerialCreateSend(aIndex,gObjMob->MapNumber,gObjMob->X,gObjMob->Y,RewardItem,g_SwampItemBag[Random].iLevel,g_SwampItemBag[Random].iDur,g_SwampItemBag[Random].iLuck,g_SwampItemBag[Random].iSkill,g_SwampItemBag[Random].iOption,aIndex,g_SwampItemBag[Random].iExc,g_SwampItemBag[Random].iAnc);
Swamp.SwampBossKilled = 1;
}
}
}
// -------------------------------------------------------------
void SwampPeace::SwampAddMonster()
{
int RandomMapSwamp = rand()%4;
if (RandomMapSwamp == 0)
{
Swamp.SwampBossIndex = MonsterAddAndSpawn(561,56,96,167);
}
else if (RandomMapSwamp == 1)
{
Swamp.SwampBossIndex = MonsterAddAndSpawn(561,56,60,77);
}
else if (RandomMapSwamp == 2)
{
Swamp.SwampBossIndex = MonsterAddAndSpawn(561,56,140,48);
}
else if (RandomMapSwamp == 3)
{
Swamp.SwampBossIndex = MonsterAddAndSpawn(561,56,204,114);
}
else
{
Swamp.SwampBossIndex = MonsterAddAndSpawn(561,56,96,167);
}
}
// -------------------------------------------------------------
void SwampPeace::SwampOfPeaceStart()
{
if (Swamp.SwampEnabled == 1 && Swamp.SwampIsRunning == 0)
{
m_Message.AllServerGold("[Swamp of Peace] Medusa has corrupted Swamp. Find her!!");
Swamp.SwampTimer = Swamp.SwampMinutes;
Swamp.SwampIsRunning = 1;
Swamp.SwampBossKilled = 0;
Swamp.SwampAddMonster();
_beginthread(SwampOfPeaceTimer,0,NULL);
}
}
// -------------------------------------------------------------
void SwampOfPeaceTimer(void * lpParam)
{
while (true)
{
if (Swamp.SwampTimer == 0)
{
m_Message.AllServerGold("[Swamp of Peace] Medusa has taken Swamp");
gObjDel(Swamp.SwampBossIndex);
Swamp.SwampIsRunning = 0;
_endthread();
}
if (Swamp.SwampBossKilled == 1)
{
m_Message.AllServerGold("[Swamp of Peace] Medusa has been defeated. Peace has returned");
gObjDel(Swamp.SwampBossIndex);
Swamp.SwampIsRunning = 0;
_endthread();
}
Swamp.SwampTimer = Swamp.SwampTimer - 1;
Sleep(1000);
}
}
// -------------------------------------------------------------
SwampPeace.h
- Code:
//============================================================//
// Swamp Of Calmness Event Coded By M.E.S //
// //
//============================================================//
struct SwampBag
{
int iType;
int iIndex;
int iLevel;
int iDur;
int iLuck;
int iSkill;
int iOption;
int iExc;
int iAnc;
};
class SwampPeace
{
public:
SwampPeace();
~SwampPeace();
// ----
void LoadSwampConfig();
void LoadSwampEventItemBag();
void SwampMonsterManager(int aIndex,int MobIndex);
void SwampRewardItem(int aIndex);
void SwampAddMonster();
void SwampOfPeaceStart();
// ----
int SwampEnabled;
int SwampIsRunning;
int SwampMinutes;
int SwampTimer;
int SwampBossKilled;
int SwampBossIndex;
// ----
}; extern SwampPeace Swamp;
void SwampOfPeaceTimer(void * lpParam);
That is for make a Random Medusa respawn with Event Manager
But you can change Monster respawn time in Monster.txt and make event like Kundum in Kalima. For that you have to only read eventitembag and make monstermanager function.
Credits : M.E.S