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View Full Version : Quickly add missing spawns.


dclarkpf
07-07-2019, 12:37 PM
I'm probably missing something.. but I just wanted to throw this up here, in case someone else finds it useful...

This code allows you, as a gm, to target a mob and the created a new spawn location for that spawn group exactly where you are standing.
I uses #spawnadd after targeting a mob. It will make the targeting mob disappear.
Then #repop and you should see both the mob you targeted and the new spawn location populate with mobs. (of course the whole zone repops because of this)

To make this code work.. First make a back up of your code, so you can always revert to the original. Insert the following code in to the correct files, recompile, and restart your server.

Insert this in command.h
Line 290

void command_spawnadd(Client *c, const Seperator *sep);


Insert this in command.cpp
Line 383

command_add("spawnadd", "- Add a new spawn point for spawngroup at your location/heading.", 170, command_spawnadd) ||


Insert this in command.cpp
Line 5435
void command_spawnadd(Client *c, const Seperator *sep) {
Mob *targetMob = c->GetTarget();
if (!targetMob || !targetMob->IsNPC()) {
c->Message(0, "Error: #spawnfix: Need an NPC target.");
return;
}

Spawn2* s2 = targetMob->CastToNPC()->respawn2;

std::string query = StringFormat("SELECT spawngroupID, zone, version, respawntime, variance, pathgrid, _condition, enabled, animation from spawn2 where id='%i'", s2->GetID());
auto results = database.QueryDatabase(query);
if (!results.Success()) {
c->Message(0, "We couldn't find the targeted mob in the spawn2 table.");
return;
}

auto res = results.begin();
query = StringFormat(
"insert into spawn2 (spawngroupID, zone, version, x, y, z, heading, respawntime, variance, pathgrid, _condition, enabled, animation) values (%s,'%s',%s,%f,%f,%f,%f,%s,%s,%s,%s,%s,%s);",
res[0], res[1], res[2], c->GetX(), c->GetY(), c->GetZ(), c->GetHeading(), res[3], res[4], res[5], res[6], res[7], res[8]);

results = database.QueryDatabase(query);
if (!results.Success()) {
c->Message(13, "Update failed! MySQL gave the following error:");
c->Message(13, results.ErrorMessage().c_str());
return;
}

c->Message(0, "Adding new spawn successful. targetMob->GetID=%i", targetMob->GetID());
targetMob->Depop(false);
}

Huppy
07-07-2019, 02:13 PM
Using #spawnfix isn't enough ? (it's already in the commands) I noticed this in your posted code though:

c->Message(0, "Error: #spawnfix: Need an NPC target.");

dclarkpf
07-07-2019, 11:34 PM
Thanks.. I figured that I was missing something. Based on what I read I thought spawnfix was for moving an existing spawn point, not creating a new one. I'll give it a whirl. I guess i'm just too quick to code.

Huppy
07-07-2019, 11:44 PM
Sorry, I was going by this (that you posted), which #spawnfix does the same thing. You can use '#repop close' instead of repopping the whole zone.


I uses #spawnadd after targeting a mob. It will make the targeting mob disappear.
Then #repop and you should see both the mob you targeted and the new spawn location populate with mobs. (of course the whole zone repops because of this)

dclarkpf
07-08-2019, 01:17 AM
No worries. I really try to look and see what is going on in the code, before I tweak something. But, there is just so much in there. I feel like I'm missing half of what the emu does.

Thanks for the #repop close. I'll definitely be using that from now on.