In case you wanted some more things to play with, here is something being tested on our server and destined for cvs when testing is complete...
modification to the signal() command to signal all npcs of the same id
in parser.cpp Parser::ExCommands change this
Code:
else if (!strcmp(strlwr(command),"signal"))
{ // signal(npcid) - generates EVENT_SIGNAL on specified npc
int snpc=atoi(arglist[0]);
if (snpc<1)
{
printf("signal() bad npcid=%i\n",snpc);
}
else
{
Mob* signalnpc;
signalnpc=entity_list.GetMobByNpcTypeID(snpc);
if (signalnpc==0)
{
printf("signal() npcid not found=%i\n",snpc);
}
else
{
signalnpc->signaled=true;
}
}
}
to this:
Code:
else if (!strcmp(strlwr(command),"signal"))
{ // signal(npcid) - generates EVENT_SIGNAL on specified npc
int snpc=atoi(arglist[0]);
if (snpc<1)
{
printf("signal() bad npcid=%i\n",snpc);
}
else
{
Mob* signalnpc=0;
entity_list.SignalMobsByNPCID(snpc);
}
}
in entity.cpp after EntityList::ClearFeignAggro add this
Code:
void EntityList::SignalMobsByNPCID(int32 snpc)
{
LinkedListIterator<Mob*> iterator(mob_list);
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->GetNPCTypeID() == snpc)
{
iterator.GetData()->signaled=true;
}
iterator.Advance();
}
}
and in entity.h before this
Code:
void CountNPC(int32* NPCCount, int32* NPCLootCount, int32* gmspawntype_count);
void DoZoneDump(ZSDump_Spawn2* spawn2dump, ZSDump_NPC* npcdump, ZSDump_NPC_Loot* npclootdump, NPCType* gmspawntype_dump);
void RemoveEntity(int16 id);
void SendPetitionToAdmins(Petition* pet);
void SendPetitionToAdmins();
add this
Code:
void SignalMobsByNPCID(int32 snpc);