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git-svn-id: http://mc-server.googlecode.com/svn/trunk@10 0a769ca7-a7f5-676a-18bf-c427514a06d6

This commit is contained in:
admin@omencraft.com 2011-10-25 23:46:01 +00:00
parent 625c30d8bd
commit a26a0e3825
31 changed files with 1792 additions and 11 deletions

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@ -55,6 +55,20 @@ MCServer : \
build/cAuthenticator.o\
build/cLuaCommandBinder.o\
build/cChicken.o\
build/cCow.o\
build/cPig.o\
build/cSheep.o\
build/cSquid.o\
build/cWolf.o\
build/cZombie.o\
build/cEnderman.o\
build/cCreeper.o\
build/cGhast.o\
build/cCavespider.o\
build/cZombiepigman.o\
build/cSkeleton.o\
build/cSlime.o\
build/cSilverfish.o\
build/md5.o\
build/cReferenceManager.o\
build/Bindings.o\
@ -221,6 +235,20 @@ MCServer : \
build/cAuthenticator.o\
build/cLuaCommandBinder.o\
build/cChicken.o\
build/cCow.o\
build/cPig.o\
build/cSheep.o\
build/cSquid.o\
build/cWolf.o\
build/cZombie.o\
build/cEnderman.o\
build/cCreeper.o\
build/cGhast.o\
build/cCavespider.o\
build/cZombiepigman.o\
build/cSkeleton.o\
build/cSlime.o\
build/cSilverfish.o\
build/md5.o\
build/cReferenceManager.o\
build/Bindings.o\
@ -390,6 +418,20 @@ clean :
build/cAuthenticator.o\
build/cLuaCommandBinder.o\
build/cChicken.o\
build/cCow.o\
build/cPig.o\
build/cSheep.o\
build/cSquid.o\
build/cWolf.o\
build/cZombie.o\
build/cEnderman.o\
build/cCreeper.o\
build/cGhast.o\
build/cCavespider.o\
build/cZombiepigman.o\
build/cSkeleton.o\
build/cSlime.o\
build/cSilverfish.o\
build/md5.o\
build/cReferenceManager.o\
build/Bindings.o\
@ -1220,6 +1262,48 @@ build/cThread.o: source/cThread.cpp
build/cSpider.o: source/cSpider.cpp
$(CC) $(CC_OPTIONS) source/cSpider.cpp -c $(INCLUDE) -o build/cSpider.o
build/cCow.o: source/cCow.cpp
$(CC) $(CC_OPTIONS) source/cCow.cpp -c $(INCLUDE) -o build/cCow.o
build/cPig.o: source/cPig.cpp
$(CC) $(CC_OPTIONS) source/cPig.cpp -c $(INCLUDE) -o build/cPig.o
build/cSheep.o: source/cSheep.cpp
$(CC) $(CC_OPTIONS) source/cSheep.cpp -c $(INCLUDE) -o build/cSheep.o
build/cSquid.o: source/cSquid.cpp
$(CC) $(CC_OPTIONS) source/cSquid.cpp -c $(INCLUDE) -o build/cSquid.o
build/cWolf.o: source/cWolf.cpp
$(CC) $(CC_OPTIONS) source/cWolf.cpp -c $(INCLUDE) -o build/cWolf.o
build/cZombie.o: source/cZombie.cpp
$(CC) $(CC_OPTIONS) source/cZombie.cpp -c $(INCLUDE) -o build/cZombie.o
build/cEnderman.o: source/cEnderman.cpp
$(CC) $(CC_OPTIONS) source/cEnderman.cpp -c $(INCLUDE) -o build/cEnderman.o
build/cCreeper.o: source/cCreeper.cpp
$(CC) $(CC_OPTIONS) source/cCreeper.cpp -c $(INCLUDE) -o build/cCreeper.o
build/cGhast.o: source/cGhast.cpp
$(CC) $(CC_OPTIONS) source/cGhast.cpp -c $(INCLUDE) -o build/cGhast.o
build/cCavespider.o: source/cCavespider.cpp
$(CC) $(CC_OPTIONS) source/cCavespider.cpp -c $(INCLUDE) -o build/cCavespider.o
build/cZombiepigman.o: source/cZombiepigman.cpp
$(CC) $(CC_OPTIONS) source/cZombiepigman.cpp -c $(INCLUDE) -o build/cZombiepigman.o
build/cSkeleton.o: source/cSkeleton.cpp
$(CC) $(CC_OPTIONS) source/cSkeleton.cpp -c $(INCLUDE) -o build/cSkeleton.o
build/cSlime.o: source/cSlime.cpp
$(CC) $(CC_OPTIONS) source/cSlime.cpp -c $(INCLUDE) -o build/cSlime.o
build/cSilverfish.o: source/cSilverfish.cpp
$(CC) $(CC_OPTIONS) source/cSilverfish.cpp -c $(INCLUDE) -o build/cSilverfish.o
build/cMonsterConfig.o: source/cMonsterConfig.cpp
$(CC) $(CC_OPTIONS) source/cMonsterConfig.cpp -c $(INCLUDE) -o build/cMonsterConfig.o

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@ -1,5 +1,5 @@
[Server]
Port=25565
Port=11111
ServerID=-
[Plugins]

92
source/cCavespider.cpp Normal file
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@ -0,0 +1,92 @@
#include "cCavespider.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cCavespider::cCavespider() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 59;
GetMonsterConfig("Cavespider");
}
cCavespider::~cCavespider()
{
}
bool cCavespider::IsA( const char* a_EntityType )
{
//LOG("IsA( cCavespider ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cCavespider" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cCavespider::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
m_EMPersonality = (cRoot::Get()->GetWorld()->GetWorldTime() < (12000 + 1000) )? PASSIVE:AGGRESSIVE;
}
void cCavespider::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cCavespider::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cCavespider::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cCavespider::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cCavespider::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

22
source/cCavespider.h Normal file
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@ -0,0 +1,22 @@
#pragma once
#include "cMonster.h"
class cCavespider : public cMonster
{
public:
cCavespider();
~cCavespider();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

90
source/cCow.cpp Normal file
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@ -0,0 +1,90 @@
#include "cCow.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
#include <string>
cCow::cCow()
: m_ChaseTime( 999999 )
{
//LOG("SPAWNING A Cow!!!!!!!!!!!!!!!!!!!!!");
m_EMPersonality = PASSIVE;
m_MobType = 92;
GetMonsterConfig("Cow");
}
cCow::~cCow()
{
}
bool cCow::IsA( const char* a_EntityType )
{
//LOG("IsA( cCow ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cCow" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cCow::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cCow::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cCow::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cCow::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cCow::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}

21
source/cCow.h Normal file
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@ -0,0 +1,21 @@
#pragma once
#include "cMonster.h"
class cCow : public cMonster
{
public:
cCow();
~cCow();
virtual bool IsA( const char* a_EntityType );
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

91
source/cCreeper.cpp Normal file
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@ -0,0 +1,91 @@
#include "cCreeper.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cCreeper::cCreeper() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 50;
GetMonsterConfig("Creeper");
}
cCreeper::~cCreeper()
{
}
bool cCreeper::IsA( const char* a_EntityType )
{
//LOG("IsA( cCreeper ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cCreeper" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cCreeper::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cCreeper::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cCreeper::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cCreeper::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cCreeper::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cCreeper::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

22
source/cCreeper.h Normal file
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@ -0,0 +1,22 @@
#pragma once
#include "cMonster.h"
class cCreeper : public cMonster
{
public:
cCreeper();
~cCreeper();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

94
source/cEnderman.cpp Normal file
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@ -0,0 +1,94 @@
#include "cEnderman.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cEnderman::cEnderman() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = PASSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 58;
GetMonsterConfig("Enderman");
}
cEnderman::~cEnderman()
{
}
bool cEnderman::IsA( const char* a_EntityType )
{
//LOG("IsA( cEnderman ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cEnderman" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cEnderman::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
if (cRoot::Get()->GetWorld()->GetWorldTime() < (12000 + 1000) ) { //if daylight
m_EMMetaState = BURNING; // BURN, BABY, BURN! >:D
}
}
void cEnderman::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cEnderman::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cEnderman::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cEnderman::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cEnderman::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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source/cEnderman.h Normal file
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@ -0,0 +1,22 @@
#pragma once
#include "cMonster.h"
class cEnderman : public cMonster
{
public:
cEnderman();
~cEnderman();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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source/cGhast.cpp Normal file
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@ -0,0 +1,91 @@
#include "cGhast.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cGhast::cGhast() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 56;
GetMonsterConfig("Ghast");
}
cGhast::~cGhast()
{
}
bool cGhast::IsA( const char* a_EntityType )
{
//LOG("IsA( cGhast ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cGhast" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cGhast::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cGhast::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cGhast::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cGhast::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cGhast::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cGhast::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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source/cGhast.h Normal file
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#pragma once
#include "cMonster.h"
class cGhast : public cMonster
{
public:
cGhast();
~cGhast();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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source/cPig.cpp Normal file
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#include "cPig.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
#include <string>
cPig::cPig()
: m_ChaseTime( 999999 )
{
//LOG("SPAWNING A Pig!!!!!!!!!!!!!!!!!!!!!");
m_EMPersonality = PASSIVE;
m_MobType = 90;
GetMonsterConfig("Pig");
}
cPig::~cPig()
{
}
bool cPig::IsA( const char* a_EntityType )
{
//LOG("IsA( cPig ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cPig" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cPig::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cPig::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cPig::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cPig::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cPig::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}

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#pragma once
#include "cMonster.h"
class cPig : public cMonster
{
public:
cPig();
~cPig();
virtual bool IsA( const char* a_EntityType );
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cSheep.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
#include <string>
cSheep::cSheep()
: m_ChaseTime( 999999 )
{
//LOG("SPAWNING A Sheep!!!!!!!!!!!!!!!!!!!!!");
m_EMPersonality = PASSIVE;
m_MobType = 91;
GetMonsterConfig("Sheep");
}
cSheep::~cSheep()
{
}
bool cSheep::IsA( const char* a_EntityType )
{
//LOG("IsA( cSheep ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cSheep" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cSheep::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cSheep::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cSheep::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cSheep::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cSheep::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}

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#pragma once
#include "cMonster.h"
class cSheep : public cMonster
{
public:
cSheep();
~cSheep();
virtual bool IsA( const char* a_EntityType );
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cSilverfish.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cSilverfish::cSilverfish() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 60;
GetMonsterConfig("Silverfish");
}
cSilverfish::~cSilverfish()
{
}
bool cSilverfish::IsA( const char* a_EntityType )
{
//LOG("IsA( cSilverfish ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cSilverfish" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cSilverfish::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cSilverfish::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cSilverfish::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cSilverfish::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cSilverfish::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cSilverfish::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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#pragma once
#include "cMonster.h"
class cSilverfish : public cMonster
{
public:
cSilverfish();
~cSilverfish();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cSkeleton.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cSkeleton::cSkeleton() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = false;
//m_AttackRate = 1;
m_MobType = 51;
GetMonsterConfig("Skeleton");
}
cSkeleton::~cSkeleton()
{
}
bool cSkeleton::IsA( const char* a_EntityType )
{
//LOG("IsA( cSkeleton ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cSkeleton" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cSkeleton::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
if (cRoot::Get()->GetWorld()->GetWorldTime() < (12000 + 1000) ) { //if daylight
m_EMMetaState = BURNING; // BURN, BABY, BURN! >:D
}
}
void cSkeleton::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cSkeleton::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cSkeleton::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cSkeleton::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cSkeleton::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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#pragma once
#include "cMonster.h"
class cSkeleton : public cMonster
{
public:
cSkeleton();
~cSkeleton();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cSlime.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cSlime::cSlime() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 55;
GetMonsterConfig("Slime");
}
cSlime::~cSlime()
{
}
bool cSlime::IsA( const char* a_EntityType )
{
//LOG("IsA( cSlime ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cSlime" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cSlime::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cSlime::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cSlime::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cSlime::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cSlime::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cSlime::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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#pragma once
#include "cMonster.h"
class cSlime : public cMonster
{
public:
cSlime();
~cSlime();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cSquid.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
#include <string>
cSquid::cSquid()
: m_ChaseTime( 999999 )
{
//LOG("SPAWNING A Squid!!!!!!!!!!!!!!!!!!!!!");
m_EMPersonality = PASSIVE;
m_MobType = 94;
GetMonsterConfig("Squid");
}
cSquid::~cSquid()
{
}
bool cSquid::IsA( const char* a_EntityType )
{
//LOG("IsA( cSquid ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cSquid" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cSquid::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cSquid::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cSquid::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cSquid::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cSquid::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}

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#pragma once
#include "cMonster.h"
class cSquid : public cMonster
{
public:
cSquid();
~cSquid();
virtual bool IsA( const char* a_EntityType );
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cWolf.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cWolf::cWolf() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = PASSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 95;
GetMonsterConfig("Wolf");
}
cWolf::~cWolf()
{
}
bool cWolf::IsA( const char* a_EntityType )
{
//LOG("IsA( cWolf ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cWolf" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cWolf::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cWolf::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cWolf::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cWolf::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cWolf::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cWolf::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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#pragma once
#include "cMonster.h"
class cWolf : public cMonster
{
public:
cWolf();
~cWolf();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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@ -15,6 +15,20 @@
#include "cWaterSimulator.h"
#include "cChicken.h"
#include "cSpider.h"
#include "cCow.h" //cow
#include "cSquid.h" //Squid
#include "cWolf.h" //wolf
#include "cSlime.h" //slime
#include "cSkeleton.h" //Skeleton
#include "cSilverfish.h" //Silverfish
#include "cPig.h" //pig
#include "cSheep.h" //sheep
#include "cZombie.h" //zombie
#include "cEnderman.h" //enderman
#include "cCreeper.h" //creeper
#include "cCavespider.h" //cavespider
#include "cGhast.h" //Ghast
#include "cZombiepigman.h" //Zombiepigman
#include "cGenSettings.h"
@ -316,8 +330,29 @@ void cWorld::Tick(float a_Dt)
m_SpawnMonsterTime = m_Time;
if( m_pState->m_Players.size() > 0 )
{
cChicken *Chicken;
cSpider *Spider;
cChicken *Chicken;
cCow *Cow;
cPig *Pig;
cSheep *Sheep;
cSquid *Squid;
cWolf *Wolf;
cSpider *Spider;
cZombie *Zombie;
cEnderman *Enderman;
cCreeper *Creeper;
cGhast *Ghast;
cCavespider *Cavespider;
cZombiepigman *Zombiepigman;
cSkeleton *Skeleton;
cSlime *Slime;
cSilverfish *Silverfish;
srand ( time(NULL) ); //added mob code
int dayRand = rand() % 6; //added mob code
int nightRand = rand() % 10; //added mob code
int RandomPlayerIdx = rand() & m_pState->m_Players.size();
PlayerList::iterator itr = m_pState->m_Players.begin();
for( int i = 1; i < RandomPlayerIdx; i++ )
@ -330,15 +365,90 @@ void cWorld::Tick(float a_Dt)
//cMonster* Monster = new cChicken();
if(m_WorldTime >= 12000 + 1000) {
Spider = new cSpider();
Spider->Initialize();
Spider->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Spider->SpawnOn( 0 );
if (nightRand == 0) { //random percent to spawn for night
Spider = new cSpider();
Spider->Initialize();
Spider->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Spider->SpawnOn( 0 );
} else if (nightRand == 1) {
Zombie = new cZombie();
Zombie->Initialize();
Zombie->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Zombie->SpawnOn( 0 );
} else if (nightRand == 2) {
Enderman = new cEnderman();
Enderman->Initialize();
Enderman->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Enderman->SpawnOn( 0 );
} else if (nightRand == 3) {
Creeper = new cCreeper();
Creeper->Initialize();
Creeper->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Creeper->SpawnOn( 0 );
} else if (nightRand == 4) {
Cavespider = new cCavespider();
Cavespider->Initialize();
Cavespider->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Cavespider->SpawnOn( 0 );
} else if (nightRand == 5) {
Ghast = new cGhast();
Ghast->Initialize();
Ghast->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Ghast->SpawnOn( 0 );
} else if (nightRand == 6) {
Zombiepigman = new cZombiepigman();
Zombiepigman->Initialize();
Zombiepigman->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Zombiepigman->SpawnOn( 0 );
} else if (nightRand == 7) {
Slime = new cSlime();
Slime->Initialize();
Slime->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Slime->SpawnOn( 0 );
} else if (nightRand == 8) {
Silverfish = new cSilverfish();
Silverfish->Initialize();
Silverfish->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Silverfish->SpawnOn( 0 );
} else if (nightRand == 9) {
Skeleton = new cSkeleton();
Skeleton->Initialize();
Skeleton->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Skeleton->SpawnOn( 0 );
} //end random percent to spawn for night
} else {
Chicken = new cChicken();
Chicken->Initialize();
Chicken->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Chicken->SpawnOn( 0 );
if (dayRand == 0) { //random percent to spawn for day
Chicken = new cChicken();
Chicken->Initialize();
Chicken->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Chicken->SpawnOn( 0 );
} else if (dayRand == 1) {
Cow = new cCow();
Cow->Initialize();
Cow->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Cow->SpawnOn( 0 );
} else if (dayRand == 2) {
Pig = new cPig();
Pig->Initialize();
Pig->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Pig->SpawnOn( 0 );
} else if (dayRand == 3) {
Sheep = new cSheep();
Sheep->Initialize();
Sheep->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Sheep->SpawnOn( 0 );
} else if (dayRand == 4) {
Squid = new cSquid();
Squid->Initialize();
Squid->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Squid->SpawnOn( 0 );
} else if (dayRand == 5) {
Wolf = new cWolf();
Wolf->Initialize();
Wolf->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
Wolf->SpawnOn( 0 );
} //end random percent to spawn for day
}
//Monster->TeleportTo( SpawnPos.x, (double)(Height)+2, SpawnPos.z );
//Monster->SpawnOn( 0 );

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#include "cZombie.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cZombie::cZombie() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = false;
//m_AttackRate = 1;
m_MobType = 54;
GetMonsterConfig("Zombie");
}
cZombie::~cZombie()
{
}
bool cZombie::IsA( const char* a_EntityType )
{
//LOG("IsA( cZombie ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cZombie" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cZombie::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
if (cRoot::Get()->GetWorld()->GetWorldTime() < (12000 + 1000) ) { //if daylight
m_EMMetaState = BURNING; // BURN, BABY, BURN! >:D
}
}
void cZombie::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cZombie::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cZombie::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cZombie::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cZombie::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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#pragma once
#include "cMonster.h"
class cZombie : public cMonster
{
public:
cZombie();
~cZombie();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};

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#include "cZombiepigman.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cZombiepigman::cZombiepigman() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = PASSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 57;
GetMonsterConfig("Zombiepigman");
}
cZombiepigman::~cZombiepigman()
{
}
bool cZombiepigman::IsA( const char* a_EntityType )
{
//LOG("IsA( cZombiepigman ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cZombiepigman" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cZombiepigman::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
if (cRoot::Get()->GetWorld()->GetWorldTime() < (12000 + 1000) ) { //if daylight
m_EMMetaState = BURNING; // BURN, BABY, BURN! >:D
}
}
void cZombiepigman::KilledBy( cEntity* a_Killer )
{
if( (rand() % 5) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_EGG, 1 ) );
Pickup->Initialize();
}
if( (rand() % 1) == 0 )
{
cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( E_ITEM_FEATHER, 1 ) );
Pickup->Initialize();
}
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cZombiepigman::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cZombiepigman::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cZombiepigman::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cZombiepigman::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}

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#pragma once
#include "cMonster.h"
class cZombiepigman : public cMonster
{
public:
cZombiepigman();
~cZombiepigman();
virtual bool IsA( const char* a_EntityType );
virtual void GetMonsterConfig(const char* pm_name);
virtual void Tick(float a_Dt);
virtual void KilledBy( cEntity* a_Killer );
virtual void InStateIdle(float a_Dt);
virtual void InStateChasing(float a_Dt);
virtual void InStateEscaping(float a_Dt);
//float m_ChaseTime;
protected:
float m_ChaseTime;
};