#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "IncludeAllMonsters.h" #include "../Root.h" #include "../Server.h" #include "../ClientHandle.h" #include "../World.h" #include "../Entities/Player.h" #include "../Entities/ExpOrb.h" #include "../MonsterConfig.h" #include "../Chunk.h" #include "../FastRandom.h" #include "Path.h" /** Map for eType <-> string Needs to be alpha-sorted by the strings, because binary search is used in StringToMobType() The strings need to be lowercase (for more efficient comparisons in StringToMobType()) m_VanillaName is the name that vanilla use for this mob. */ static const struct { eMonsterType m_Type; const char * m_lcName; const char * m_VanillaName; } g_MobTypeNames[] = { {mtBat, "bat", "Bat"}, {mtBlaze, "blaze", "Blaze"}, {mtCaveSpider, "cavespider", "CaveSpider"}, {mtChicken, "chicken", "Chicken"}, {mtCow, "cow", "Cow"}, {mtCreeper, "creeper", "Creeper"}, {mtEnderman, "enderman", "Enderman"}, {mtEnderDragon, "enderdragon", "EnderDragon"}, {mtGhast, "ghast", "Ghast"}, {mtGiant, "giant", "Giant"}, {mtGuardian, "guardian", "Guardian"}, {mtHorse, "horse", "EntityHorse"}, {mtIronGolem, "irongolem", "VillagerGolem"}, {mtMagmaCube, "magmacube", "LavaSlime"}, {mtMooshroom, "mooshroom", "MushroomCow"}, {mtOcelot, "ocelot", "Ozelot"}, {mtPig, "pig", "Pig"}, {mtRabbit, "rabbit", "Rabbit"}, {mtSheep, "sheep", "Sheep"}, {mtSilverfish, "silverfish", "Silverfish"}, {mtSkeleton, "skeleton", "Skeleton"}, {mtSlime, "slime", "Slime"}, {mtSnowGolem, "snowgolem", "SnowMan"}, {mtSpider, "spider", "Spider"}, {mtSquid, "squid", "Squid"}, {mtVillager, "villager", "Villager"}, {mtWitch, "witch", "Witch"}, {mtWither, "wither", "WitherBoss"}, {mtWolf, "wolf", "Wolf"}, {mtZombie, "zombie", "Zombie"}, {mtZombiePigman, "zombiepigman", "PigZombie"}, } ; //////////////////////////////////////////////////////////////////////////////// // cMonster: cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : super(etMonster, a_Width, a_Height) , m_EMState(IDLE) , m_EMPersonality(AGGRESSIVE) , m_Target(nullptr) , m_Path(nullptr) , m_IsFollowingPath(false) , m_GiveUpCounter(0) , m_TicksSinceLastPathReset(1000) , m_LastGroundHeight(POSY_TOINT) , m_JumpCoolDown(0) , m_IdleInterval(0) , m_DestroyTimer(0) , m_MobType(a_MobType) , m_CustomName("") , m_CustomNameAlwaysVisible(false) , m_SoundHurt(a_SoundHurt) , m_SoundDeath(a_SoundDeath) , m_AttackRate(3) , m_AttackDamage(1) , m_AttackRange(1) , m_AttackInterval(0) , m_SightDistance(25) , m_DropChanceWeapon(0.085f) , m_DropChanceHelmet(0.085f) , m_DropChanceChestplate(0.085f) , m_DropChanceLeggings(0.085f) , m_DropChanceBoots(0.085f) , m_CanPickUpLoot(true) , m_TicksSinceLastDamaged(100) , m_BurnsInDaylight(false) , m_RelativeWalkSpeed(1) { if (!a_ConfigName.empty()) { GetMonsterConfig(a_ConfigName); } } void cMonster::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnMob(*this); } bool cMonster::TickPathFinding(cChunk & a_Chunk) { if (!m_IsFollowingPath) { return false; } if (m_TicksSinceLastPathReset < 1000) { // No need to count beyond 1000. 1000 is arbitary here. ++m_TicksSinceLastPathReset; } if (ReachedFinalDestination()) { StopMovingToPosition(); return false; } if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big. { /* If we reached the last path waypoint, Or if we haven't re-calculated for too long. Interval is proportional to distance squared, and its minimum is 10. (Recalculate lots when close, calculate rarely when far) */ if ( ((GetPosition() - m_PathFinderDestination).Length() < 0.25) || ((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength()))) ) { /* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating. This is a workaround till we get better path recalculation. */ if (!m_NoPathToTarget) { ResetPathFinding(); } } } if (m_Path == nullptr) { if (!EnsureProperDestination(a_Chunk)) { StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement. return false; } m_NoPathToTarget = false; m_NoMoreWayPoints = false; m_PathFinderDestination = m_FinalDestination; m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20); } switch (m_Path->Step(a_Chunk)) { case ePathFinderStatus::NEARBY_FOUND: { m_NoPathToTarget = true; m_Path->AcceptNearbyPath(); break; } case ePathFinderStatus::PATH_NOT_FOUND: { StopMovingToPosition(); // Give up pathfinding to that destination. break; } case ePathFinderStatus::CALCULATING: { // Pathfinder needs more time break; } case ePathFinderStatus::PATH_FOUND: { if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0)) { ResetPathFinding(); // Try to calculate a path again. return false; } else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition? { if ((m_Path->IsFirstPoint() || ReachedNextWaypoint())) { m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. } } else { m_NoMoreWayPoints = true; } return true; } } return false; } void cMonster::MoveToWayPoint(cChunk & a_Chunk) { if (m_JumpCoolDown == 0) { if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y))) { if ( (IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) || (IsSwimming() && (m_GiveUpCounter < 15)) ) { m_bOnGround = false; m_JumpCoolDown = 20; // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport AddPosY(1.6); // Jump!! SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed. SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect. } } } else { --m_JumpCoolDown; } Vector3d Distance = m_NextWayPointPosition - GetPosition(); if ((Distance.x != 0) || (Distance.z != 0)) { Distance.y = 0; Distance.Normalize(); if (m_bOnGround) { Distance *= 2.5f; } else if (IsSwimming()) { Distance *= 1.3f; } else { // Don't let the mob move too much if he's falling. Distance *= 0.25f; } // Apply walk speed: Distance *= m_RelativeWalkSpeed; /* Reduced default speed. Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence better pathfinding. */ Distance *= 0.5; AddSpeedX(Distance.x); AddSpeedZ(Distance.z); } } bool cMonster::EnsureProperDestination(cChunk & a_Chunk) { cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z)); BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width; int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width; // If destination in the air, first try to go 1 block north, or east, or west. // This fixes the player leaning issue. // If that failed, we instead go down to the lowest air block. Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); if (!cBlockInfo::IsSolid(BlockType)) { bool InTheAir = true; int x, z; for (z = -1; z <= 1; ++z) { for (x = -1; x <= 1; ++x) { if ((x==0) && (z==0)) { continue; } Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z)); if ((Chunk == nullptr) || !Chunk->IsValid()) { return false; } RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width; RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width; Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); if (cBlockInfo::IsSolid(BlockType)) { m_FinalDestination.x += x; m_FinalDestination.z += z; InTheAir = false; goto breakBothLoops; } } } breakBothLoops: // Go down to the lowest air block. if (InTheAir) { while (m_FinalDestination.y > 0) { Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); if (cBlockInfo::IsSolid(BlockType)) { break; } m_FinalDestination.y -= 1; } } } // If destination in water, go up to the highest water block. // If destination in solid, go up to first air block. bool InWater = false; while (m_FinalDestination.y < cChunkDef::Height) { Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta); if (BlockType == E_BLOCK_STATIONARY_WATER) { InWater = true; } else if (cBlockInfo::IsSolid(BlockType)) { InWater = false; } else { break; } m_FinalDestination.y += 1; } if (InWater) { m_FinalDestination.y -= 1; } return true; } void cMonster::MoveToPosition(const Vector3d & a_Position) { m_FinalDestination = a_Position; m_IsFollowingPath = true; } void cMonster::StopMovingToPosition() { m_IsFollowingPath = false; } void cMonster::ResetPathFinding(void) { m_TicksSinceLastPathReset = 0; if (m_Path != nullptr) { delete m_Path; m_Path = nullptr; } } void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT); if (m_Health <= 0) { // The mob is dead, but we're still animating the "puff" they leave when they die. m_DestroyTimer += a_Dt; if (m_DestroyTimer > std::chrono::seconds(1)) { Destroy(true); } return; } if (m_TicksSinceLastDamaged < 100) { ++m_TicksSinceLastDamaged; } if ((m_Target != nullptr) && m_Target->IsDestroyed()) { m_Target = nullptr; } // Process the undead burning in daylight. HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk)); if (TickPathFinding(*Chunk)) { /* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true: 1. I am idle 2. I was not hurt by a player recently. Then STOP. */ if ( m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) && WouldBurnAt(m_NextWayPointPosition, *Chunk) && !WouldBurnAt(GetPosition(), *Chunk) ) { // If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently: StopMovingToPosition(); m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is. } else { MoveToWayPoint(*Chunk); } } SetPitchAndYawFromDestination(); HandleFalling(); switch (m_EMState) { case IDLE: { // If enemy passive we ignore checks for player visibility. InStateIdle(a_Dt); break; } case CHASING: { // If we do not see a player anymore skip chasing action. InStateChasing(a_Dt); break; } case ESCAPING: { InStateEscaping(a_Dt); break; } case ATTACKING: break; } // switch (m_EMState) BroadcastMovementUpdate(); } void cMonster::SetPitchAndYawFromDestination() { Vector3d FinalDestination = m_FinalDestination; if (m_Target != nullptr) { if (m_Target->IsPlayer()) { FinalDestination.y = static_cast(m_Target)->GetStance() - 1; } else { FinalDestination.y = m_Target->GetPosY() + GetHeight(); } } Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); double BodyRotation, BodyPitch; BodyDistance.Normalize(); VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch); SetYaw(BodyRotation); Vector3d Distance = FinalDestination - GetPosition(); { double HeadRotation, HeadPitch; Distance.Normalize(); VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch); if (std::abs(BodyRotation - HeadRotation) < 120) { SetHeadYaw(HeadRotation); SetPitch(-HeadPitch); } else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking. { SetHeadYaw(BodyRotation); SetPitch(-BodyPitch); } } } void cMonster::HandleFalling() { if (m_bOnGround) { int Damage = (m_LastGroundHeight - POSY_TOINT) - 3; if (Damage > 0) { TakeDamage(dtFalling, nullptr, Damage, Damage, 0); // Fall particles GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */); } m_LastGroundHeight = POSY_TOINT; } } int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ) { int PosY = POSY_TOINT; PosY = Clamp(PosY, 0, cChunkDef::Height); if (!cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ)))) { while (!cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))) && (PosY > 0)) { PosY--; } return PosY + 1; } else { while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ)))) { PosY++; } return PosY; } } bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { if (!super::DoTakeDamage(a_TDI)) { return false; } if (!m_SoundHurt.empty() && (m_Health > 0)) { m_World->BroadcastSoundEffect(m_SoundHurt, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f); } if (a_TDI.Attacker != nullptr) { m_Target = a_TDI.Attacker; m_TicksSinceLastDamaged = 0; } return true; } void cMonster::KilledBy(TakeDamageInfo & a_TDI) { super::KilledBy(a_TDI); if (m_SoundHurt != "") { m_World->BroadcastSoundEffect(m_SoundDeath, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f); } int Reward; switch (m_MobType) { // Animals case mtChicken: case mtCow: case mtHorse: case mtPig: case mtRabbit: case mtSheep: case mtSquid: case mtMooshroom: case mtOcelot: case mtWolf: { Reward = m_World->GetTickRandomNumber(2) + 1; break; } // Monsters case mtCaveSpider: case mtCreeper: case mtEnderman: case mtGhast: case mtGuardian: case mtSilverfish: case mtSkeleton: case mtSpider: case mtWitch: case mtZombie: case mtZombiePigman: case mtSlime: case mtMagmaCube: { Reward = 6 + (m_World->GetTickRandomNumber(2)); break; } case mtBlaze: { Reward = 10; break; } // Bosses case mtEnderDragon: { Reward = 12000; break; } case mtWither: { Reward = 50; break; } default: { Reward = 0; break; } } if ((a_TDI.Attacker != nullptr) && (!IsBaby())) { m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward); } m_DestroyTimer = std::chrono::milliseconds(0); } void cMonster::OnRightClicked(cPlayer & a_Player) { super::OnRightClicked(a_Player); const cItem & EquippedItem = a_Player.GetEquippedItem(); if ((EquippedItem.m_ItemType == E_ITEM_NAME_TAG) && !EquippedItem.m_CustomName.empty()) { SetCustomName(EquippedItem.m_CustomName); if (!a_Player.IsGameModeCreative()) { a_Player.GetInventory().RemoveOneEquippedItem(); } } } // Checks to see if EventSeePlayer should be fired // monster sez: Do I see the player void cMonster::CheckEventSeePlayer(void) { // TODO: Rewrite this to use cWorld's DoWithPlayers() cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance, false); if (Closest != nullptr) { EventSeePlayer(Closest); } } void cMonster::CheckEventLostPlayer(void) { if (m_Target != nullptr) { if ((m_Target->GetPosition() - GetPosition()).Length() > m_SightDistance) { EventLosePlayer(); } } else { EventLosePlayer(); } } // What to do if player is seen // default to change state to chasing void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) { m_Target = a_SeenPlayer; } void cMonster::EventLosePlayer(void) { m_Target = nullptr; m_EMState = IDLE; } void cMonster::InStateIdle(std::chrono::milliseconds a_Dt) { if (m_IsFollowingPath) { return; // Still getting there } m_IdleInterval += a_Dt; if (m_IdleInterval > std::chrono::seconds(1)) { // At this interval the results are predictable int rem = m_World->GetTickRandomNumber(6) + 1; m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds Vector3d Dist; Dist.x = (double)m_World->GetTickRandomNumber(10) - 5; Dist.z = (double)m_World->GetTickRandomNumber(10) - 5; if ((Dist.SqrLength() > 2) && (rem >= 3)) { Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z); Destination.y = FindFirstNonAirBlockPosition(Destination.x, Destination.z); MoveToPosition(Destination); } } } // What to do if in Chasing State // This state should always be defined in each child class void cMonster::InStateChasing(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); } // What to do if in Escaping State void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); if (m_Target != nullptr) { Vector3d newloc = GetPosition(); newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance); newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance); MoveToPosition(newloc); } else { m_EMState = IDLE; // This shouldnt be required but just to be safe } } void cMonster::SetCustomName(const AString & a_CustomName) { m_CustomName = a_CustomName; // The maximal length is 64 if (a_CustomName.length() > 64) { m_CustomName = a_CustomName.substr(0, 64); } if (m_World != nullptr) { m_World->BroadcastEntityMetadata(*this); } } void cMonster::SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible) { m_CustomNameAlwaysVisible = a_CustomNameAlwaysVisible; if (m_World != nullptr) { m_World->BroadcastEntityMetadata(*this); } } void cMonster::GetMonsterConfig(const AString & a_Name) { cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name); } bool cMonster::IsUndead(void) { return false; } AString cMonster::MobTypeToString(eMonsterType a_MobType) { // Mob types aren't sorted, so we need to search linearly: for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++) { if (g_MobTypeNames[i].m_Type == a_MobType) { return g_MobTypeNames[i].m_lcName; } } // Not found: return ""; } AString cMonster::MobTypeToVanillaName(eMonsterType a_MobType) { // Mob types aren't sorted, so we need to search linearly: for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++) { if (g_MobTypeNames[i].m_Type == a_MobType) { return g_MobTypeNames[i].m_VanillaName; } } // Not found: return ""; } eMonsterType cMonster::StringToMobType(const AString & a_Name) { AString lcName = StrToLower(a_Name); // Search MCServer name: for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++) { if (strcmp(g_MobTypeNames[i].m_lcName, lcName.c_str()) == 0) { return g_MobTypeNames[i].m_Type; } } // Not found. Search Vanilla name: for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++) { if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaName).c_str(), lcName.c_str()) == 0) { return g_MobTypeNames[i].m_Type; } } // Not found: return mtInvalidType; } cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type) { // Passive-agressive mobs are counted in mob spawning code as passive switch (a_Type) { case mtBat: return mfAmbient; case mtBlaze: return mfHostile; case mtCaveSpider: return mfHostile; case mtChicken: return mfPassive; case mtCow: return mfPassive; case mtCreeper: return mfHostile; case mtEnderDragon: return mfNoSpawn; case mtEnderman: return mfHostile; case mtGhast: return mfHostile; case mtGiant: return mfNoSpawn; case mtGuardian: return mfWater; // Just because they have special spawning conditions. If Watertemples have been added, this needs to be edited! case mtHorse: return mfPassive; case mtIronGolem: return mfPassive; case mtMagmaCube: return mfHostile; case mtMooshroom: return mfHostile; case mtOcelot: return mfPassive; case mtPig: return mfPassive; case mtRabbit: return mfPassive; case mtSheep: return mfPassive; case mtSilverfish: return mfHostile; case mtSkeleton: return mfHostile; case mtSlime: return mfHostile; case mtSnowGolem: return mfNoSpawn; case mtSpider: return mfHostile; case mtSquid: return mfWater; case mtVillager: return mfPassive; case mtWitch: return mfHostile; case mtWither: return mfNoSpawn; case mtWolf: return mfHostile; case mtZombie: return mfHostile; case mtZombiePigman: return mfHostile; case mtInvalidType: break; } ASSERT(!"Unhandled mob type"); return mfUnhandled; } int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily) { switch (a_MobFamily) { case mfHostile: return 40; case mfPassive: return 40; case mfAmbient: return 40; case mfWater: return 400; case mfNoSpawn: return -1; case mfUnhandled: break; } ASSERT(!"Unhandled mob family"); return -1; } cMonster * cMonster::NewMonsterFromType(eMonsterType a_MobType) { cFastRandom Random; cMonster * toReturn = nullptr; // Create the mob entity switch (a_MobType) { case mtMagmaCube: { toReturn = new cMagmaCube(1 << Random.NextInt(3)); // Size 1, 2 or 4 break; } case mtSlime: { toReturn = new cSlime(1 << Random.NextInt(3)); // Size 1, 2 or 4 break; } case mtSkeleton: { // TODO: Actual detection of spawning in Nether toReturn = new cSkeleton((Random.NextInt(1) == 0) ? false : true); break; } case mtVillager: { int VillagerType = Random.NextInt(6); if (VillagerType == 6) { // Give farmers a better chance of spawning VillagerType = 0; } toReturn = new cVillager((cVillager::eVillagerType)VillagerType); break; } case mtHorse: { // Horses take a type (species), a colour, and a style (dots, stripes, etc.) int HorseType = Random.NextInt(7); int HorseColor = Random.NextInt(6); int HorseStyle = Random.NextInt(6); int HorseTameTimes = Random.NextInt(6) + 1; if ((HorseType == 5) || (HorseType == 6) || (HorseType == 7)) { // Increase chances of normal horse (zero) HorseType = 0; } toReturn = new cHorse(HorseType, HorseColor, HorseStyle, HorseTameTimes); break; } case mtBat: toReturn = new cBat(); break; case mtBlaze: toReturn = new cBlaze(); break; case mtCaveSpider: toReturn = new cCaveSpider(); break; case mtChicken: toReturn = new cChicken(); break; case mtCow: toReturn = new cCow(); break; case mtCreeper: toReturn = new cCreeper(); break; case mtEnderDragon: toReturn = new cEnderDragon(); break; case mtEnderman: toReturn = new cEnderman(); break; case mtGhast: toReturn = new cGhast(); break; case mtGiant: toReturn = new cGiant(); break; case mtGuardian: toReturn = new cGuardian(); break; case mtIronGolem: toReturn = new cIronGolem(); break; case mtMooshroom: toReturn = new cMooshroom(); break; case mtOcelot: toReturn = new cOcelot(); break; case mtPig: toReturn = new cPig(); break; case mtRabbit: toReturn = new cRabbit(); break; case mtSheep: toReturn = new cSheep(); break; case mtSilverfish: toReturn = new cSilverfish(); break; case mtSnowGolem: toReturn = new cSnowGolem(); break; case mtSpider: toReturn = new cSpider(); break; case mtSquid: toReturn = new cSquid(); break; case mtWitch: toReturn = new cWitch(); break; case mtWither: toReturn = new cWither(); break; case mtWolf: toReturn = new cWolf(); break; case mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter case mtZombiePigman: toReturn = new cZombiePigman(); break; default: { ASSERT(!"Unhandled mob type whilst trying to spawn mob!"); } } return toReturn; } void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth) { MTRand r1; int Count = r1.randInt() % (a_Max + 1 - a_Min) + a_Min; if (Count > 0) { a_Drops.push_back(cItem(a_Item, Count, a_ItemHealth)); } } void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth) { MTRand r1; int Count = r1.randInt() % 1000; if (Count < (a_Chance * 10)) { a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth)); } } void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel) { MTRand r1; unsigned int Count = r1.randInt() % 200; if (Count < (5 + a_LootingLevel)) { int Rare = r1.randInt() % a_Items.Size(); a_Drops.push_back(a_Items.at(Rare)); } } void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel) { MTRand r1; if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2))) { if (!GetEquippedHelmet().IsEmpty()) { a_Drops.push_back(GetEquippedHelmet()); } } if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2))) { if (!GetEquippedChestplate().IsEmpty()) { a_Drops.push_back(GetEquippedChestplate()); } } if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2))) { if (!GetEquippedLeggings().IsEmpty()) { a_Drops.push_back(GetEquippedLeggings()); } } if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2))) { if (!GetEquippedBoots().IsEmpty()) { a_Drops.push_back(GetEquippedBoots()); } } } void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel) { MTRand r1; if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2))) { if (!GetEquippedWeapon().IsEmpty()) { a_Drops.push_back(GetEquippedWeapon()); } } } void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) { if (!m_BurnsInDaylight) { return; } int RelY = POSY_TOINT; if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } if (!a_Chunk.IsLightValid()) { m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); return; } if (!IsOnFire() && WouldBurn) { // Burn for 100 ticks, then decide again StartBurning(100); } } bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) { cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z)); if ((Chunk == nullptr) || (!Chunk->IsValid())) { return false; } int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width; int RelY = FloorC(a_Location.y); int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width; if ( (Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining ) { return true; } return false; } cMonster::eFamily cMonster::GetMobFamily(void) const { return FamilyFromType(m_MobType); }