1008 lines
22 KiB
C++
1008 lines
22 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "IncludeAllMonsters.h"
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#include "../Root.h"
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#include "../Server.h"
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#include "../ClientHandle.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../Entities/ExpOrb.h"
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#include "../MonsterConfig.h"
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#include "../MersenneTwister.h"
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#include "../Chunk.h"
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#include "../FastRandom.h"
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/** Map for eType <-> string
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Needs to be alpha-sorted by the strings, because binary search is used in StringToMobType()
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The strings need to be lowercase (for more efficient comparisons in StringToMobType())
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*/
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static const struct
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{
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cMonster::eType m_Type;
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const char * m_lcName;
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} g_MobTypeNames[] =
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{
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{cMonster::mtBat, "bat"},
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{cMonster::mtBlaze, "blaze"},
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{cMonster::mtCaveSpider, "cavespider"},
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{cMonster::mtChicken, "chicken"},
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{cMonster::mtCow, "cow"},
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{cMonster::mtCreeper, "creeper"},
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{cMonster::mtEnderman, "enderman"},
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{cMonster::mtEnderDragon, "enderdragon"},
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{cMonster::mtGhast, "ghast"},
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{cMonster::mtHorse, "horse"},
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{cMonster::mtIronGolem, "irongolem"},
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{cMonster::mtMagmaCube, "magmacube"},
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{cMonster::mtMooshroom, "mooshroom"},
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{cMonster::mtOcelot, "ocelot"},
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{cMonster::mtPig, "pig"},
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{cMonster::mtSheep, "sheep"},
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{cMonster::mtSilverfish, "silverfish"},
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{cMonster::mtSkeleton, "skeleton"},
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{cMonster::mtSnowGolem, "snowgolem"},
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{cMonster::mtSlime, "slime"},
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{cMonster::mtSpider, "spider"},
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{cMonster::mtSquid, "squid"},
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{cMonster::mtVillager, "villager"},
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{cMonster::mtWitch, "witch"},
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{cMonster::mtWither, "wither"},
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{cMonster::mtWolf, "wolf"},
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{cMonster::mtZombie, "zombie"},
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{cMonster::mtZombiePigman, "zombiepigman"},
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cMonster:
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cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
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: super(etMonster, a_Width, a_Height)
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, m_EMState(IDLE)
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, m_EMPersonality(AGGRESSIVE)
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, m_Target(NULL)
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, m_bMovingToDestination(false)
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, m_LastGroundHeight(POSY_TOINT)
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, m_IdleInterval(0)
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, m_DestroyTimer(0)
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, m_MobType(a_MobType)
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, m_SoundHurt(a_SoundHurt)
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, m_SoundDeath(a_SoundDeath)
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, m_AttackRate(3)
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, m_AttackDamage(1)
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, m_AttackRange(2)
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, m_AttackInterval(0)
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, m_SightDistance(25)
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, m_DropChanceWeapon(0.085f)
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, m_DropChanceHelmet(0.085f)
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, m_DropChanceChestplate(0.085f)
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, m_DropChanceLeggings(0.085f)
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, m_DropChanceBoots(0.085f)
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, m_CanPickUpLoot(true)
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, m_BurnsInDaylight(false)
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{
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if (!a_ConfigName.empty())
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{
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GetMonsterConfig(a_ConfigName);
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}
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}
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void cMonster::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnMob(*this);
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}
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void cMonster::TickPathFinding()
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{
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const int PosX = (int)floor(GetPosX());
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const int PosY = (int)floor(GetPosY());
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const int PosZ = (int)floor(GetPosZ());
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m_FinalDestination.y = (double)FindFirstNonAirBlockPosition(m_FinalDestination.x, m_FinalDestination.z);
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std::vector<Vector3d> m_PotentialCoordinates;
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m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ));
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static const struct // Define which directions to try to move to
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{
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int x, z;
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} gCrossCoords[] =
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{
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{ 1, 0},
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{-1, 0},
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{ 0, 1},
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{ 0,-1},
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} ;
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if ((PosY - 1 < 0) || (PosY + 2 > cChunkDef::Height) /* PosY + 1 will never be true if PosY + 2 is not */)
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{
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// Too low/high, can't really do anything
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FinishPathFinding();
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return;
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}
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for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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if (IsCoordinateInTraversedList(Vector3i(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ)))
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{
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continue;
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}
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BLOCKTYPE BlockAtY = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ);
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BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ);
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BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ);
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BLOCKTYPE BlockAtYM = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY - 1, gCrossCoords[i].z + PosZ);
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if ((!cBlockInfo::IsSolid(BlockAtY)) && (!cBlockInfo::IsSolid(BlockAtYP)) && (!IsBlockLava(BlockAtYM)) && (BlockAtY != E_BLOCK_FENCE) && (BlockAtY != E_BLOCK_FENCE_GATE))
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{
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m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ));
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}
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else if ((cBlockInfo::IsSolid(BlockAtY)) && (!cBlockInfo::IsSolid(BlockAtYP)) && (!cBlockInfo::IsSolid(BlockAtYPP)) && (!IsBlockLava(BlockAtYM)) && (BlockAtY != E_BLOCK_FENCE) && (BlockAtY != E_BLOCK_FENCE_GATE))
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{
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m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY + 1, gCrossCoords[i].z + PosZ));
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}
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}
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if (!m_PotentialCoordinates.empty())
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{
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Vector3f ShortestCoords = m_PotentialCoordinates.front();
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for (std::vector<Vector3d>::const_iterator itr = m_PotentialCoordinates.begin(); itr != m_PotentialCoordinates.end(); ++itr)
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{
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Vector3f Distance = m_FinalDestination - ShortestCoords;
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Vector3f Distance2 = m_FinalDestination - *itr;
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if (Distance.SqrLength() > Distance2.SqrLength())
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{
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ShortestCoords = *itr;
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}
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}
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m_Destination = ShortestCoords;
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m_Destination.z += 0.5f;
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m_Destination.x += 0.5f;
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}
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else
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{
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FinishPathFinding();
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}
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}
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void cMonster::MoveToPosition(const Vector3f & a_Position)
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{
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FinishPathFinding();
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m_FinalDestination = a_Position;
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m_bMovingToDestination = true;
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TickPathFinding();
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}
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void cMonster::MoveToPosition(const Vector3d & a_Position)
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{
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FinishPathFinding();
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m_FinalDestination = a_Position;
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m_bMovingToDestination = true;
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TickPathFinding();
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}
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bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
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{
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for (std::vector<Vector3i>::const_iterator itr = m_TraversedCoordinates.begin(); itr != m_TraversedCoordinates.end(); ++itr)
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{
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if (itr->Equals(a_Coords))
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{
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return true;
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}
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}
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return false;
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}
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bool cMonster::ReachedDestination()
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{
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if ((m_Destination - GetPosition()).Length() < 0.5f)
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{
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return true;
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}
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return false;
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}
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bool cMonster::ReachedFinalDestination()
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{
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if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange)
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{
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return true;
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}
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return false;
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}
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void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (m_Health <= 0)
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{
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// The mob is dead, but we're still animating the "puff" they leave when they die
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m_DestroyTimer += a_Dt / 1000;
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if (m_DestroyTimer > 1)
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{
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Destroy(true);
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}
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return;
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}
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if ((m_Target != NULL) && m_Target->IsDestroyed())
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m_Target = NULL;
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// Burning in daylight
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HandleDaylightBurning(a_Chunk);
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a_Dt /= 1000;
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if (m_bMovingToDestination)
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{
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if (m_bOnGround)
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{
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m_Destination.y = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
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if (DoesPosYRequireJump((int)floor(m_Destination.y)))
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{
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m_bOnGround = false;
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AddPosY(1.5); // Jump!!
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}
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}
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Vector3f Distance = m_Destination - GetPosition();
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if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
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{
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Distance.y = 0;
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Distance.Normalize();
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Distance *= 5;
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SetSpeedX(Distance.x);
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SetSpeedZ(Distance.z);
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if (m_EMState == ESCAPING)
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{ //Runs Faster when escaping :D otherwise they just walk away
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SetSpeedX (GetSpeedX() * 2.f);
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SetSpeedZ (GetSpeedZ() * 2.f);
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}
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}
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else
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{
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if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
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{
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FinishPathFinding();
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}
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else
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{
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TickPathFinding(); // We have reached the next point in our path, calculate another point
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}
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}
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}
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SetPitchAndYawFromDestination();
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HandleFalling();
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switch (m_EMState)
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{
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case IDLE:
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{
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// If enemy passive we ignore checks for player visibility
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InStateIdle(a_Dt);
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break;
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}
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case CHASING:
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{
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// If we do not see a player anymore skip chasing action
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InStateChasing(a_Dt);
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break;
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}
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case ESCAPING:
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{
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InStateEscaping(a_Dt);
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break;
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}
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} // switch (m_EMState)
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BroadcastMovementUpdate();
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}
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void cMonster::SetPitchAndYawFromDestination()
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{
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Vector3d FinalDestination = m_FinalDestination;
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if (m_Target != NULL)
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{
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if (m_Target->IsPlayer())
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{
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FinalDestination.y = ((cPlayer *)m_Target)->GetStance();
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}
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else
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{
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FinalDestination.y = GetHeight();
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}
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}
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Vector3d Distance = FinalDestination - GetPosition();
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if (Distance.SqrLength() > 0.1f)
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{
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{
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double Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
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SetHeadYaw(Rotation);
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SetPitch(-Pitch);
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}
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{
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Vector3d BodyDistance = m_Destination - GetPosition();
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double Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
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SetYaw(Rotation);
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}
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}
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}
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void cMonster::HandleFalling()
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{
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if (m_bOnGround)
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{
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int Damage = (m_LastGroundHeight - POSY_TOINT) - 3;
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if (Damage > 0)
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{
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TakeDamage(dtFalling, NULL, Damage, Damage, 0);
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// Fall particles
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GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
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}
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m_LastGroundHeight = (int)floor(GetPosY());
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}
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}
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int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
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{
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int PosY = (int)floor(GetPosY());
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if (PosY < 0)
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PosY = 0;
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else if (PosY > cChunkDef::Height)
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PosY = cChunkDef::Height;
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if (!cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))))
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{
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while (!cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))) && (PosY > 0))
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{
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PosY--;
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}
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return PosY + 1;
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}
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else
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{
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while (cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))) && (PosY < cChunkDef::Height))
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{
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PosY++;
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}
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return PosY;
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}
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}
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void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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super::DoTakeDamage(a_TDI);
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if((m_SoundHurt != "") && (m_Health > 0))
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m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
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if (a_TDI.Attacker != NULL)
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{
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m_Target = a_TDI.Attacker;
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}
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}
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void cMonster::KilledBy(cEntity * a_Killer)
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{
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super::KilledBy(a_Killer);
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if (m_SoundHurt != "")
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{
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m_World->BroadcastSoundEffect(m_SoundDeath, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
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}
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int Reward;
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switch (m_MobType)
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{
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// Animals
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case cMonster::mtChicken:
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case cMonster::mtCow:
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case cMonster::mtHorse:
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case cMonster::mtPig:
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case cMonster::mtSheep:
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case cMonster::mtSquid:
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case cMonster::mtMooshroom:
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case cMonster::mtOcelot:
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case cMonster::mtWolf:
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{
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Reward = m_World->GetTickRandomNumber(2) + 1;
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break;
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}
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// Monsters
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case cMonster::mtCaveSpider:
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case cMonster::mtCreeper:
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case cMonster::mtEnderman:
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case cMonster::mtGhast:
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case cMonster::mtSilverfish:
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case cMonster::mtSkeleton:
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case cMonster::mtSpider:
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case cMonster::mtWitch:
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case cMonster::mtZombie:
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case cMonster::mtZombiePigman:
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case cMonster::mtSlime:
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case cMonster::mtMagmaCube:
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{
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Reward = 6 + (m_World->GetTickRandomNumber(2));
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break;
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}
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case cMonster::mtBlaze:
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{
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Reward = 10;
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break;
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}
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// Bosses
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case cMonster::mtEnderDragon:
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{
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Reward = 12000;
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break;
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}
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case cMonster::mtWither:
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{
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Reward = 50;
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break;
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}
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default:
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{
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Reward = 0;
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break;
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}
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}
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m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
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m_DestroyTimer = 0;
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}
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//Checks to see if EventSeePlayer should be fired
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//monster sez: Do I see the player
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void cMonster::CheckEventSeePlayer(void)
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{
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// TODO: Rewrite this to use cWorld's DoWithPlayers()
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cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance, false);
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if (Closest != NULL)
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{
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EventSeePlayer(Closest);
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}
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}
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void cMonster::CheckEventLostPlayer(void)
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{
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if (m_Target != NULL)
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{
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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 = NULL;
|
|
m_EMState = IDLE;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::InStateIdle(float a_Dt)
|
|
{
|
|
if (m_bMovingToDestination)
|
|
{
|
|
return; // Still getting there
|
|
}
|
|
|
|
m_IdleInterval += a_Dt;
|
|
|
|
if (m_IdleInterval > 1)
|
|
{
|
|
// At this interval the results are predictable
|
|
int rem = m_World->GetTickRandomNumber(6) + 1;
|
|
m_IdleInterval -= 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);
|
|
|
|
int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
|
|
|
|
if (IsNextYPosReachable(NextHeight))
|
|
{
|
|
Destination.y = NextHeight;
|
|
MoveToPosition(Destination);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// What to do if in Chasing State
|
|
// This state should always be defined in each child class
|
|
void cMonster::InStateChasing(float a_Dt)
|
|
{
|
|
UNUSED(a_Dt);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// What to do if in Escaping State
|
|
void cMonster::InStateEscaping(float a_Dt)
|
|
{
|
|
UNUSED(a_Dt);
|
|
|
|
if (m_Target != NULL)
|
|
{
|
|
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::GetMonsterConfig(const AString & a_Name)
|
|
{
|
|
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AString cMonster::MobTypeToString(cMonster::eType 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 "";
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMonster::eType cMonster::StringToMobType(const AString & a_Name)
|
|
{
|
|
AString lcName(a_Name);
|
|
StrToLower(lcName);
|
|
|
|
// Binary-search for the lowercase name:
|
|
int lo = 0, hi = ARRAYCOUNT(g_MobTypeNames) - 1;
|
|
while (hi - lo > 1)
|
|
{
|
|
int mid = (lo + hi) / 2;
|
|
int res = strcmp(g_MobTypeNames[mid].m_lcName, lcName.c_str());
|
|
if (res == 0)
|
|
{
|
|
return g_MobTypeNames[mid].m_Type;
|
|
}
|
|
if (res < 0)
|
|
{
|
|
lo = mid;
|
|
}
|
|
else
|
|
{
|
|
hi = mid;
|
|
}
|
|
}
|
|
// Range has collapsed to at most two elements, compare each:
|
|
if (strcmp(g_MobTypeNames[lo].m_lcName, lcName.c_str()) == 0)
|
|
{
|
|
return g_MobTypeNames[lo].m_Type;
|
|
}
|
|
if ((lo != hi) && (strcmp(g_MobTypeNames[hi].m_lcName, lcName.c_str()) == 0))
|
|
{
|
|
return g_MobTypeNames[hi].m_Type;
|
|
}
|
|
|
|
// Not found:
|
|
return mtInvalidType;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMonster::eFamily cMonster::FamilyFromType(eType 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 mtEnderman: return mfHostile;
|
|
case mtGhast: return mfHostile;
|
|
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 mtSheep: return mfPassive;
|
|
case mtSilverfish: return mfHostile;
|
|
case mtSkeleton: return mfHostile;
|
|
case mtSlime: return mfHostile;
|
|
case mtSpider: return mfHostile;
|
|
case mtSquid: return mfWater;
|
|
case mtVillager: return mfPassive;
|
|
case mtWitch: return mfHostile;
|
|
case mtWither: return mfHostile;
|
|
case mtWolf: return mfHostile;
|
|
case mtZombie: return mfHostile;
|
|
case mtZombiePigman: return mfHostile;
|
|
} ;
|
|
ASSERT(!"Unhandled mob type");
|
|
return mfMaxplusone;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
}
|
|
ASSERT(!"Unhandled mob family");
|
|
return -1;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType)
|
|
{
|
|
cFastRandom Random;
|
|
cMonster * toReturn = NULL;
|
|
|
|
// Create the mob entity
|
|
switch (a_MobType)
|
|
{
|
|
case mtMagmaCube:
|
|
case mtSlime:
|
|
{
|
|
toReturn = new cSlime(Random.NextInt(2) + 1);
|
|
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 mtIronGolem: toReturn = new cIronGolem(); break;
|
|
case mtMooshroom: toReturn = new cMooshroom(); break;
|
|
case mtOcelot: toReturn = new cOcelot(); break;
|
|
case mtPig: toReturn = new cPig(); break;
|
|
case mtSheep: toReturn = new cSheep (Random.NextInt(15)); break; // Colour parameter
|
|
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, short a_LootingLevel)
|
|
{
|
|
MTRand r1;
|
|
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, short 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, short 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)
|
|
{
|
|
if (!m_BurnsInDaylight)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int RelY = (int)floor(GetPosY());
|
|
if ((RelY < 0) || (RelY >= cChunkDef::Height))
|
|
{
|
|
// Outside the world
|
|
return;
|
|
}
|
|
|
|
int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width;
|
|
int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width;
|
|
|
|
if (!a_Chunk.IsLightValid())
|
|
{
|
|
m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
|
|
return;
|
|
}
|
|
|
|
if (
|
|
(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
|
|
(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
|
|
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
|
|
!IsOnFire() // Not already burning
|
|
)
|
|
{
|
|
// Burn for 100 ticks, then decide again
|
|
StartBurning(100);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
cMonster::eFamily cMonster::GetMobFamily(void) const
|
|
{
|
|
return FamilyFromType(m_MobType);
|
|
}
|
|
|
|
|
|
|
|
|