1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
|
#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 "../MersenneTwister.h"
#include "../Chunk.h"
#include "../FastRandom.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())
*/
static const struct
{
cMonster::eType m_Type;
const char * m_lcName;
} g_MobTypeNames[] =
{
{cMonster::mtBat, "bat"},
{cMonster::mtBlaze, "blaze"},
{cMonster::mtCaveSpider, "cavespider"},
{cMonster::mtChicken, "chicken"},
{cMonster::mtCow, "cow"},
{cMonster::mtCreeper, "creeper"},
{cMonster::mtEnderman, "enderman"},
{cMonster::mtEnderDragon, "enderdragon"},
{cMonster::mtGhast, "ghast"},
{cMonster::mtHorse, "horse"},
{cMonster::mtIronGolem, "irongolem"},
{cMonster::mtMagmaCube, "magmacube"},
{cMonster::mtMooshroom, "mooshroom"},
{cMonster::mtOcelot, "ocelot"},
{cMonster::mtPig, "pig"},
{cMonster::mtSheep, "sheep"},
{cMonster::mtSilverfish, "silverfish"},
{cMonster::mtSkeleton, "skeleton"},
{cMonster::mtSnowGolem, "snowgolem"},
{cMonster::mtSlime, "slime"},
{cMonster::mtSpider, "spider"},
{cMonster::mtSquid, "squid"},
{cMonster::mtVillager, "villager"},
{cMonster::mtWitch, "witch"},
{cMonster::mtWither, "wither"},
{cMonster::mtWolf, "wolf"},
{cMonster::mtZombie, "zombie"},
{cMonster::mtZombiePigman, "zombiepigman"},
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cMonster:
cMonster::cMonster(const AString & a_ConfigName, eType 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_SightDistance(25)
, m_Target(NULL)
, m_AttackRate(3)
, m_IdleInterval(0)
, m_bMovingToDestination(false)
, m_DestroyTimer(0)
, m_MobType(a_MobType)
, m_SoundHurt(a_SoundHurt)
, m_SoundDeath(a_SoundDeath)
, m_AttackDamage(1)
, m_AttackRange(2)
, m_AttackInterval(0)
, m_BurnsInDaylight(false)
, m_LastGroundHeight(POSY_TOINT)
{
if (!a_ConfigName.empty())
{
GetMonsterConfig(a_ConfigName);
}
}
void cMonster::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnMob(*this);
}
void cMonster::TickPathFinding()
{
int PosX = (int)floor(GetPosX());
int PosY = (int)floor(GetPosY());
int PosZ = (int)floor(GetPosZ());
m_FinalDestination.y = (double)FindFirstNonAirBlockPosition(m_FinalDestination.x, m_FinalDestination.z);
std::vector<Vector3d> m_PotentialCoordinates;
m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ));
static const struct // Define which directions to try to move to
{
int x, z;
} gCrossCoords[] =
{
{ 1, 0},
{-1, 0},
{ 0, 1},
{ 0,-1},
} ;
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
if ((gCrossCoords[i].x + PosX == PosX) && (gCrossCoords[i].z + PosZ == PosZ))
{
continue;
}
if (IsCoordinateInTraversedList(Vector3i(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ)))
{
continue;
}
BLOCKTYPE BlockAtY = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYM = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY - 1, gCrossCoords[i].z + PosZ);
if (!g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !IsBlockLava(BlockAtYM))
{
m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ));
}
else if (g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !g_BlockIsSolid[BlockAtYPP] && !IsBlockLava(BlockAtYM))
{
m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY + 1, gCrossCoords[i].z + PosZ));
}
}
if (!m_PotentialCoordinates.empty())
{
Vector3f ShortestCoords = m_PotentialCoordinates.front();
for (std::vector<Vector3d>::const_iterator itr = m_PotentialCoordinates.begin(); itr != m_PotentialCoordinates.end(); ++itr)
{
Vector3f Distance = m_FinalDestination - ShortestCoords;
Vector3f Distance2 = m_FinalDestination - *itr;
if (Distance.SqrLength() > Distance2.SqrLength())
{
ShortestCoords = *itr;
}
}
m_Destination = ShortestCoords;
m_Destination.z += 0.5f;
m_Destination.x += 0.5f;
}
else
{
FinishPathFinding();
}
}
void cMonster::MoveToPosition(const Vector3f & a_Position)
{
FinishPathFinding();
m_FinalDestination = a_Position;
m_bMovingToDestination = true;
TickPathFinding();
}
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
FinishPathFinding();
m_FinalDestination = a_Position;
m_bMovingToDestination = true;
TickPathFinding();
}
bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
{
for (std::vector<Vector3i>::const_iterator itr = m_TraversedCoordinates.begin(); itr != m_TraversedCoordinates.end(); ++itr)
{
if (itr->Equals(a_Coords))
{
return true;
}
}
return false;
}
bool cMonster::ReachedDestination()
{
if ((m_Destination - GetPosition()).Length() < 0.5f)
{
return true;
}
return false;
}
bool cMonster::ReachedFinalDestination()
{
if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange)
{
return true;
}
return false;
}
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (m_Health <= 0)
{
// The mob is dead, but we're still animating the "puff" they leave when they die
m_DestroyTimer += a_Dt / 1000;
if (m_DestroyTimer > 1)
{
Destroy(true);
}
return;
}
if ((m_Target != NULL) && m_Target->IsDestroyed())
m_Target = NULL;
// Burning in daylight
HandleDaylightBurning(a_Chunk);
a_Dt /= 1000;
if (m_bMovingToDestination)
{
if (m_bOnGround)
{
m_Destination.y = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
if (DoesPosYRequireJump(m_Destination.y))
{
m_bOnGround = false;
AddPosY(1.5); // Jump!!
}
}
Vector3f Distance = m_Destination - GetPosition();
if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
{
Distance.y = 0;
Distance.Normalize();
Distance *= 5;
SetSpeedX(Distance.x);
SetSpeedZ(Distance.z);
if (m_EMState == ESCAPING)
{ //Runs Faster when escaping :D otherwise they just walk away
SetSpeedX (GetSpeedX() * 2.f);
SetSpeedZ (GetSpeedZ() * 2.f);
}
}
else
{
if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
{
FinishPathFinding();
}
else
{
TickPathFinding(); // We have reached the next point in our path, calculate another point
}
}
}
if (ReachedFinalDestination() && (m_Target != NULL))
Attack(a_Dt);
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;
}
} // switch (m_EMState)
BroadcastMovementUpdate();
}
void cMonster::SetPitchAndYawFromDestination()
{
Vector3d FinalDestination = m_FinalDestination;
if (m_Target != NULL)
{
if (m_Target->IsPlayer())
{
FinalDestination.y = ((cPlayer *)m_Target)->GetStance();
}
else
{
FinalDestination.y = GetHeight();
}
}
Vector3d Distance = FinalDestination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
{
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
SetHeadYaw(Rotation);
SetPitch(-Pitch);
}
{
Vector3d BodyDistance = m_Destination - GetPosition();
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
SetYaw(Rotation);
}
}
}
void cMonster::HandleFalling()
{
if (m_bOnGround)
{
int Damage = (m_LastGroundHeight - POSY_TOINT) - 3;
if (Damage > 0)
{
TakeDamage(dtFalling, NULL, Damage, Damage, 0);
// Fall particles
GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
}
m_LastGroundHeight = (int)floor(GetPosY());
}
}
int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
{
int PosY = (int)floor(GetPosY());
if (PosY < 0)
PosY = 0;
else if (PosY > cChunkDef::Height)
PosY = cChunkDef::Height;
if (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))])
{
while (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY > 0))
{
PosY--;
}
return PosY + 1;
}
else
{
while (g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY < cChunkDef::Height))
{
PosY++;
}
return PosY;
}
}
void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
super::DoTakeDamage(a_TDI);
if((m_SoundHurt != "") && (m_Health > 0))
m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
if (a_TDI.Attacker != NULL)
{
m_Target = a_TDI.Attacker;
}
}
void cMonster::KilledBy(cEntity * a_Killer)
{
super::KilledBy(a_Killer);
if (m_SoundHurt != "")
{
m_World->BroadcastSoundEffect(m_SoundDeath, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
}
int Reward;
switch (m_MobType)
{
// Animals
case cMonster::mtChicken:
case cMonster::mtCow:
case cMonster::mtHorse:
case cMonster::mtPig:
case cMonster::mtSheep:
case cMonster::mtSquid:
case cMonster::mtMooshroom:
case cMonster::mtOcelot:
case cMonster::mtWolf:
{
Reward = m_World->GetTickRandomNumber(2) + 1;
break;
}
// Monsters
case cMonster::mtCaveSpider:
case cMonster::mtCreeper:
case cMonster::mtEnderman:
case cMonster::mtGhast:
case cMonster::mtSilverfish:
case cMonster::mtSkeleton:
case cMonster::mtSpider:
case cMonster::mtWitch:
case cMonster::mtZombie:
case cMonster::mtZombiePigman:
case cMonster::mtSlime:
case cMonster::mtMagmaCube:
{
Reward = 6 + (m_World->GetTickRandomNumber(2));
break;
}
case cMonster::mtBlaze:
{
Reward = 10;
break;
}
// Bosses
case cMonster::mtEnderDragon:
{
Reward = 12000;
break;
}
case cMonster::mtWither:
{
Reward = 50;
break;
}
default:
{
Reward = 0;
break;
}
}
m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
m_DestroyTimer = 0;
}
//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 != NULL)
{
EventSeePlayer(Closest);
}
}
void cMonster::CheckEventLostPlayer(void)
{
if (m_Target != NULL)
{
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
}
}
// Do attack here
// a_Dt is passed so we can set attack rate
void cMonster::Attack(float a_Dt)
{
m_AttackInterval += a_Dt * m_AttackRate;
}
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 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::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);
}
|