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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-13 23:02:10 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-13 23:02:10 +0200 |
commit | a49c004278b0e300521e9cedf44a46ac843a958b (patch) | |
tree | cc268ccbd5b938be93923d9aced847572364e263 /source/Mobs/Monster.cpp | |
parent | Fixed a bit of coding style and function names in cItem (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/Mobs/Monster.cpp | 51 |
1 files changed, 23 insertions, 28 deletions
diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp index 77bad8f51..8781858a6 100644 --- a/source/Mobs/Monster.cpp +++ b/source/Mobs/Monster.cpp @@ -87,9 +87,9 @@ bool cMonster::ReachedDestination() -void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) +void cMonster::Tick(float a_Dt, cChunk & a_Chunk) { - super::Tick(a_Dt, a_TickRandom); + super::Tick(a_Dt, a_Chunk); if (m_Health <= 0) { @@ -145,7 +145,6 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) HandlePhysics(a_Dt); BroadcastMovementUpdate(); - MoveToCorrectChunk(); Vector3d Distance = m_Destination - GetPosition(); if (Distance.SqrLength() > 0.1f) @@ -163,20 +162,20 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) case IDLE: { // If enemy passive we ignore checks for player visibility - InStateIdle(a_Dt, a_TickRandom); + InStateIdle(a_Dt); break; } case CHASING: { // If we do not see a player anymore skip chasing action - InStateChasing(a_Dt, a_TickRandom); + InStateChasing(a_Dt); break; } case ESCAPING: { - InStateEscaping(a_Dt, a_TickRandom); + InStateEscaping(a_Dt); break; } } // switch (m_EMState) @@ -227,8 +226,6 @@ void cMonster::ReplicateMovement() m_LastPosZ = GetPosZ(); m_bDirtyPosition = false; } - - MoveToCorrectChunk(); } @@ -374,14 +371,14 @@ void cMonster::SetState(const AString & a_State) //Checks to see if EventSeePlayer should be fired //monster sez: Do I see the player -void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom) +void cMonster::CheckEventSeePlayer(void) { // TODO: Rewrite this to use cWorld's DoWithPlayers() cPlayer * Closest = FindClosestPlayer(); if (Closest != NULL) { - EventSeePlayer(Closest, a_TickRandom); + EventSeePlayer(Closest); } } @@ -389,10 +386,8 @@ void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom) -void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom) +void cMonster::CheckEventLostPlayer(void) { - UNUSED(a_TickRandom); - Vector3f pos; cTracer LineOfSight(GetWorld()); @@ -416,12 +411,10 @@ void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom) // What to do if player is seen // default to change state to chasing -void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom) +void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) { - UNUSED(a_TickRandom); - m_Target = a_SeenPlayer; - AddReference( m_Target ); + AddReference(m_Target); } @@ -431,7 +424,7 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom) void cMonster::EventLosePlayer(void) { Dereference(m_Target); - m_Target = 0; + m_Target = NULL; m_EMState = IDLE; } @@ -440,24 +433,28 @@ void cMonster::EventLosePlayer(void) // What to do if in Idle State -void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom) +void cMonster::InStateIdle(float a_Dt) { idle_interval += a_Dt; if (idle_interval > 1) { // at this interval the results are predictable - int rem = (a_TickRandom.randInt() % 6) + 1; + int rem = m_World->GetTickRandomNumber(6) + 1; // LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem); idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds Vector3f Dist; - Dist.x = (float)((a_TickRandom.randInt() % 11) - 5); - Dist.z = (float)((a_TickRandom.randInt() % 11) - 5); + Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5); + Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5); if ((Dist.SqrLength() > 2) && (rem >= 3)) { m_Destination.x = (float)(GetPosX() + Dist.x); m_Destination.z = (float)(GetPosZ() + Dist.z); - m_Destination.y = (float)GetWorld()->GetHeight((int)m_Destination.x, (int)m_Destination.z) + 1.2f; - MoveToPosition(m_Destination); + int PosY; + if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY)) + { + m_Destination.y = (float)PosY + 1.2f; + MoveToPosition(m_Destination); + } } } } @@ -468,10 +465,9 @@ void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom) // What to do if in Chasing State // This state should always be defined in each child class -void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom) +void cMonster::InStateChasing(float a_Dt) { UNUSED(a_Dt); - UNUSED(a_TickRandom); } @@ -479,10 +475,9 @@ void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom) // What to do if in Escaping State -void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom) +void cMonster::InStateEscaping(float a_Dt) { UNUSED(a_Dt); - UNUSED(a_TickRandom); if (m_Target != NULL) { |