#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::mtSlime, "slime"},
{cMonster::mtSnowGolem, "snowgolem"},
{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_Target(NULL)
, m_bMovingToDestination(false)
, m_LastGroundHeight(POSY_TOINT)
, m_IdleInterval(0)
, m_DestroyTimer(0)
, m_MobType(a_MobType)
, m_SoundHurt(a_SoundHurt)
, m_SoundDeath(a_SoundDeath)
, m_AttackRate(3)
, m_AttackDamage(1)
, m_AttackRange(2)
, 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_BurnsInDaylight(false)
{
if (!a_ConfigName.empty())
{
GetMonsterConfig(a_ConfigName);
}
}
void cMonster::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnMob(*this);
}
void cMonster::TickPathFinding()
{
const int PosX = POSX_TOINT;
const int PosY = POSY_TOINT;
const int PosZ = POSZ_TOINT;
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},
} ;
if ((PosY - 1 < 0) || (PosY + 2 > cChunkDef::Height) /* PosY + 1 will never be true if PosY + 2 is not */)
{
// Too low/high, can't really do anything
FinishPathFinding();
return;
}
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
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);
int LowestY = FindFirstNonAirBlockPosition(gCrossCoords[i].x + PosX, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtLowestY = m_World->GetBlock(gCrossCoords[i].x + PosX, LowestY, gCrossCoords[i].z + PosZ);
if (
(!cBlockInfo::IsSolid(BlockAtY)) &&
(!cBlockInfo::IsSolid(BlockAtYP)) &&
(!IsBlockLava(BlockAtLowestY)) &&
(BlockAtLowestY != E_BLOCK_CACTUS) &&
(PosY - LowestY < FALL_DAMAGE_HEIGHT)
)
{
m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ));
}
else if (
(cBlockInfo::IsSolid(BlockAtY)) &&
(BlockAtY != E_BLOCK_CACTUS) &&
(!cBlockInfo::IsSolid(BlockAtYP)) &&
(!cBlockInfo::IsSolid(BlockAtYPP)) &&
(BlockAtY != E_BLOCK_FENCE) &&
(BlockAtY != E_BLOCK_FENCE_GATE)
)
{
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 Vector3d & a_Position)
{
FinishPathFinding();
m_FinalDestination = a_Position;
m_bMovingToDestination = true;
TickPathFinding();
}
bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
{
return (std::find(m_TraversedCoordinates.begin(), m_TraversedCoordinates.end(), a_Coords) != m_TraversedCoordinates.end());
}
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)
{
if (DoesPosYRequireJump((int)floor(m_Destination.y)))
{
m_bOnGround = false;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.2); // Jump!!
}
}
Vector3f Distance = m_Destination - GetPosition();
if (!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
{
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;
}
AddSpeedX(Distance.x);
AddSpeedZ(Distance.z);
// It's too buggy!
/*
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
}
}
}
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 != 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 = 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 (cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))) && (PosY < cChunkDef::Height))
{
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 != NULL)
{
m_Target = a_TDI.Attacker;
}
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 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;
}
}
if ((a_TDI.Attacker != NULL) && (!IsBaby()))
{
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
}
}
void cMonster::GetMonsterConfig(const AString & a_Name)
{
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
}
bool cMonster::IsUndead(void)
{
return false;
}
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 = StrToLower(a_Name);
// 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 mtEnderDragon: return mfNoSpawn;
case mtEnderman: return mfHostile;
case mtGhast: return mfHostile;
case mtGiant: return mfNoSpawn;
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 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(cMonster::eType a_MobType)
{
cFastRandom Random;
cMonster * toReturn = NULL;
// Create the mob entity
switch (a_MobType)
{
case mtMagmaCube:
{
toReturn = new cMagmaCube(Random.NextInt(2) + 1);
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 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(); 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, 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 = POSY_TOINT;
if ((RelY < 0) || (RelY >= cChunkDef::Height))
{
// Outside the world
return;
}
int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width;
int RelZ = POSZ_TOINT - 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
GetWorld()->IsWeatherWetAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{
// Burn for 100 ticks, then decide again
StartBurning(100);
}
}
cMonster::eFamily cMonster::GetMobFamily(void) const
{
return FamilyFromType(m_MobType);
}