diff options
Diffstat (limited to 'src/Mobs/Monster.cpp')
-rw-r--r-- | src/Mobs/Monster.cpp | 838 |
1 files changed, 97 insertions, 741 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index f7ee0b0c0..029930266 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -1,17 +1,9 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - +#include "Monster.h" #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" @@ -62,190 +54,26 @@ static const struct -//////////////////////////////////////////////////////////////////////////////// -// 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() + , m_DestroyTimer(0.0f) { - if ((m_Destination - GetPosition()).Length() < 0.5f) - { - return true; - } - - return false; -} - - - + m_AI = new cAIAggressiveComponent(this); + m_Attack = new cAttackComponent(this); + m_Environment = new cEnvironmentComponent(this, 16); + m_Movement = new cMovementComponent(this); -bool cMonster::ReachedFinalDestination() -{ - if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange) - { - return true; - } - - return false; + // Temporary placement till I figure out where to put it + m_DropChanceWeapon = 0.0f; + m_DropChanceHelmet = 0.0f; + m_DropChanceChestplate = 0.0f; + m_DropChanceLeggings = 0.0f; + m_DropChanceBoots = 0.0f; } - - - - void cMonster::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); @@ -261,325 +89,58 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) 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; - } + LOG("Monster Tick..."); + m_AI->Tick(a_Dt, a_Chunk); + m_Attack->Tick(a_Dt, a_Chunk); + m_Environment->Tick(a_Dt, a_Chunk); + m_Movement->Tick(a_Dt, a_Chunk); } - -bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) +void cMonster::SpawnOn(cClientHandle & a_Client) { - 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; + a_Client.SendSpawnMob(*this); } - -void cMonster::KilledBy(TakeDamageInfo & a_TDI) +void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth) { - 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())) + MTRand r1; + int Count = r1.randInt() % (a_Max + 1 - a_Min) + a_Min; + if (Count > 0) { - m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward); + a_Drops.push_back(cItem(a_Item, Count, a_ItemHealth)); } - m_DestroyTimer = 0; } -// Checks to see if EventSeePlayer should be fired -// monster sez: Do I see the player -void cMonster::CheckEventSeePlayer(void) +void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth) { - // TODO: Rewrite this to use cWorld's DoWithPlayers() - cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance, false); - - if (Closest != NULL) + MTRand r1; + int Count = r1.randInt() % 1000; + if (Count < (a_Chance * 10)) { - EventSeePlayer(Closest); + a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth)); } } - - - -void cMonster::CheckEventLostPlayer(void) +void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel) { - if (m_Target != NULL) - { - if ((m_Target->GetPosition() - GetPosition()).Length() > m_SightDistance) - { - EventLosePlayer(); - } - } - else + MTRand r1; + int Count = r1.randInt() % 200; + if (Count < (5 + a_LootingLevel)) { - EventLosePlayer(); + int Rare = r1.randInt() % a_Items.Size(); + a_Drops.push_back(a_Items.at(Rare)); } } @@ -587,175 +148,45 @@ void cMonster::CheckEventLostPlayer(void) -// 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) +void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) { - if (m_bMovingToDestination) + MTRand r1; + if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2))) { - return; // Still getting there + if (!GetEquippedHelmet().IsEmpty()) a_Drops.push_back(GetEquippedHelmet()); } - - m_IdleInterval += a_Dt; - - if (m_IdleInterval > 1) + + if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2))) { - // 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); - } - } + if (!GetEquippedChestplate().IsEmpty()) a_Drops.push_back(GetEquippedChestplate()); } -} - - - - - -// 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) + if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2))) { - 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); + if (!GetEquippedLeggings().IsEmpty()) a_Drops.push_back(GetEquippedLeggings()); } - else + + if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2))) { - m_EMState = IDLE; // This shouldnt be required but just to be safe + if (!GetEquippedBoots().IsEmpty()) a_Drops.push_back(GetEquippedBoots()); } } - - -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) +void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel) { - // Mob types aren't sorted, so we need to search linearly: - for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++) + MTRand r1; + if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2))) { - if (g_MobTypeNames[i].m_Type == a_MobType) - { - return g_MobTypeNames[i].m_lcName; - } + if (!GetEquippedWeapon().IsEmpty()) a_Drops.push_back(GetEquippedWeapon()); } - - // 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) { @@ -803,25 +234,6 @@ cMonster::eFamily cMonster::FamilyFromType(eType a_Type) -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; @@ -912,134 +324,78 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType) -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) +int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily) { - MTRand r1; - int Count = r1.randInt() % 200; - if (Count < (5 + a_LootingLevel)) + switch (a_MobFamily) { - int Rare = r1.randInt() % a_Items.Size(); - a_Drops.push_back(a_Items.at(Rare)); + 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; } -void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) +AString cMonster::MobTypeToString(cMonster::eType a_MobType) { - 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))) + // Mob types aren't sorted, so we need to search linearly: + for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++) { - if (!GetEquippedLeggings().IsEmpty()) a_Drops.push_back(GetEquippedLeggings()); + if (g_MobTypeNames[i].m_Type == a_MobType) + { + return g_MobTypeNames[i].m_lcName; + } } - 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()); - } + // Not found: + return ""; } -void cMonster::HandleDaylightBurning(cChunk & a_Chunk) +cMonster::eType cMonster::StringToMobType(const AString & a_Name) { - if (!m_BurnsInDaylight) - { - return; - } + AString lcName = StrToLower(a_Name); - int RelY = POSY_TOINT; - if ((RelY < 0) || (RelY >= cChunkDef::Height)) + // Binary-search for the lowercase name: + int lo = 0, hi = ARRAYCOUNT(g_MobTypeNames) - 1; + while (hi - lo > 1) { - // Outside the world - return; + 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; + } } - - int RelX = POSX_TOINT - GetChunkX() * cChunkDef::Width; - int RelZ = POSZ_TOINT - GetChunkZ() * cChunkDef::Width; - - if (!a_Chunk.IsLightValid()) + // Range has collapsed to at most two elements, compare each: + if (strcmp(g_MobTypeNames[lo].m_lcName, lcName.c_str()) == 0) { - m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); - return; + return g_MobTypeNames[lo].m_Type; } - - 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()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining - ) + if ((lo != hi) && (strcmp(g_MobTypeNames[hi].m_lcName, lcName.c_str()) == 0)) { - // Burn for 100 ticks, then decide again - StartBurning(100); + return g_MobTypeNames[hi].m_Type; } + + // Not found: + return mtInvalidType; } - - - -cMonster::eFamily cMonster::GetMobFamily(void) const -{ - return FamilyFromType(m_MobType); -} - - - - |