diff options
Diffstat (limited to 'src/Mobs')
-rw-r--r-- | src/Mobs/AggressiveMonster.cpp | 2 | ||||
-rw-r--r-- | src/Mobs/Creeper.cpp | 4 | ||||
-rw-r--r-- | src/Mobs/Horse.cpp | 2 | ||||
-rw-r--r-- | src/Mobs/Monster.cpp | 57 | ||||
-rw-r--r-- | src/Mobs/Monster.h | 29 | ||||
-rw-r--r-- | src/Mobs/Sheep.cpp | 4 | ||||
-rw-r--r-- | src/Mobs/Skeleton.cpp | 17 | ||||
-rw-r--r-- | src/Mobs/Skeleton.h | 4 | ||||
-rw-r--r-- | src/Mobs/Villager.cpp | 6 | ||||
-rw-r--r-- | src/Mobs/Villager.h | 5 | ||||
-rw-r--r-- | src/Mobs/Wolf.cpp | 8 | ||||
-rw-r--r-- | src/Mobs/Zombie.cpp | 2 | ||||
-rw-r--r-- | src/Mobs/Zombie.h | 2 |
13 files changed, 66 insertions, 76 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp index de881f4eb..5f5b1853d 100644 --- a/src/Mobs/AggressiveMonster.cpp +++ b/src/Mobs/AggressiveMonster.cpp @@ -42,7 +42,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt) MoveToPosition(m_Target->GetPosition()); } } -} +} diff --git a/src/Mobs/Creeper.cpp b/src/Mobs/Creeper.cpp index 8ab09a4c5..02718edf8 100644 --- a/src/Mobs/Creeper.cpp +++ b/src/Mobs/Creeper.cpp @@ -37,13 +37,13 @@ void cCreeper::Tick(float a_Dt, cChunk & a_Chunk) { if (m_bIsBlowing) { - m_ExplodingTimer += 1; + m_ExplodingTimer += 1; } if (m_ExplodingTimer == 30) { m_World->DoExplosionAt((m_bIsCharged ? 5 : 3), GetPosX(), GetPosY(), GetPosZ(), false, esMonster, this); - Destroy(); // Just in case we aren't killed by the explosion + Destroy(); // Just in case we aren't killed by the explosion } } } diff --git a/src/Mobs/Horse.cpp b/src/Mobs/Horse.cpp index 9d130301f..67a09d4ab 100644 --- a/src/Mobs/Horse.cpp +++ b/src/Mobs/Horse.cpp @@ -63,7 +63,7 @@ void cHorse::Tick(float a_Dt, cChunk & a_Chunk) m_Attachee->Detach(); m_bIsRearing = true; } - } + } else { m_bIsTame = true; diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 19851e064..e6c82a448 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -62,7 +62,7 @@ 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) @@ -115,12 +115,10 @@ void cMonster::TickPathFinding() const int PosY = POSY_TOINT; const int PosZ = POSZ_TOINT; - 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 + static const struct // Define which directions to try to move to { int x, z; } gCrossCoords[] = @@ -201,19 +199,6 @@ void cMonster::TickPathFinding() -void cMonster::MoveToPosition(const Vector3f & a_Position) -{ - FinishPathFinding(); - - m_FinalDestination = a_Position; - m_bMovingToDestination = true; - TickPathFinding(); -} - - - - - void cMonster::MoveToPosition(const Vector3d & a_Position) { FinishPathFinding(); @@ -227,15 +212,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position) 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; + return (std::find(m_TraversedCoordinates.begin(), m_TraversedCoordinates.end(), a_Coords) != m_TraversedCoordinates.end()); } @@ -296,17 +273,15 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) { if (m_bOnGround) { - m_Destination.y = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z); - if (DoesPosYRequireJump((int)floor(m_Destination.y))) { m_bOnGround = false; - AddSpeedY(5.2); // Jump!! + AddSpeedY(5.2); // Jump!! } } Vector3f Distance = m_Destination - GetPosition(); - if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move + if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move { Distance.y = 0; Distance.Normalize(); @@ -325,20 +300,20 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) AddSpeedZ(Distance.z); if (m_EMState == ESCAPING) - { //Runs Faster when escaping :D otherwise they just walk away + { // 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 + 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 + TickPathFinding(); // We have reached the next point in our path, calculate another point } } } @@ -353,13 +328,13 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) // 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); @@ -570,8 +545,8 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI) -//Checks to see if EventSeePlayer should be fired -//monster sez: Do I see the player +// 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() @@ -588,7 +563,7 @@ void cMonster::CheckEventSeePlayer(void) void cMonster::CheckEventLostPlayer(void) -{ +{ if (m_Target != NULL) { if ((m_Target->GetPosition() - GetPosition()).Length() > m_SightDistance) @@ -631,7 +606,7 @@ void cMonster::InStateIdle(float a_Dt) { if (m_bMovingToDestination) { - return; // Still getting there + return; // Still getting there } m_IdleInterval += a_Dt; @@ -640,7 +615,7 @@ void cMonster::InStateIdle(float a_Dt) { // 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 + 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; @@ -928,7 +903,7 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType) 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 mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter case mtZombiePigman: toReturn = new cZombiePigman(); break; default: { diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 59bcdaa37..4af7cf4f1 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -61,13 +61,13 @@ public: enum eFamily { - mfHostile = 0, // Spider, Zombies ... - mfPassive = 1, // Cows, Pigs - mfAmbient = 2, // Bats - mfWater = 3, // Squid + mfHostile = 0, // Spider, Zombies ... + mfPassive = 1, // Cows, Pigs + mfAmbient = 2, // Bats + mfWater = 3, // Squid mfNoSpawn, - mfUnhandled, // Nothing. Be sure this is the last and the others are in order + mfUnhandled, // Nothing. Be sure this is the last and the others are in order } ; // tolua_end @@ -76,9 +76,9 @@ public: enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality; /** Creates the mob object. - * If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig() - * a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22)) - * a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively + If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig() + a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22)) + a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively */ cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); @@ -92,8 +92,7 @@ public: virtual void KilledBy(TakeDamageInfo & a_TDI) override; - virtual void MoveToPosition(const Vector3f & a_Position); - virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export + virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export virtual bool ReachedDestination(void); // tolua_begin @@ -233,7 +232,7 @@ protected: AString m_SoundHurt; AString m_SoundDeath; - float m_AttackRate; + float m_AttackRate; int m_AttackDamage; int m_AttackRange; float m_AttackInterval; @@ -250,13 +249,13 @@ protected: bool m_BurnsInDaylight; /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/ - void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); + void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/ - void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0); + void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0); /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/ - void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel); + void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel); /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/ void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel); @@ -265,7 +264,7 @@ protected: void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel); -} ; // tolua_export +} ; // tolua_export diff --git a/src/Mobs/Sheep.cpp b/src/Mobs/Sheep.cpp index 019f9e6a2..7335848b7 100644 --- a/src/Mobs/Sheep.cpp +++ b/src/Mobs/Sheep.cpp @@ -93,12 +93,12 @@ void cSheep::Tick(float a_Dt, cChunk & a_Chunk) if (m_TimeToStopEating > 0) { - m_bMovingToDestination = false; // The sheep should not move when he's eating + m_bMovingToDestination = false; // The sheep should not move when he's eating m_TimeToStopEating--; if (m_TimeToStopEating == 0) { - if (m_World->GetBlock(PosX, PosY, PosZ) == E_BLOCK_GRASS) // Make sure grass hasn't been destroyed in the meantime + if (m_World->GetBlock(PosX, PosY, PosZ) == E_BLOCK_GRASS) // Make sure grass hasn't been destroyed in the meantime { // The sheep ate the grass so we change it to dirt m_World->SetBlock(PosX, PosY, PosZ, E_BLOCK_DIRT, 0); diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index 0641a3d57..cd707f4bb 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -4,6 +4,7 @@ #include "Skeleton.h" #include "../World.h" #include "../Entities/ArrowEntity.h" +#include "ClientHandle.h" @@ -47,7 +48,7 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) -void cSkeleton::MoveToPosition(const Vector3f & a_Position) +void cSkeleton::MoveToPosition(const Vector3d & a_Position) { // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement if ( @@ -90,3 +91,17 @@ void cSkeleton::Attack(float a_Dt) m_AttackInterval = 0.0; } } + + + + + +void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle) +{ + super::SpawnOn(a_ClientHandle); + a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW)); +} + + + + diff --git a/src/Mobs/Skeleton.h b/src/Mobs/Skeleton.h index 8f31b42e1..efb670c83 100644 --- a/src/Mobs/Skeleton.h +++ b/src/Mobs/Skeleton.h @@ -18,8 +18,10 @@ public: CLASS_PROTODEF(cSkeleton); virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; - virtual void MoveToPosition(const Vector3f & a_Position) override; + virtual void MoveToPosition(const Vector3d & a_Position) override; virtual void Attack(float a_Dt) override; + virtual void SpawnOn(cClientHandle & a_ClientHandle) override; + bool IsWither(void) const { return m_bIsWither; }; private: diff --git a/src/Mobs/Villager.cpp b/src/Mobs/Villager.cpp index 41283acf4..1cdac7c74 100644 --- a/src/Mobs/Villager.cpp +++ b/src/Mobs/Villager.cpp @@ -55,7 +55,7 @@ void cVillager::Tick(float a_Dt, cChunk & a_Chunk) { switch (m_Type) { - case vtFarmer: + case vtFarmer: { HandleFarmerPlaceCrops(); } @@ -138,8 +138,8 @@ void cVillager::HandleFarmerPrepareFarmCrops() m_CropsPos = Vector3i((int) GetPosX() + X - 5, (int) GetPosY() + Y - 3, (int) GetPosZ() + Z - 5); MoveToPosition(Vector3f((float) (m_CropsPos.x + 0.5), (float) m_CropsPos.y, (float) (m_CropsPos.z + 0.5))); return; - } // for Y loop. - } // Repeat the procces 5 times. + } // for Y loop. + } // Repeat the procces 5 times. } diff --git a/src/Mobs/Villager.h b/src/Mobs/Villager.h index abde48407..068dfd835 100644 --- a/src/Mobs/Villager.h +++ b/src/Mobs/Villager.h @@ -37,9 +37,8 @@ public: /** return true if the given blocktype are: crops, potatoes or carrots.*/ bool IsBlockFarmable(BLOCKTYPE a_BlockType); - ////////////////////////////////////////////////////////////////// // Farmer functions - /** It searches in a 11x7x11 area for crops. If it found some it will navigate to them.*/ + /** Searches in a 11x7x11 area for crops. If it found some it will navigate to them.*/ void HandleFarmerPrepareFarmCrops(); /** Looks if the farmer has reached it's destination, and if it's still crops and the destination is closer then 2 blocks it will harvest them.*/ @@ -49,7 +48,7 @@ public: void HandleFarmerPlaceCrops(); // Get and set functions. - int GetVilType(void) const { return m_Type; } + int GetVilType(void) const { return m_Type; } Vector3i GetCropsPos(void) const { return m_CropsPos; } bool DoesHaveActionActivated(void) const { return m_VillagerAction; } diff --git a/src/Mobs/Wolf.cpp b/src/Mobs/Wolf.cpp index e6268abc7..5bb97d30e 100644 --- a/src/Mobs/Wolf.cpp +++ b/src/Mobs/Wolf.cpp @@ -36,7 +36,7 @@ bool cWolf::DoTakeDamage(TakeDamageInfo & a_TDI) { m_IsAngry = true; } - m_World->BroadcastEntityMetadata(*this); // Broadcast health and possibly angry face + m_World->BroadcastEntityMetadata(*this); // Broadcast health and possibly angry face return true; } @@ -114,7 +114,7 @@ void cWolf::OnRightClicked(cPlayer & a_Player) } case E_ITEM_DYE: { - if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog? + if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog? { SetCollarColor(15 - a_Player.GetEquippedItem().m_ItemDamage); if (!a_Player.IsGameModeCreative()) @@ -126,7 +126,7 @@ void cWolf::OnRightClicked(cPlayer & a_Player) } default: { - if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog? + if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog? { SetIsSitting(!IsSitting()); } @@ -172,7 +172,7 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk) m_World->BroadcastEntityMetadata(*this); } - m_FinalDestination = a_Closest_Player->GetPosition(); // So that we will look at a player holding food + m_FinalDestination = a_Closest_Player->GetPosition(); // So that we will look at a player holding food // Don't move to the player if the wolf is sitting. if (!IsSitting()) diff --git a/src/Mobs/Zombie.cpp b/src/Mobs/Zombie.cpp index 725790ed9..30225c32d 100644 --- a/src/Mobs/Zombie.cpp +++ b/src/Mobs/Zombie.cpp @@ -42,7 +42,7 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer) -void cZombie::MoveToPosition(const Vector3f & a_Position) +void cZombie::MoveToPosition(const Vector3d & a_Position) { // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement if ( diff --git a/src/Mobs/Zombie.h b/src/Mobs/Zombie.h index 1ba368f9c..c56409570 100644 --- a/src/Mobs/Zombie.h +++ b/src/Mobs/Zombie.h @@ -17,7 +17,7 @@ public: CLASS_PROTODEF(cZombie); virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; - virtual void MoveToPosition(const Vector3f & a_Position) override; + virtual void MoveToPosition(const Vector3d & a_Position) override; bool IsVillagerZombie(void) const {return m_IsVillagerZombie; } bool IsConverting (void) const {return m_IsConverting; } |