#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 "../Chunk.h"
#include "../FastRandom.h"
#include "Path.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())
m_VanillaName is the name that vanilla use for this mob.
*/
static const struct
{
eMonsterType m_Type;
const char * m_lcName;
const char * m_VanillaName;
} g_MobTypeNames[] =
{
{mtBat, "bat", "Bat"},
{mtBlaze, "blaze", "Blaze"},
{mtCaveSpider, "cavespider", "CaveSpider"},
{mtChicken, "chicken", "Chicken"},
{mtCow, "cow", "Cow"},
{mtCreeper, "creeper", "Creeper"},
{mtEnderman, "enderman", "Enderman"},
{mtEnderDragon, "enderdragon", "EnderDragon"},
{mtGhast, "ghast", "Ghast"},
{mtGiant, "giant", "Giant"},
{mtGuardian, "guardian", "Guardian"},
{mtHorse, "horse", "EntityHorse"},
{mtIronGolem, "irongolem", "VillagerGolem"},
{mtMagmaCube, "magmacube", "LavaSlime"},
{mtMooshroom, "mooshroom", "MushroomCow"},
{mtOcelot, "ocelot", "Ozelot"},
{mtPig, "pig", "Pig"},
{mtRabbit, "rabbit", "Rabbit"},
{mtSheep, "sheep", "Sheep"},
{mtSilverfish, "silverfish", "Silverfish"},
{mtSkeleton, "skeleton", "Skeleton"},
{mtSlime, "slime", "Slime"},
{mtSnowGolem, "snowgolem", "SnowMan"},
{mtSpider, "spider", "Spider"},
{mtSquid, "squid", "Squid"},
{mtVillager, "villager", "Villager"},
{mtWitch, "witch", "Witch"},
{mtWither, "wither", "WitherBoss"},
{mtWolf, "wolf", "Wolf"},
{mtZombie, "zombie", "Zombie"},
{mtZombiePigman, "zombiepigman", "PigZombie"},
} ;
////////////////////////////////////////////////////////////////////////////////
// cMonster:
cMonster::cMonster(const AString & a_ConfigName, eMonsterType 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(nullptr)
, m_Path(nullptr)
, m_IsFollowingPath(false)
, m_GiveUpCounter(0)
, m_TicksSinceLastPathReset(1000)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
, m_DestroyTimer(0)
, m_MobType(a_MobType)
, m_CustomName("")
, m_CustomNameAlwaysVisible(false)
, m_SoundHurt(a_SoundHurt)
, m_SoundDeath(a_SoundDeath)
, m_AttackRate(3)
, m_AttackDamage(1)
, m_AttackRange(1)
, 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_TicksSinceLastDamaged(100)
, m_BurnsInDaylight(false)
, m_RelativeWalkSpeed(1)
{
if (!a_ConfigName.empty())
{
GetMonsterConfig(a_ConfigName);
}
}
void cMonster::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnMob(*this);
}
bool cMonster::TickPathFinding(cChunk & a_Chunk)
{
if (!m_IsFollowingPath)
{
return false;
}
if (m_TicksSinceLastPathReset < 1000)
{
// No need to count beyond 1000. 1000 is arbitary here.
++m_TicksSinceLastPathReset;
}
if (ReachedFinalDestination())
{
StopMovingToPosition();
return false;
}
if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
{
/* If we reached the last path waypoint,
Or if we haven't re-calculated for too long.
Interval is proportional to distance squared, and its minimum is 10.
(Recalculate lots when close, calculate rarely when far) */
if (
((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
)
{
/* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating.
This is a workaround till we get better path recalculation. */
if (!m_NoPathToTarget)
{
ResetPathFinding();
}
}
}
if (m_Path == nullptr)
{
if (!EnsureProperDestination(a_Chunk))
{
StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
return false;
}
m_NoPathToTarget = false;
m_NoMoreWayPoints = false;
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
}
switch (m_Path->Step(a_Chunk))
{
case ePathFinderStatus::NEARBY_FOUND:
{
m_NoPathToTarget = true;
m_PathFinderDestination = m_Path->AcceptNearbyPath();
break;
}
case ePathFinderStatus::PATH_NOT_FOUND:
{
StopMovingToPosition(); // Try to calculate a path again.
// Note that the next time may succeed, e.g. if a player breaks a barrier.
break;
}
case ePathFinderStatus::CALCULATING:
{
// Pathfinder needs more time
break;
}
case ePathFinderStatus::PATH_FOUND:
{
if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
{
if (m_EMState == ATTACKING)
{
ResetPathFinding(); // Try to calculate a path again.
// This results in mobs hanging around an unreachable target (player).
}
else
{
StopMovingToPosition(); // Find a different place to go to.
}
return false;
}
else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
{
if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
{
m_NextWayPointPosition = m_Path->GetNextPoint();
m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
}
}
else
{
m_NoMoreWayPoints = true;
}
return true;
}
}
return false;
}
void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if (m_JumpCoolDown == 0)
{
if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
if (
(IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) ||
(IsSwimming() && (m_GiveUpCounter < 15))
)
{
m_bOnGround = false;
m_JumpCoolDown = 20;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.6); // Jump!!
SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
}
}
}
else
{
--m_JumpCoolDown;
}
Vector3d Distance = m_NextWayPointPosition - GetPosition();
if ((Distance.x != 0) || (Distance.z != 0))
{
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;
}
// Apply walk speed:
Distance *= m_RelativeWalkSpeed;
/* Reduced default speed.
Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
better pathfinding. */
Distance *= 0.5;
AddSpeedX(Distance.x);
AddSpeedZ(Distance.z);
}
}
bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
// If destination in the air, first try to go 1 block north, or east, or west.
// This fixes the player leaning issue.
// If that failed, we instead go down to the lowest air block.
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (!cBlockInfo::IsSolid(BlockType))
{
bool InTheAir = true;
int x, z;
for (z = -1; z <= 1; ++z)
{
for (x = -1; x <= 1; ++x)
{
if ((x==0) && (z==0))
{
continue;
}
Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return false;
}
RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width;
RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
m_FinalDestination.x += x;
m_FinalDestination.z += z;
InTheAir = false;
goto breakBothLoops;
}
}
}
breakBothLoops:
// Go down to the lowest air block.
if (InTheAir)
{
while (m_FinalDestination.y > 0)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
if (cBlockInfo::IsSolid(BlockType))
{
break;
}
m_FinalDestination.y -= 1;
}
}
}
// If destination in water, go up to the highest water block.
// If destination in solid, go up to first air block.
bool InWater = false;
while (m_FinalDestination.y < cChunkDef::Height)
{
Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
if (BlockType == E_BLOCK_STATIONARY_WATER)
{
InWater = true;
}
else if (cBlockInfo::IsSolid(BlockType))
{
InWater = false;
}
else
{
break;
}
m_FinalDestination.y += 1;
}
if (InWater)
{
m_FinalDestination.y -= 1;
}
return true;
}
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
m_IsFollowingPath = true;
}
void cMonster::StopMovingToPosition()
{
m_IsFollowingPath = false;
ResetPathFinding();
}
void cMonster::ResetPathFinding(void)
{
m_TicksSinceLastPathReset = 0;
if (m_Path != nullptr)
{
delete m_Path;
m_Path = nullptr;
}
}
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
if (m_Health <= 0)
{
// The mob is dead, but we're still animating the "puff" they leave when they die.
m_DestroyTimer += a_Dt;
if (m_DestroyTimer > std::chrono::seconds(1))
{
Destroy(true);
}
return;
}
if (m_TicksSinceLastDamaged < 100)
{
++m_TicksSinceLastDamaged;
}
if ((m_Target != nullptr) && m_Target->IsDestroyed())
{
m_Target = nullptr;
}
// Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
1. I am idle
2. I was not hurt by a player recently.
Then STOP. */
if (
m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
!WouldBurnAt(GetPosition(), *Chunk)
)
{
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition();
m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
}
else
{
MoveToWayPoint(*Chunk);
}
}
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 != nullptr)
{
if (m_Target->IsPlayer())
{
FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
}
else
{
FinalDestination.y = m_Target->GetPosY() + GetHeight();
}
}
Vector3d BodyDistance;
if (!m_IsFollowingPath && (m_Target != nullptr))
{
BodyDistance = m_Target->GetPosition() - GetPosition();
}
else
{
BodyDistance = m_NextWayPointPosition - GetPosition();
}
double BodyRotation, BodyPitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
SetYaw(BodyRotation);
Vector3d Distance = FinalDestination - GetPosition();
{
double HeadRotation, HeadPitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
if (std::abs(BodyRotation - HeadRotation) < 90)
{
SetHeadYaw(HeadRotation);
SetPitch(-HeadPitch);
}
else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
{
SetHeadYaw(BodyRotation);
SetPitch(-BodyPitch);
}
}
}
void cMonster::HandleFalling()
{
if (m_bOnGround)
{
int Damage = (m_LastGroundHeight - POSY_TOINT) - 3;
if (Damage > 0)
{
TakeDamage(dtFalling, nullptr, 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 ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))))
{
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 != nullptr)
{
m_Target = a_TDI.Attacker;
m_TicksSinceLastDamaged = 0;
}
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 mtChicken:
case mtCow:
case mtHorse:
case mtPig:
case mtRabbit:
case mtSheep:
case mtSquid:
case mtMooshroom:
case mtOcelot:
case mtWolf:
{
Reward = m_World->GetTickRandomNumber(2) + 1;
break;
}
// Monsters
case mtCaveSpider:
case mtCreeper:
case mtEnderman:
case mtGhast:
case mtGuardian:
case mtSilverfish:
case mtSkeleton:
case mtSpider:
case mtWitch:
case mtZombie:
case mtZombiePigman:
case mtSlime:
case mtMagmaCube:
{
Reward = 6 + (m_World->GetTickRandomNumber(2));
break;
}
case mtBlaze:
{
Reward = 10;
break;
}
// Bosses
case mtEnderDragon:
{
Reward = 12000;
break;
}
case mtWither:
{
Reward = 50;
break;
}
default:
{
Reward = 0;
break;
}
}
if ((a_TDI.Attacker != nullptr) && (!IsBaby()))
{
m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
}
m_DestroyTimer = std::chrono::milliseconds(0);
}
void cMonster::OnRightClicked(cPlayer & a_Player)
{
super::OnRightClicked(a_Player);
const cItem & EquippedItem = a_Player.GetEquippedItem();
if ((EquippedItem.m_ItemType == E_ITEM_NAME_TAG) && !EquippedItem.m_CustomName.empty())
{
SetCustomName(EquippedItem.m_CustomName);
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
}
}
// 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 != nullptr)
{
EventSeePlayer(Closest);
}
}
void cMonster::CheckEventLostPlayer(void)
{
if (m_Target != nullptr)
{
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 = nullptr;
m_EMState = IDLE;
}
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
{
if (m_IsFollowingPath)
{
return; // Still getting there
}
m_IdleInterval += a_Dt;
if (m_IdleInterval > std::chrono::seconds(1))
{
// At this interval the results are predictable
int rem = m_World->GetTickRandomNumber(6) + 1;
m_IdleInterval -= std::chrono::seconds(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);
Destination.y = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
MoveToPosition(Destination);
}
}
}
// What to do if in Chasing State
// This state should always be defined in each child class
void cMonster::InStateChasing(std::chrono::milliseconds a_Dt)
{
UNUSED(a_Dt);
}
// What to do if in Escaping State
void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt)
{
UNUSED(a_Dt);
if (m_Target != nullptr)
{
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::SetCustomName(const AString & a_CustomName)
{
m_CustomName = a_CustomName;
// The maximal length is 64
if (a_CustomName.length() > 64)
{
m_CustomName = a_CustomName.substr(0, 64);
}
if (m_World != nullptr)
{
m_World->BroadcastEntityMetadata(*this);
}
}
void cMonster::SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible)
{
m_CustomNameAlwaysVisible = a_CustomNameAlwaysVisible;
if (m_World != nullptr)
{
m_World->BroadcastEntityMetadata(*this);
}
}
void cMonster::GetMonsterConfig(const AString & a_Name)
{
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
}
bool cMonster::IsUndead(void)
{
return false;
}
AString cMonster::MobTypeToString(eMonsterType 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 "";
}
AString cMonster::MobTypeToVanillaName(eMonsterType 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_VanillaName;
}
}
// Not found:
return "";
}
eMonsterType cMonster::StringToMobType(const AString & a_Name)
{
AString lcName = StrToLower(a_Name);
// Search MCServer name:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (strcmp(g_MobTypeNames[i].m_lcName, lcName.c_str()) == 0)
{
return g_MobTypeNames[i].m_Type;
}
}
// Not found. Search Vanilla name:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaName).c_str(), lcName.c_str()) == 0)
{
return g_MobTypeNames[i].m_Type;
}
}
// Not found:
return mtInvalidType;
}
cMonster::eFamily cMonster::FamilyFromType(eMonsterType 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 mtGuardian: return mfWater; // Just because they have special spawning conditions. If Watertemples have been added, this needs to be edited!
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 mtRabbit: 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(eMonsterType a_MobType)
{
cFastRandom Random;
cMonster * toReturn = nullptr;
// Create the mob entity
switch (a_MobType)
{
case mtMagmaCube:
{
toReturn = new cMagmaCube(1 << Random.NextInt(3)); // Size 1, 2 or 4
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 mtGuardian: toReturn = new cGuardian(); 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 mtRabbit: toReturn = new cRabbit(); 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, bool WouldBurn)
{
if (!m_BurnsInDaylight)
{
return;
}
int RelY = POSY_TOINT;
if ((RelY < 0) || (RelY >= cChunkDef::Height))
{
// Outside the world
return;
}
if (!a_Chunk.IsLightValid())
{
m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
return;
}
if (!IsOnFire() && WouldBurn)
{
// Burn for 100 ticks, then decide again
StartBurning(100);
}
}
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
if ((Chunk == nullptr) || (!Chunk->IsValid()))
{
return false;
}
int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelY = FloorC(a_Location.y);
int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
if (
(Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
(Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{
return true;
}
return false;
}
cMonster::eFamily cMonster::GetMobFamily(void) const
{
return FamilyFromType(m_MobType);
}