610 lines
16 KiB
C++
610 lines
16 KiB
C++
#include "cMonster.h"
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#include "cRoot.h"
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#include "cServer.h"
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#include "cClientHandle.h"
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#include "cWorld.h"
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#include "cMCLogger.h"
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#include "cChunk.h"
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#include "cPlayer.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include "packets/cPacket_SpawnMob.h"
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#include "packets/cPacket_EntityLook.h"
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#include "packets/cPacket_TeleportEntity.h"
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#include "packets/cPacket_RelativeEntityMoveLook.h"
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#include "packets/cPacket_RelativeEntityMove.h"
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#include "packets/cPacket_Metadata.h"
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#include "Vector3f.h"
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#include "Vector3i.h"
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#include "Vector3d.h"
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#include "cTracer.h"
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#include "../iniFile/iniFile.h"
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#ifndef _WIN32
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#include <cstdlib> // rand
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#include <unistd.h>
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#include <string.h>
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#endif
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#include <string>
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cMonster::cMonster()
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: m_Target(0)
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, m_Destination( new Vector3f() )
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, m_bMovingToDestination(false)
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, m_Speed( new Vector3f() )
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, m_DestinationTime( 0 )
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, m_Gravity( -9.81 )
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, m_bOnGround( false )
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, m_DestroyTimer( 0 )
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, m_Jump(0)
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, m_MobType( 0 )
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, m_EMState(IDLE)
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, m_SightDistance(25)
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,m_SeePlayerInterval (0)
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,m_EMPersonality(AGGRESSIVE)
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,m_AttackDamage(1.0)
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,m_AttackRange(5.0)
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,m_AttackInterval(0)
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,m_AttackRate(3)
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,m_bPassiveAggressive(false)
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,idle_interval(0)
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,m_bBurnable(true)
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,m_EMMetaState(NORMAL)
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,m_FireDamageInterval(0)
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,m_BurnPeriod(0)
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{
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LOG("cMonster::cMonster()");
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LOG("In state: %s",GetState());
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m_Health = 10;
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int RandVal = rand() % 4;
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if( RandVal == 0 )
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m_MobType = 90; // Pig
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else if( RandVal == 1 )
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m_MobType = 91; // Sheep
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else if( RandVal == 2 )
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m_MobType = 92; // Cow
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else
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m_MobType = 93; // Hen
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}
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cMonster::~cMonster()
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{
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LOG("cMonster::~cMonster()");
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delete m_Destination;
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delete m_Speed;
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}
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bool cMonster::IsA( const char* a_EntityType )
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{
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//LOG("IsA( cMonster ) : %s", a_EntityType);
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if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
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return cPawn::IsA( a_EntityType );
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}
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void cMonster::SpawnOn( cClientHandle* a_Target )
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{
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LOG("Spawn monster on client");
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cPacket_SpawnMob Spawn;
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Spawn.m_UniqueID = GetUniqueID();
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Spawn.m_Type = m_MobType;
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*Spawn.m_Pos = Vector3i((*m_Pos)*32);
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Spawn.m_Yaw = 0;
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Spawn.m_Pitch = 0;
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Spawn.m_MetaDataSize = 1;
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Spawn.m_MetaData = new char[Spawn.m_MetaDataSize];
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Spawn.m_MetaData[0] = 0x7f; // not on fire/crouching/riding
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//Spawn.m_MetaData[1] = 0x7f; // terminator
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if( a_Target == 0 )
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{
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cChunk* Chunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
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Chunk->Broadcast( Spawn );
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}
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else
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{
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a_Target->Send( Spawn );
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}
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}
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void cMonster::MoveToPosition( const Vector3f & a_Position )
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{
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m_bMovingToDestination = true;
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*m_Destination = a_Position;
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}
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bool cMonster::ReachedDestination()
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{
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Vector3f Distance = (*m_Destination) - Vector3f( m_Pos );
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if( Distance.SqrLength() < 2.f )
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return true;
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return false;
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}
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void cMonster::Tick(float a_Dt)
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{
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if( m_Health <= 0 )
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{
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m_DestroyTimer += a_Dt/1000;
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if( m_DestroyTimer > 1 )
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{
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Destroy();
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}
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return;
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}
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//a_Dt/=1000;
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a_Dt/=1000;
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if( m_bMovingToDestination )
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{
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Vector3f Pos( m_Pos );
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Vector3f Distance = *m_Destination - Pos;
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if( !ReachedDestination() )
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{
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Distance.y = 0;
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Distance.Normalize();
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Distance*=3;
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m_Speed->x = Distance.x;
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m_Speed->z = Distance.z;
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}
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else
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{
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m_bMovingToDestination = false;
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}
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if( m_Speed->SqrLength() > 0.f )
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{
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if( m_bOnGround )
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{
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Vector3f NormSpeed = m_Speed->NormalizeCopy();
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Vector3f NextBlock = Vector3f( *m_Pos ) + NormSpeed;
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double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z );
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if( NextHeight > m_Pos->y - 1.2 && NextHeight - m_Pos->y < 2.5 )
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{
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m_bOnGround = false;
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m_Speed->y = 7.f; // Jump!!
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}
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}
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}
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}
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HandlePhysics( a_Dt );
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ReplicateMovement();
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Vector3f Distance = *m_Destination - Vector3f( m_Pos );
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if( Distance.SqrLength() > 0.1f )
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{
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float Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
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SetRotation( Rotation );
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SetPitch( Pitch );
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}
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CheckMetaDataBurn(); //Check to see if Enemy should burn based on block they are on
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if(m_EMMetaState == BURNING) {
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InStateBurning(a_Dt);
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}
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if(m_EMState == IDLE) { //If enemy passive we ignore checks for player visibility
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InStateIdle(a_Dt);
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}
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if(m_EMState == CHASING) { //If we do not see a player anymore skip chasing action
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InStateChasing(a_Dt);
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}
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if(m_EMState == ESCAPING) {
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InStateEscaping(a_Dt);
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}
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m_SeePlayerInterval += a_Dt;
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if(m_SeePlayerInterval > 1) {
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int rem = rand()%3 + 1; //check most of the time but miss occasionally
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//LOG("See Player Interval: %3.3f",m_SeePlayerInterval);
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m_SeePlayerInterval = 0.0;
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if(rem >= 2) {
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if(m_EMState == IDLE && m_EMPersonality != PASSIVE) {
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CheckEventSeePlayer();
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return;
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}
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if(m_EMState == CHASING || m_EMState == ESCAPING){
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CheckEventLostPlayer();
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return;
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}
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}
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}
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}
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void cMonster::ReplicateMovement()
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{
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cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
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if( !InChunk ) return;
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if(m_bDirtyOrientation && !m_bDirtyPosition)
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{
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cPacket_EntityLook EntityLook( this );
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InChunk->Broadcast( EntityLook );
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m_bDirtyOrientation = false;
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}
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if( m_bDirtyPosition )
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{
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float DiffX = (float)(GetPosX() - m_LastPosX );
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float DiffY = (float)(GetPosY() - m_LastPosY );
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float DiffZ = (float)(GetPosZ() - m_LastPosZ );
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float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
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if( SqrDist > 4*4 // 4 blocks is max Relative Move
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|| cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
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{
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//LOG("Teleported %f", sqrtf(SqrDist) );
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cPacket_TeleportEntity TeleportEntity( this );
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InChunk->Broadcast( TeleportEntity );
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m_TimeLastTeleportPacket = cWorld::GetTime();
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}
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else
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{ // Relative move sucks balls! It's always wrong wtf!
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if( m_bDirtyOrientation )
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{
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cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
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RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
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RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
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RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
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RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
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RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
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RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
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InChunk->Broadcast( RelativeEntityMoveLook );
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}
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else
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{
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cPacket_RelativeEntityMove RelativeEntityMove;
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RelativeEntityMove.m_UniqueID = GetUniqueID();
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RelativeEntityMove.m_MoveX = (char)(DiffX*32);
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RelativeEntityMove.m_MoveY = (char)(DiffY*32);
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RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
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InChunk->Broadcast( RelativeEntityMove );
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}
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}
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m_LastPosX = GetPosX();
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m_LastPosY = GetPosY();
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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}
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}
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void cMonster::HandlePhysics(float a_Dt)
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{
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if( m_bOnGround ) // check if it's still on the ground
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{
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cWorld* World = GetWorld();
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if( World->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z ) == E_BLOCK_AIR )
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{
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m_bOnGround = false;
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}
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if( World->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ) != E_BLOCK_AIR ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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m_Pos->y += 0.2;
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m_bDirtyPosition = true;
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}
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m_Speed->x *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed->x) < 0.05 ) m_Speed->x = 0;
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m_Speed->z *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed->z) < 0.05 ) m_Speed->z = 0;
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}
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if( !m_bOnGround )
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{
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float Gravity = -9.81f*a_Dt;
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m_Speed->y += Gravity;
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}
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if( m_Speed->SqrLength() > 0.f )
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{
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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// Set to hit position
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if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_Speed * a_Dt ).SqrLength() )
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{
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if( Ret == 1 )
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{
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if( Tracer.HitNormal->x != 0.f ) m_Speed->x = 0.f;
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if( Tracer.HitNormal->y != 0.f ) m_Speed->y = 0.f;
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if( Tracer.HitNormal->z != 0.f ) m_Speed->z = 0.f;
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if( Tracer.HitNormal->y > 0 ) // means on ground
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{
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m_bOnGround = true;
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}
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}
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*m_Pos = Tracer.RealHit;
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*m_Pos += *Tracer.HitNormal * 0.2;
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}
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else
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*m_Pos += *m_Speed*a_Dt;
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}
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else
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{ // We didn't hit anything, so move =]
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*m_Pos += *m_Speed*a_Dt;
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}
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m_bDirtyPosition = true;
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}
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}
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void cMonster::TakeDamage( int a_Damage, cEntity* a_Instigator )
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{
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cPawn::TakeDamage( a_Damage, a_Instigator );
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m_Target = a_Instigator;
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AddReference( m_Target );
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if(m_EMPersonality == AGGRESSIVE) {
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m_EMState = CHASING;
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}
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if(m_EMPersonality == COWARDLY || m_EMPersonality == PASSIVE) {
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//m_bPassiveAggressive can be set so if the monster based on time of day for example
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//so the monster will only attack if provoked
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m_EMState = (m_bPassiveAggressive)? CHASING : ESCAPING;
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}
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//LOG("Take damage");
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}
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void cMonster::KilledBy( cEntity* a_Killer )
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{
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cPawn::KilledBy( a_Killer );
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m_DestroyTimer = 0;
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}
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//----State Logic
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const char *cMonster::GetState() {
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switch(m_EMState) {
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case IDLE:
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return "Idle";
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break;
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case ATTACKING:
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return "Attacking";
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break;
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case CHASING:
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return "Chasing";
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break;
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default:
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return "Unknown";
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break;
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}
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}
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//for debugging
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void cMonster::SetState(const char* a_str) {
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std::string str = a_str;
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if(str.compare("Idle") == 0 ) {
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m_EMState = IDLE;
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} else if(str.compare("Attacking") == 0 ) {
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m_EMState = ATTACKING;
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} else if(str.compare("Chasing") == 0 ) {
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m_EMState = CHASING;
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} else {
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printf("Invalid State");
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}
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}
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//Checks to see if EventSeePlayer should be fired
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//monster sez: Do I see the player
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void cMonster::CheckEventSeePlayer() {
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//LOG("Checking if I see any players");
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cMonster::ListClosePlayers(this);
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}
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void cMonster::CheckEventLostPlayer() {
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Vector3f pos;
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cTracer LineOfSight(GetWorld() );
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//LOG("Checking if I lost my enemy");
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if(m_Target != 0) {
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pos = m_Target->GetPosition();
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if((pos - *m_Pos).Length() > m_SightDistance || LineOfSight.Trace(*m_Pos,(pos - *m_Pos), (int)(pos - *m_Pos).Length())){
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//LOG("Losing Player: %5.5f",(pos - *m_Pos).Length());
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EventLosePlayer();
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}
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} else {
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LOG("Enemy went poof");
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EventLosePlayer();
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}
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}
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//What to do if player is seen
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//default to change state to chasing
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void cMonster::EventSeePlayer(cEntity *a_SeenPlayer) {
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m_Target = a_SeenPlayer;
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AddReference( m_Target );
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if(m_EMPersonality == AGGRESSIVE) {
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m_EMState = CHASING;
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}
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if(m_EMPersonality == COWARDLY) {
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m_EMState = ESCAPING;
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}
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//LOG("Saw Player: %s",GetState());
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}
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void cMonster::EventLosePlayer(){
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Dereference(m_Target);
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m_Target = 0;
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//LOG("Lost Player");
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m_EMState = IDLE;
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}
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//What to do if in Idle State
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void cMonster::InStateIdle(float a_Dt) {
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idle_interval += a_Dt;
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if(idle_interval > 1) { //at this interval the results are predictable
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int rem = rand()%6 + 1;
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//LOG("Moving: int: %3.3f rem: %i",idle_interval,rem);
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idle_interval = 0;
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Vector3f Dist;
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Dist.x = (float)((rand()%11)-5);
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Dist.z = (float)((rand()%11)-5);
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if( Dist.SqrLength() > 2 && rem >= 3)
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{
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m_Destination->x = (float)(m_Pos->x + Dist.x);
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m_Destination->z = (float)(m_Pos->z + Dist.z);
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m_Destination->y = (float)GetWorld()->GetHeight( (int)m_Destination->x, (int)m_Destination->z ) + 1.2f;
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MoveToPosition( *m_Destination );
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}
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}
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}
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//What to do if On fire
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void cMonster::InStateBurning(float a_Dt) {
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m_FireDamageInterval += a_Dt;
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char block = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
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char bblock = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y +1, (int)m_Pos->z );
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if(m_FireDamageInterval > 1) {
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m_FireDamageInterval = 0;
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TakeDamage(1, this);
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m_BurnPeriod++;
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if(block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
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|| bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE) {
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m_BurnPeriod = 0;
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TakeDamage(6, this);
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}else{
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TakeDamage(1, this);
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}
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if(m_BurnPeriod > 8) {
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cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
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m_EMMetaState = NORMAL;
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cPacket_Metadata md(NORMAL, GetUniqueID());
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//md.m_UniqueID = GetUniqueID();
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InChunk->Broadcast(md);
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m_BurnPeriod = 0;
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}
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}
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}
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//What to do if in Chasing State
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//This state should always be defined in each child class
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void cMonster::InStateChasing(float a_Dt) {
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|
(void)a_Dt;
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|
}
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|
|
|
//What to do if in Escaping State
|
|
void cMonster::InStateEscaping(float a_Dt) {
|
|
(void)a_Dt;
|
|
if(m_Target) {
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|
Vector3d newloc = *m_Pos;
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|
newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
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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
|
|
}
|
|
}
|
|
|
|
|
|
//Do attack here
|
|
//a_Dt is passed so we can set attack rate
|
|
void cMonster::Attack(float a_Dt) {
|
|
m_AttackInterval += a_Dt*m_AttackRate;
|
|
if(m_Target != 0 && m_AttackInterval > 3.0) { //Setting this higher gives us more wiggle room for attackrate
|
|
//LOG("ATTACK!");
|
|
m_AttackInterval = 0.0;
|
|
((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this);
|
|
}
|
|
}
|
|
//----Change Entity MetaData
|
|
void cMonster::CheckMetaDataBurn() {
|
|
char block = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
|
|
char bblock = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z );
|
|
if(m_bBurnable && m_EMMetaState != BURNING && (block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
|
|
|| bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)) {
|
|
cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
|
|
if(!InChunk)
|
|
return;
|
|
//printf("I should burn");
|
|
m_EMMetaState = BURNING;
|
|
cPacket_Metadata md(BURNING,GetUniqueID());
|
|
InChunk->Broadcast(md);
|
|
}
|
|
}
|
|
|
|
//----Debug
|
|
|
|
void cMonster::ListMonsters() {
|
|
|
|
cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities();
|
|
cRoot::Get()->GetWorld()->LockEntities();
|
|
for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) {
|
|
if((*itr)->GetEntityType() == cEntity::E_ENTITY){
|
|
LOG("In state: %s type: %i attack rate: %i",((cMonster *)(*itr))->GetState(), ((cMonster *)(*itr))->GetMobType(),((cMonster *)(*itr))->GetAttackRate());
|
|
|
|
}
|
|
}
|
|
cRoot::Get()->GetWorld()->UnlockEntities();
|
|
}
|
|
|
|
//Checks for Players close by and if they are visible
|
|
void cMonster::ListClosePlayers(cMonster *m) {
|
|
int tries = 0;
|
|
cTracer LineOfSight(cRoot::Get()->GetWorld() );
|
|
cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities();
|
|
for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) {
|
|
tries++;
|
|
if((*itr)->GetEntityType() == cEntity::E_PLAYER){
|
|
Vector3f pos = (*itr)->GetPosition();
|
|
if((pos - *(m->m_Pos)).Length() <= m->m_SightDistance){
|
|
if(!LineOfSight.Trace(*(m->m_Pos),(pos - *(m->m_Pos)),(int)(pos - *(m->m_Pos)).Length())){
|
|
//LOG("I SEE PLAYER !!!!!!!!!!!!!!!!!");
|
|
m->EventSeePlayer(*itr);
|
|
return; //get the first one in sight later we can reiterate and check
|
|
//for the closest out of all that match and make it more realistic
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
if(tries > 100) {
|
|
//LOG("I Give Up");
|
|
m->EventLosePlayer();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void cMonster::GetMonsterConfig(const char* pm_name) {
|
|
(void)pm_name;
|
|
}
|
|
|
|
void cMonster::SetAttackRate(int ar) {
|
|
m_AttackRate = (float)ar;
|
|
}
|
|
void cMonster::SetAttackRange(float ar) {
|
|
m_AttackRange = ar;
|
|
}
|
|
void cMonster::SetAttackDamage(float ad) {
|
|
m_AttackDamage = ad;
|
|
}
|
|
void cMonster::SetSightDistance(float sd) {
|
|
m_SightDistance = sd;
|
|
}
|