git-svn-id: http://mc-server.googlecode.com/svn/trunk@424 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			568 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			568 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
 | 
						|
#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules
 | 
						|
 | 
						|
#include "cMonster.h"
 | 
						|
#include "cRoot.h"
 | 
						|
#include "cServer.h"
 | 
						|
#include "cClientHandle.h"
 | 
						|
#include "cWorld.h"
 | 
						|
#include "cPlayer.h"
 | 
						|
#include "BlockID.h"
 | 
						|
#include "Defines.h"
 | 
						|
#include "cPickup.h"
 | 
						|
#include "cItem.h"
 | 
						|
#include "cMonsterConfig.h"
 | 
						|
#include "MersenneTwister.h"
 | 
						|
 | 
						|
#include "packets/cPacket_SpawnMob.h"
 | 
						|
#include "packets/cPacket_EntityLook.h"
 | 
						|
#include "packets/cPacket_TeleportEntity.h"
 | 
						|
#include "packets/cPacket_RelativeEntityMoveLook.h"
 | 
						|
#include "packets/cPacket_RelativeEntityMove.h"
 | 
						|
#include "packets/cPacket_Metadata.h"
 | 
						|
 | 
						|
#include "Vector3f.h"
 | 
						|
#include "Vector3i.h"
 | 
						|
#include "Vector3d.h"
 | 
						|
 | 
						|
#include "cTracer.h"
 | 
						|
#include "../iniFile/iniFile.h"
 | 
						|
 | 
						|
#ifndef _WIN32
 | 
						|
	#include <cstdlib> // rand
 | 
						|
	#include <unistd.h>
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
cMonster::cMonster()
 | 
						|
	: m_Target(0)
 | 
						|
	, m_bMovingToDestination(false)
 | 
						|
	, m_DestinationTime( 0 )
 | 
						|
	, m_Gravity( -9.81f)
 | 
						|
	, m_bOnGround( false )
 | 
						|
	, m_DestroyTimer( 0 )
 | 
						|
	, m_Jump(0)
 | 
						|
	, m_MobType( 0 )
 | 
						|
	, m_EMState(IDLE)
 | 
						|
	, m_SightDistance(25)
 | 
						|
	, m_SeePlayerInterval (0)
 | 
						|
	, m_EMPersonality(AGGRESSIVE)
 | 
						|
	, m_AttackDamage(1.0f)
 | 
						|
	, m_AttackRange(5.0f)
 | 
						|
	, m_AttackInterval(0)
 | 
						|
	, m_AttackRate(3)
 | 
						|
	, idle_interval(0)
 | 
						|
{
 | 
						|
	LOG("cMonster::cMonster()");
 | 
						|
	LOG("In state: %s", GetState());
 | 
						|
 | 
						|
	m_bBurnable = true;
 | 
						|
	m_MetaData = NORMAL;
 | 
						|
}
 | 
						|
 | 
						|
cMonster::~cMonster()
 | 
						|
{
 | 
						|
	LOG("cMonster::~cMonster()");
 | 
						|
}
 | 
						|
 | 
						|
bool cMonster::IsA( const char* a_EntityType )
 | 
						|
{
 | 
						|
	if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
 | 
						|
	return cPawn::IsA( a_EntityType );
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
cPacket * cMonster::GetSpawnPacket(void) const
 | 
						|
{
 | 
						|
	cPacket_SpawnMob * Spawn = new cPacket_SpawnMob;
 | 
						|
	Spawn->m_UniqueID = GetUniqueID();
 | 
						|
	Spawn->m_Type = m_MobType;
 | 
						|
	*Spawn->m_Pos = ((Vector3i)(m_Pos)) * 32;
 | 
						|
	Spawn->m_Yaw = 0;
 | 
						|
	Spawn->m_Pitch = 0;
 | 
						|
	Spawn->m_MetaDataSize = 1;
 | 
						|
	Spawn->m_MetaData = new char[Spawn->m_MetaDataSize];
 | 
						|
	Spawn->m_MetaData[0] = 0x7f; // not on fire/crouching/riding
 | 
						|
	return Spawn;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::MoveToPosition( const Vector3f & a_Position )
 | 
						|
{
 | 
						|
	m_bMovingToDestination = true;
 | 
						|
 | 
						|
	m_Destination = a_Position;
 | 
						|
}
 | 
						|
 | 
						|
bool cMonster::ReachedDestination()
 | 
						|
{
 | 
						|
	Vector3f Distance = (m_Destination) - Vector3f( m_Pos );
 | 
						|
	if( Distance.SqrLength() < 2.f )
 | 
						|
		return true;
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::Tick(float a_Dt)
 | 
						|
{
 | 
						|
	cPawn::Tick(a_Dt);
 | 
						|
 | 
						|
	if( m_Health <= 0 )
 | 
						|
	{
 | 
						|
		m_DestroyTimer += a_Dt/1000;
 | 
						|
		if( m_DestroyTimer > 1 )
 | 
						|
		{
 | 
						|
			Destroy();
 | 
						|
		}
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	a_Dt /= 1000;
 | 
						|
 | 
						|
	if( m_bMovingToDestination )
 | 
						|
	{
 | 
						|
		Vector3f Pos( m_Pos );
 | 
						|
		Vector3f Distance = m_Destination - Pos;
 | 
						|
		if( !ReachedDestination() )
 | 
						|
		{
 | 
						|
			Distance.y = 0;
 | 
						|
			Distance.Normalize();
 | 
						|
			Distance *= 3;
 | 
						|
			m_Speed.x = Distance.x;
 | 
						|
			m_Speed.z = Distance.z;
 | 
						|
 | 
						|
			if (m_EMState == ESCAPING)
 | 
						|
			{	//Runs Faster when escaping :D otherwise they just walk away
 | 
						|
				m_Speed.x *= 2.f;
 | 
						|
				m_Speed.z *= 2.f;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			m_bMovingToDestination = false;
 | 
						|
		}
 | 
						|
 | 
						|
		if( m_Speed.SqrLength() > 0.f )
 | 
						|
		{
 | 
						|
			if( m_bOnGround )
 | 
						|
			{
 | 
						|
				Vector3f NormSpeed = m_Speed.NormalizeCopy();
 | 
						|
				Vector3f NextBlock = Vector3f( m_Pos ) + NormSpeed;
 | 
						|
				double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z );
 | 
						|
				if( NextHeight > m_Pos.y - 1.2 && NextHeight - m_Pos.y < 2.5 )
 | 
						|
				{
 | 
						|
					m_bOnGround = false;
 | 
						|
					m_Speed.y = 7.f; // Jump!!
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	HandlePhysics( a_Dt );
 | 
						|
 | 
						|
	ReplicateMovement();
 | 
						|
	
 | 
						|
	Vector3f Distance = m_Destination - Vector3f( m_Pos );
 | 
						|
	if( Distance.SqrLength() > 0.1f )
 | 
						|
	{
 | 
						|
		float Rotation, Pitch;
 | 
						|
		Distance.Normalize();
 | 
						|
		VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
 | 
						|
		SetRotation( Rotation );
 | 
						|
		SetPitch( Pitch );
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(m_EMState == IDLE) { //If enemy passive we ignore checks for player visibility
 | 
						|
		InStateIdle(a_Dt);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(m_EMState == CHASING) { //If we do not see a player anymore skip chasing action
 | 
						|
		InStateChasing(a_Dt);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(m_EMState == ESCAPING) {
 | 
						|
		InStateEscaping(a_Dt);
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::ReplicateMovement()
 | 
						|
{
 | 
						|
	if(m_bDirtyOrientation && !m_bDirtyPosition)
 | 
						|
	{
 | 
						|
		cPacket_EntityLook EntityLook(*this);
 | 
						|
		m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook );
 | 
						|
		m_bDirtyOrientation = false;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if( m_bDirtyPosition )
 | 
						|
	{
 | 
						|
		float DiffX = (float)(GetPosX() - m_LastPosX );
 | 
						|
		float DiffY = (float)(GetPosY() - m_LastPosY );
 | 
						|
		float DiffZ = (float)(GetPosZ() - m_LastPosZ );
 | 
						|
		float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
 | 
						|
		if (
 | 
						|
			(SqrDist > 4 * 4) // 4 blocks is max Relative Move
 | 
						|
			|| (cWorld::GetTime() - m_TimeLastTeleportPacket > 2 )  // Send an absolute position every 2 seconds
 | 
						|
		)
 | 
						|
		{
 | 
						|
			//LOG("Teleported %f", sqrtf(SqrDist) );
 | 
						|
			cPacket_TeleportEntity TeleportEntity( this );
 | 
						|
			m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity);
 | 
						|
			m_TimeLastTeleportPacket = cWorld::GetTime();
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{	// Relative move sucks balls! It's always wrong wtf!
 | 
						|
			if( m_bDirtyOrientation )
 | 
						|
			{
 | 
						|
				cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
 | 
						|
				RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
 | 
						|
				RelativeEntityMoveLook.m_MoveX    = (char)(DiffX*32);
 | 
						|
				RelativeEntityMoveLook.m_MoveY    = (char)(DiffY*32);
 | 
						|
				RelativeEntityMoveLook.m_MoveZ    = (char)(DiffZ*32);
 | 
						|
				RelativeEntityMoveLook.m_Yaw      = (char)((GetRotation()/360.f)*256);
 | 
						|
				RelativeEntityMoveLook.m_Pitch    = (char)((GetPitch()/360.f)*256);
 | 
						|
				m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMoveLook );
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				cPacket_RelativeEntityMove RelativeEntityMove;
 | 
						|
				RelativeEntityMove.m_UniqueID = GetUniqueID();
 | 
						|
				RelativeEntityMove.m_MoveX    = (char)(DiffX*32);
 | 
						|
				RelativeEntityMove.m_MoveY    = (char)(DiffY*32);
 | 
						|
				RelativeEntityMove.m_MoveZ    = (char)(DiffZ*32);
 | 
						|
				m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove );
 | 
						|
			}
 | 
						|
		}
 | 
						|
		m_LastPosX = GetPosX();
 | 
						|
		m_LastPosY = GetPosY();
 | 
						|
		m_LastPosZ = GetPosZ();
 | 
						|
		m_bDirtyPosition = false;
 | 
						|
	}
 | 
						|
 | 
						|
	MoveToCorrectChunk();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::HandlePhysics(float a_Dt)
 | 
						|
{
 | 
						|
	if( m_bOnGround ) // check if it's still on the ground
 | 
						|
	{
 | 
						|
		cWorld* World = GetWorld();
 | 
						|
		if( World->GetBlock( (int)m_Pos.x, (int)m_Pos.y -1, (int)m_Pos.z ) == E_BLOCK_AIR )
 | 
						|
		{
 | 
						|
			m_bOnGround = false;
 | 
						|
		}
 | 
						|
		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
 | 
						|
		{
 | 
						|
			m_bOnGround = true;
 | 
						|
			m_Pos.y += 0.2;
 | 
						|
			m_bDirtyPosition = true;
 | 
						|
		}
 | 
						|
		m_Speed.x *= 0.7f/(1+a_Dt);
 | 
						|
		if( fabs(m_Speed.x) < 0.05 ) m_Speed.x = 0;
 | 
						|
		m_Speed.z *= 0.7f/(1+a_Dt);
 | 
						|
		if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	if( !m_bOnGround )
 | 
						|
	{
 | 
						|
		float Gravity = -9.81f*a_Dt;
 | 
						|
		m_Speed.y += Gravity;
 | 
						|
	}
 | 
						|
 | 
						|
	if( m_Speed.SqrLength() > 0.f )
 | 
						|
	{
 | 
						|
		cTracer Tracer( GetWorld() );
 | 
						|
		int Ret = Tracer.Trace( m_Pos, m_Speed, 2 );
 | 
						|
		if( Ret ) // Oh noez! we hit something
 | 
						|
		{
 | 
						|
			// Set to hit position
 | 
						|
			if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_Speed * a_Dt ).SqrLength() )
 | 
						|
			{
 | 
						|
				if( Ret == 1 )
 | 
						|
				{
 | 
						|
 | 
						|
					if( Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f;
 | 
						|
					if( Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f;
 | 
						|
					if( Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f;
 | 
						|
 | 
						|
					if( Tracer.HitNormal.y > 0 ) // means on ground
 | 
						|
					{
 | 
						|
						m_bOnGround = true;
 | 
						|
					}
 | 
						|
				}
 | 
						|
				m_Pos = Tracer.RealHit;
 | 
						|
				m_Pos += Tracer.HitNormal * 0.2f;
 | 
						|
 | 
						|
			}
 | 
						|
			else
 | 
						|
				m_Pos += m_Speed*a_Dt;
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{	// We didn't hit anything, so move =]
 | 
						|
			m_Pos += m_Speed*a_Dt;
 | 
						|
		}
 | 
						|
 | 
						|
		m_bDirtyPosition = true;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
 | 
						|
{
 | 
						|
	cPawn::TakeDamage( a_Damage, a_Instigator );
 | 
						|
	m_Target = a_Instigator;
 | 
						|
	AddReference( m_Target );
 | 
						|
}
 | 
						|
 | 
						|
void cMonster::KilledBy( cEntity* a_Killer )
 | 
						|
{
 | 
						|
	cPawn::KilledBy( a_Killer );
 | 
						|
	m_DestroyTimer = 0;
 | 
						|
}
 | 
						|
 | 
						|
//----State Logic
 | 
						|
 | 
						|
const char *cMonster::GetState() {
 | 
						|
	switch(m_EMState) {
 | 
						|
	case IDLE:
 | 
						|
		return "Idle";
 | 
						|
		break;
 | 
						|
	case ATTACKING:
 | 
						|
		return "Attacking";
 | 
						|
		break;
 | 
						|
	case CHASING:
 | 
						|
		return "Chasing";
 | 
						|
		break;
 | 
						|
	default:
 | 
						|
		return "Unknown";
 | 
						|
		break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
//for debugging
 | 
						|
void cMonster::SetState(const char* a_str)
 | 
						|
{
 | 
						|
	std::string str = a_str;
 | 
						|
	if(str.compare("Idle") == 0 ) {
 | 
						|
		m_EMState = IDLE;
 | 
						|
	} else if(str.compare("Attacking") == 0 ) {
 | 
						|
		m_EMState = ATTACKING;
 | 
						|
	} else if(str.compare("Chasing") == 0 ) {
 | 
						|
		m_EMState = CHASING;
 | 
						|
	} else {
 | 
						|
		printf("Invalid State");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
//Checks to see if EventSeePlayer should be fired
 | 
						|
//monster sez: Do I see the player
 | 
						|
void cMonster::CheckEventSeePlayer()
 | 
						|
{
 | 
						|
	cPlayer *Closest = FindClosestPlayer();
 | 
						|
 | 
						|
	if(Closest)
 | 
						|
	{
 | 
						|
		EventSeePlayer(Closest);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void cMonster::CheckEventLostPlayer()
 | 
						|
{
 | 
						|
	Vector3f pos;
 | 
						|
	cTracer LineOfSight(GetWorld() );
 | 
						|
	
 | 
						|
	if(m_Target != 0) {
 | 
						|
		pos = m_Target->GetPosition();
 | 
						|
		if((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
 | 
						|
		{
 | 
						|
			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;
 | 
						|
	AddReference( m_Target );
 | 
						|
}
 | 
						|
 | 
						|
void cMonster::EventLosePlayer(){
 | 
						|
	Dereference(m_Target);
 | 
						|
	m_Target = 0;
 | 
						|
	m_EMState = IDLE;
 | 
						|
}
 | 
						|
 | 
						|
//What to do if in Idle State
 | 
						|
void cMonster::InStateIdle(float a_Dt) {
 | 
						|
	idle_interval += a_Dt;
 | 
						|
	if(idle_interval > 1) { //at this interval the results are predictable
 | 
						|
		MTRand r1;
 | 
						|
		int rem = r1.randInt()%6 + 1;
 | 
						|
		//LOG("Moving: int: %3.3f rem: %i",idle_interval,rem);
 | 
						|
		idle_interval -= 1;		//So nothing gets dropped when the server hangs for a few seconds
 | 
						|
		Vector3f Dist;
 | 
						|
		Dist.x = (float)((r1.randInt()%11)-5);
 | 
						|
		Dist.z = (float)((r1.randInt()%11)-5);
 | 
						|
		if( Dist.SqrLength() > 2  && rem >= 3)
 | 
						|
		{
 | 
						|
			m_Destination.x = (float)(m_Pos.x + Dist.x);
 | 
						|
			m_Destination.z = (float)(m_Pos.z + Dist.z);
 | 
						|
			m_Destination.y = (float)GetWorld()->GetHeight( (int)m_Destination.x, (int)m_Destination.z ) + 1.2f;
 | 
						|
			MoveToPosition( m_Destination );
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
//What to do if in Chasing State
 | 
						|
//This state should always be defined in each child class
 | 
						|
void cMonster::InStateChasing(float a_Dt) {
 | 
						|
	(void)a_Dt;
 | 
						|
}
 | 
						|
 | 
						|
//What to do if in Escaping State
 | 
						|
void cMonster::InStateEscaping(float a_Dt) {
 | 
						|
	(void)a_Dt;
 | 
						|
	if(m_Target) {
 | 
						|
		Vector3d newloc = m_Pos;
 | 
						|
		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
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
//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
 | 
						|
		m_AttackInterval = 0.0;
 | 
						|
		((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
#if 0
 | 
						|
// TODO: Implement this debug function inside cWorld instead - the world owns the entities
 | 
						|
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();
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
//Checks for Players close by and if they are visible return the closest
 | 
						|
cPlayer * cMonster::FindClosestPlayer(void)
 | 
						|
{
 | 
						|
	return m_World->FindClosestPlayer(m_Pos, m_SightDistance);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::GetMonsterConfig(const char* pm_name)
 | 
						|
{
 | 
						|
	cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, 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;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count)
 | 
						|
{
 | 
						|
	if (a_Count > 0)
 | 
						|
	{
 | 
						|
		cPickup * Pickup = new cPickup( (int)(m_Pos.x * 32), (int)(m_Pos.y * 32), (int)(m_Pos.z * 32), cItem( a_Item, (char) a_Count ) );
 | 
						|
		Pickup->Initialize( GetWorld() );
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cMonster::RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max)
 | 
						|
{
 | 
						|
	MTRand r1;
 | 
						|
	return cMonster::DropItem(a_Item, r1.randInt() % (a_Max + 1 - a_Min) + a_Min);
 | 
						|
} |