Ejemplo n.º 1
0
void Monster::onThink(uint32_t interval)
{
	Creature::onThink(interval);

	if(despawn())
	{
		g_game.internalTeleport(this, masterPos);
		setIdle(true);
	}
	else
	{
		updateIdleStatus();
		if(!isIdle)
		{
			addEventWalk();

			if(isSummon())
			{
				if(!attackedCreature)
				{
					if(getMaster() && getMaster()->getAttackedCreature())
					{
						///This happens if the monster is summoned during combat
						selectTarget(getMaster()->getAttackedCreature());
					}
					else if(getMaster() != followCreature)
					{
						//Our master has not ordered us to attack anything, lets follow him around instead.
						setFollowCreature(getMaster());
					}
				}
				else if(attackedCreature == this)
					setFollowCreature(NULL);
				else if(followCreature != attackedCreature)
				{
					//This happens just after a master orders an attack, so lets follow it aswell.
					setFollowCreature(attackedCreature);
				}
			}
			else if(!targetList.empty())
			{
				if(!followCreature || !hasFollowPath)
					searchTarget();
				else if(isFleeing())
				{
					if(attackedCreature && !canUseAttack(getPosition(), attackedCreature))
						searchTarget(TARGETSEARCH_ATTACKRANGE);
				}
			}

			onThinkTarget(interval);
			onThinkYell(interval);
			onThinkDefense(interval);
		}
	}
}
Ejemplo n.º 2
0
void Monster::onThink(uint32_t interval)

{
	Creature::onThink(interval);
	if(despawn())
	{
		g_game.removeCreature(this, true);
		setIdle(true);
		return;
	}

	updateIdleStatus();
	if(isIdle)
		return;

	if(teleportToMaster && doTeleportToMaster())
		teleportToMaster = false;

	addEventWalk();
	
	if(getMaster()){
    	if(getPosition().z != getMaster()->getPosition().z){
			g_game.internalTeleport(this, getMaster()->getPosition(), false);
			//g_game.addMagicEffect(getPosition(), MAGIC_EFFECT_SOUND_YELLOW);
		}
      } 
	
	if(isSummon())
	{
		if(!attackedCreature)
		{
            std::string strValue;
			if(getMaster() && getMaster()->getAttackedCreature()) //This happens if the monster is summoned during combat
				selectTarget(getMaster()->getAttackedCreature());
            else{
                setFollowCreature((getMaster()->getStorage(500, strValue) && strValue != "-1") ? NULL : getMaster());
            }

        }
		else if(attackedCreature == this)
			setFollowCreature(NULL);
		else if(followCreature != attackedCreature) //This happens just after a master orders an attack, so lets follow it aswell.
			setFollowCreature(attackedCreature);
	}
	else if(!targetList.empty())
	{
		if(!followCreature || !hasFollowPath)
			searchTarget();
		else if(isFleeing() && attackedCreature && !canUseAttack(getPosition(), attackedCreature))
			searchTarget(TARGETSEARCH_ATTACKRANGE);
	}

	onThinkTarget(interval);
	onThinkYell(interval);
	onThinkDefense(interval);
}
Ejemplo n.º 3
0
bool Actor::selectTarget(Creature* creature)
{
#ifdef __DEBUG__
  std::cout << "Selecting target... " << std::endl;
#endif

  if(!isTarget(creature)){
    return false;
  }

  CreatureList::iterator it = std::find(targetList.begin(), targetList.end(), creature);
  if(it == targetList.end()){
    //Target not found in our target list.
#ifdef __DEBUG__
    std::cout << "Target not found in targetList." << std::endl;
#endif
    return false;
  }

  if(isHostile() || isSummon()){
    if(setAttackedCreature(creature) && !isSummon()){
      g_dispatcher.addTask(createTask(
        boost::bind(&Game::checkCreatureAttack, &g_game, getID())));
    }
  }

  return setFollowCreature(creature, true);
}
Ejemplo n.º 4
0
void Actor::canTarget(bool b)
{
  canTarget_ = b;
  if(!canTarget()){
    setAttackedCreature(0);
    setFollowCreature(0);
  }
}
Ejemplo n.º 5
0
void Creature::onCreatureDisappear(const Creature* creature, bool isLogout)
{
	if (attackedCreature == creature) {
		setAttackedCreature(NULL);
		onAttackedCreatureDisappear(isLogout);
	}

	if (followCreature == creature) {
		setFollowCreature(NULL);
		onFollowCreatureDisappear(isLogout);
	}
}
Ejemplo n.º 6
0
bool Monster::convinceCreature(Creature* creature)
{
	Player* player = creature->getPlayer();
	if(player && !player->hasFlag(PlayerFlag_CanConvinceAll) && !mType->isConvinceable)
		return false;

	Creature* oldMaster = NULL;
	if(isSummon())
		oldMaster = master;

	if(oldMaster)
	{
		if(oldMaster->getPlayer() || oldMaster == creature)
			return false;

		oldMaster->removeSummon(this);
	}

	setFollowCreature(NULL);
	setAttackedCreature(NULL);
	destroySummons();

	creature->addSummon(this);
	updateTargetList();
	updateIdleStatus();

	//Notify surrounding about the change
	SpectatorVec list;
	g_game.getSpectators(list, getPosition(), false, true);
	g_game.getSpectators(list, creature->getPosition(), true, true);

	isMasterInRange = true;
	for(SpectatorVec::iterator it = list.begin(); it != list.end(); ++it)
		(*it)->onCreatureConvinced(creature, this);

	if(spawn)
	{
		spawn->removeMonster(this);
		spawn = NULL;
		masterRadius = -1;
	}

	if(raid)
	{
		raid->unRef();
		raid = NULL;
	}

	return true;
}
Ejemplo n.º 7
0
bool Monster::selectTarget(Creature* creature)
{
	if (!isTarget(creature)) {
		return false;
	}

	auto it = std::find(targetList.begin(), targetList.end(), creature);
	if (it == targetList.end()) {
		//Target not found in our target list.
		return false;
	}

	if (isHostile() || isSummon()) {
		if (setAttackedCreature(creature) && !isSummon()) {
			g_dispatcher.addTask(createTask(std::bind(&Game::checkCreatureAttack, &g_game, getID())));
		}
	}
	return setFollowCreature(creature);
}
Ejemplo n.º 8
0
bool Monster::selectTarget(Creature* creature)
{
#ifdef __DEBUG__
	std::cout << "Selecting target... " << std::endl;
#endif
	if(!isTarget(creature))
		return false;
		
	if(!isHostile())
        return false;
        
     std::string value;
     if(getStorage(505, value) && value != "-1") {
       if(creature->isSummon()){
          if(value != creature->getMaster()->getName())
              return false;                     
       }else if(value != creature->getName()) //&& value != "0"){ -- se bugar  
           return false;    
     }   

	CreatureList::iterator it = std::find(targetList.begin(), targetList.end(), creature);
	if(it == targetList.end())
	{
		//Target not found in our target list.
#ifdef __DEBUG__
		std::cout << "Target not found in targetList." << std::endl;
#endif
		return false;
	}

	if((isHostile() || isSummon()) && setAttackedCreature(creature) && !isSummon())
		Dispatcher::getInstance().addTask(createTask(
			boost::bind(&Game::checkCreatureAttack, &g_game, getID())));

	return setFollowCreature(creature, true);
}
Ejemplo n.º 9
0
bool Actor::convinceCreature(Creature* creature)
{
  Player* player = creature->getPlayer();
  if(player && !player->hasFlag(PlayerFlag_CanConvinceAll)){
    if(!cType.isConvinceable()){
      return false;
    }
  }

  if(isPlayerSummon()){
    return false;
  }
  else if(isSummon()){
    if(getMaster() != creature){
      Creature* oldMaster = getMaster();
      oldMaster->removeSummon(this);
      creature->addSummon(this);

      setFollowCreature(NULL);
      setAttackedCreature(NULL);

      //destroy summons
      destroySummons();

      isMasterInRange = true;
      updateTargetList();
      updateIdleStatus();

      //Notify surrounding about the change
      SpectatorVec list;
      g_game.getSpectators(list, getPosition(), false, true);
      g_game.getSpectators(list, creature->getPosition(), true, true);

      for(SpectatorVec::iterator it = list.begin(); it != list.end(); ++it){
        (*it)->onCreatureConvinced(creature, this);
      }

      if(spawn){
        spawn->removeMonster(this);
        spawn = NULL;
        masterRadius = -1;
      }

      return true;
    }
  }
  else{
    creature->addSummon(this);
    setFollowCreature(NULL);
    setAttackedCreature(NULL);

    destroySummons();

    isMasterInRange = true;
    updateTargetList();
    updateIdleStatus();

    //Notify surrounding about the change
    SpectatorVec list;
    g_game.getSpectators(list, getPosition(), false, true);
    g_game.getSpectators(list, creature->getPosition(), true, true);

    for(SpectatorVec::iterator it = list.begin(); it != list.end(); ++it){
      (*it)->onCreatureConvinced(creature, this);
    }

    if(spawn){
      spawn->removeMonster(this);
      spawn = NULL;
      masterRadius = -1;
    }

    return true;
  }

  return false;
}
Ejemplo n.º 10
0
bool Monster::convinceCreature(Creature* creature)
{
	Player* player = creature->getPlayer();
	if(player && !player->hasFlag(PlayerFlag_CanConvinceAll))
	{
		if(!mType->isConvinceable)
			return false;
	}

	if(isSummon())
	{
		if(getMaster()->getPlayer())
			return false;
		else if(getMaster() != creature)
		{
			Creature* oldMaster = getMaster();
			oldMaster->removeSummon(this);
			creature->addSummon(this);

			setFollowCreature(NULL);
			setAttackedCreature(NULL);

			//destroy summons
			for(std::list<Creature*>::iterator cit = summons.begin(); cit != summons.end(); ++cit)
			{
				(*cit)->changeHealth(-(*cit)->getHealth());
				(*cit)->setMaster(NULL);
				(*cit)->releaseThing2();
			}
			summons.clear();

			isMasterInRange = true;
			updateTargetList();
			updateIdleStatus();

			//Notify surrounding about the change
			SpectatorVec list;
			g_game.getSpectators(list, getPosition(), false, true);
			g_game.getSpectators(list, creature->getPosition(), true, true);

			for(SpectatorVec::iterator it = list.begin(); it != list.end(); ++it)
				(*it)->onCreatureConvinced(creature, this);

			if(spawn)
			{
				spawn->removeMonster(this);
				spawn = NULL;
				masterRadius = -1;
			}
			return true;
		}
	}
	else
	{
		creature->addSummon(this);
		setFollowCreature(NULL);
		setAttackedCreature(NULL);

		for(std::list<Creature*>::iterator cit = summons.begin(); cit != summons.end(); ++cit)
		{
			(*cit)->changeHealth(-(*cit)->getHealth());
			(*cit)->setMaster(NULL);
			(*cit)->releaseThing2();
		}
		summons.clear();

		isMasterInRange = true;
		updateTargetList();
		updateIdleStatus();

		//Notify surrounding about the change
		SpectatorVec list;
		g_game.getSpectators(list, getPosition(), false, true);
		g_game.getSpectators(list, creature->getPosition(), true, true);

		for(SpectatorVec::iterator it = list.begin(); it != list.end(); ++it)
			(*it)->onCreatureConvinced(creature, this);

		if(spawn)
		{
			spawn->removeMonster(this);
			spawn = NULL;
			masterRadius = -1;
		}
		return true;
	}
	return false;
}
Ejemplo n.º 11
0
void Monster::onThink(uint32_t interval)
{
	Creature::onThink(interval);

	if (mType->info.thinkEvent != -1) {
		// onThink(self, interval)
		LuaScriptInterface* scriptInterface = mType->info.scriptInterface;
		if (!scriptInterface->reserveScriptEnv()) {
			std::cout << "[Error - Monster::onThink] Call stack overflow" << std::endl;
			return;
		}

		ScriptEnvironment* env = scriptInterface->getScriptEnv();
		env->setScriptId(mType->info.thinkEvent, scriptInterface);

		lua_State* L = scriptInterface->getLuaState();
		scriptInterface->pushFunction(mType->info.thinkEvent);

		LuaScriptInterface::pushUserdata<Monster>(L, this);
		LuaScriptInterface::setMetatable(L, -1, "Monster");

		lua_pushnumber(L, interval);

		if (scriptInterface->callFunction(2)) {
			return;
		}
	}

	if (!isInSpawnRange(position)) {
		g_game.internalTeleport(this, masterPos);
		setIdle(true);
	} else {
		updateIdleStatus();

		if (!isIdle) {
			addEventWalk();

			if (isSummon()) {
				if (!attackedCreature) {
					if (getMaster() && getMaster()->getAttackedCreature()) {
						//This happens if the monster is summoned during combat
						selectTarget(getMaster()->getAttackedCreature());
					} else if (getMaster() != followCreature) {
						//Our master has not ordered us to attack anything, lets follow him around instead.
						setFollowCreature(getMaster());
					}
				} else if (attackedCreature == this) {
					setFollowCreature(nullptr);
				} else if (followCreature != attackedCreature) {
					//This happens just after a master orders an attack, so lets follow it aswell.
					setFollowCreature(attackedCreature);
				}
			} else if (!targetList.empty()) {
				if (!followCreature || !hasFollowPath) {
					searchTarget();
				} else if (isFleeing()) {
					if (attackedCreature && !canUseAttack(getPosition(), attackedCreature)) {
						searchTarget(TARGETSEARCH_ATTACKRANGE);
					}
				}
			}

			onThinkTarget(interval);
			onThinkYell(interval);
			onThinkDefense(interval);
		}
	}
}