Exemplo n.º 1
0
void Monster::onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
	const Tile* oldTile, const Position& oldPos, bool teleport)
{
	Creature::onCreatureMove(creature, newTile, newPos, oldTile, oldPos, teleport);
	if(creature == this)
	{
		if(isSummon())
			isMasterInRange = canSee(master->getPosition());

		updateTargetList();
		updateIdleStatus();
	}
	else
	{
		bool canSeeNewPos = canSee(newPos), canSeeOldPos = canSee(oldPos);
		if(canSeeNewPos && !canSeeOldPos)
			onCreatureEnter(const_cast<Creature*>(creature));
		else if(!canSeeNewPos && canSeeOldPos)
			onCreatureLeave(const_cast<Creature*>(creature));

		if(isSummon() && master == creature && canSeeNewPos) //Turn the summon on again
			isMasterInRange = true;

		updateIdleStatus();
		if(!followCreature && !isSummon() && isOpponent(creature)) //we have no target lets try pick this one
			selectTarget(const_cast<Creature*>(creature));
	}
}
Exemplo n.º 2
0
void Monster::onCreatureDisappear(const Creature* creature, bool isLogout)
{
	Creature::onCreatureDisappear(creature, isLogout);
	if(creature == this)
	{
		if(spawn)
			spawn->startEvent();

		setIdle(true);
	}
	else
		onCreatureLeave(const_cast<Creature*>(creature));
}
Exemplo n.º 3
0
void Actor::onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
  const Tile* oldTile, const Position& oldPos, bool teleport)
{
  Creature::onCreatureMove(creature, newTile, newPos, oldTile, oldPos, teleport);

  if(creature == this){
    if(isSummon()){
      isMasterInRange = canSee(getMaster()->getPosition());
    }

    updateTargetList();
    updateIdleStatus();

    /*
    TODO: Optimizations here
    if(teleport){
      //do a full update of the friend/target list
    }
    else{
      //partial update of the friend/target list
    }
    */
  }
  else{
    bool canSeeNewPos = canSee(newPos);
    bool canSeeOldPos = canSee(oldPos);

    if(canSeeNewPos && !canSeeOldPos){
      onCreatureEnter(const_cast<Creature*>(creature));
    }
    else if(!canSeeNewPos && canSeeOldPos){
      onCreatureLeave(const_cast<Creature*>(creature));
    }

    if(isSummon() && getMaster() == creature){
      if(canSeeNewPos){
        //Turn the summon on again
        isMasterInRange = true;
      }
    }

    updateIdleStatus();

    if(!followCreature && !isSummon()){
      //we have no target lets try pick this one
      if(isOpponent(creature)){
        selectTarget(const_cast<Creature*>(creature));
      }
    }
  }
}
Exemplo n.º 4
0
void Monster::onCreatureDisappear(const Creature* creature, uint32_t stackpos, bool isLogout)
{
	Creature::onCreatureDisappear(creature, stackpos, isLogout);

	if(creature == this)
	{
		if(spawn)
			spawn->startSpawnCheck();

		setIdle(true);
	}
	else
		onCreatureLeave(const_cast<Creature*>(creature));
}
Exemplo n.º 5
0
void Actor::onCreatureDisappear(const Creature* creature, bool isLogout)
{
  Creature::onCreatureDisappear(creature, isLogout);

  if(creature == this){
    if(spawn){
      spawn->startSpawnCheck();
    }

    setIdle(true);
  }
  else{
    onCreatureLeave(const_cast<Creature*>(creature));
  }
}
Exemplo n.º 6
0
void Monster::onRemoveCreature(Creature* creature, bool isLogout)
{
	Creature::onRemoveCreature(creature, isLogout);

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

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

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

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

		LuaScriptInterface::pushUserdata<Creature>(L, creature);
		LuaScriptInterface::setCreatureMetatable(L, -1, creature);

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

	if (creature == this) {
		if (spawn) {
			spawn->startSpawnCheck();
		}

		setIdle(true);
	} else {
		onCreatureLeave(creature);
	}
}
Exemplo n.º 7
0
void Monster::onCreatureMove(Creature* creature, const Tile* newTile, const Position& newPos,
                             const Tile* oldTile, const Position& oldPos, bool teleport)
{
	Creature::onCreatureMove(creature, newTile, newPos, oldTile, oldPos, teleport);

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

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

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

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

		LuaScriptInterface::pushUserdata<Creature>(L, creature);
		LuaScriptInterface::setCreatureMetatable(L, -1, creature);

		LuaScriptInterface::pushPosition(L, oldPos);
		LuaScriptInterface::pushPosition(L, newPos);

		if (scriptInterface->callFunction(4)) {
			return;
		}
	}

	if (creature == this) {
		if (isSummon()) {
			isMasterInRange = canSee(getMaster()->getPosition());
		}

		updateTargetList();
		updateIdleStatus();
	} else {
		bool canSeeNewPos = canSee(newPos);
		bool canSeeOldPos = canSee(oldPos);

		if (canSeeNewPos && !canSeeOldPos) {
			onCreatureEnter(creature);
		} else if (!canSeeNewPos && canSeeOldPos) {
			onCreatureLeave(creature);
		}

		if (canSeeNewPos && isSummon() && getMaster() == creature) {
			isMasterInRange = true;    //Follow master again
		}

		updateIdleStatus();

		if (!isSummon()) {
			if (followCreature) {
				const Position& followPosition = followCreature->getPosition();
				const Position& position = getPosition();

				int32_t offset_x = Position::getDistanceX(followPosition, position);
				int32_t offset_y = Position::getDistanceY(followPosition, position);
				if ((offset_x > 1 || offset_y > 1) && mType->info.changeTargetChance > 0) {
					Direction dir = getDirectionTo(position, followPosition);
					const Position& checkPosition = getNextPosition(dir, position);

					Tile* tile = g_game.map.getTile(checkPosition);
					if (tile) {
						Creature* topCreature = tile->getTopCreature();
						if (topCreature && followCreature != topCreature && isOpponent(topCreature)) {
							selectTarget(topCreature);
						}
					}
				}
			} else if (isOpponent(creature)) {
				//we have no target lets try pick this one
				selectTarget(creature);
			}
		}
	}
}