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/*
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Rose Online Server Emulator
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Copyright (C) 2006,2007 OSRose Team http://www.osrose.net
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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depeloped with Main erose/hrose source server + some change from the original eich source
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*/
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#include "worldmonster.h"
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// update attack values and destiny position
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bool CMonster::UpdateValues( )
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{
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return true; //bypass for AIP
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/*if(IsSummon( ))
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{
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CPlayer* thisclient = GetOwner( );
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if(thisclient!=NULL)if(thisclient->Stats->HP>0)
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{
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if(!IsOnBattle( ) && thisclient->IsAttacking( ))
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{
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Battle->target = thisclient->Battle->target;
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Battle->atktarget = Battle->target;
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Battle->atktype = NORMAL_ATTACK;
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Battle->contatk = true;
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CCharacter* Enemy = GetCharTarget( );
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if(Enemy!=NULL)
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StartAction( Enemy, NORMAL_ATTACK );
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}
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else
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if(!IsOnBattle( ))
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{
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Position->source = thisclient->Position->current;
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float distance = GServer->distance( Position->destiny , thisclient->Position->current );
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if((distance>15 && !IsOnBattle()) || distance>50)
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Move( );
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}
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}
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else
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{
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UnspawnMonster( );
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return false;
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}
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}
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if(!IsMoving( ) && !IsOnBattle( ) && CanMove( ))
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{
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clock_t etime = clock() - Position->lastMoveTime;
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if(etime > 20*CLOCKS_PER_SEC)
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Move( );
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}
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if(!IsSummon( ))
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{
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CPlayer* player = GetNearPlayer( 10 );
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if(player!=NULL)
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OnEnemyOnSight( (CCharacter*)player );
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CCharacter* Enemy = GetCharTarget( );
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if(Enemy!=NULL)
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{
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//need a skill timer here. It casts all teh time otherwise.
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int randv = GServer->RandNumber(1, 100);
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if(randv < 50 || GServer->Config.MobSkill == 0)//normal attack
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{
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StartAction( Enemy, NORMAL_ATTACK );
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}
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else //skill attack
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{
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CSkills* skill = GServer->GetSkillByID(GServer->Config.MobSkill);
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switch (skill->type)
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{
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case 6:
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Log( MSG_DEBUG, "Monster used an attack skill. id = %i",GServer->Config.MobSkill);
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StartAction( Enemy, SKILL_ATTACK, GServer->Config.MobSkill);
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break;
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case 17:
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Log( MSG_DEBUG, "Monster used an AOE skill. id = %i",GServer->Config.MobSkill);
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StartAction( Enemy, SKILL_AOE, GServer->Config.MobSkill);
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break;
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}
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}
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}
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}*/
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if(IsMonster( ))
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{}
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return true;
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}
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// Spawn a monster
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void CMonster::SpawnMonster( CPlayer* player, CMonster* thismon )
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{
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BEGINPACKET( pak, 0x792 );
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ADDWORD ( pak, clientid );
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ADDFLOAT ( pak, Position->current.x*100 );
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ADDFLOAT ( pak, Position->current.y*100 );
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ADDFLOAT ( pak, Position->destiny.x*100 );
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ADDFLOAT ( pak, Position->destiny.y*100 );
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/*
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if(IsDead( ))
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{
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ADDWORD ( pak, 0x0003 );
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ADDWORD ( pak, 0x0000 );
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}
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else if(IsOnBattle( ))
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{
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ADDWORD ( pak, 0x0002 );
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ADDWORD ( pak, Battle->target );
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}
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else if(IsMoving( ))
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{
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ADDWORD ( pak, 0x0001 );
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ADDWORD ( pak, 0x0000 );
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}
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else
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{
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ADDWORD ( pak, 0x0000 );
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ADDWORD ( pak, 0x0000 );
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}
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*/
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ADDBYTE ( pak, 0x00 );
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ADDDWORD ( pak, 0x00000000 );
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ADDDWORD ( pak, Stats->HP );
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if(thismon->owner != player->clientid)
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{
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CMap* map = GServer->MapList.Index[Position->Map];
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if(IsSummon( ) && map->allowpvp!=0) {ADDDWORD( pak, 0x00000064 );} //Hostil
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else if (IsSummon( ) && map->allowpvp==0) {ADDDWORD ( pak, 0x00000000 );}//Friendly
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else {ADDDWORD( pak, 0x00000064 );} //Hostil
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}
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else {ADDDWORD( pak, 0x00000000 );}//Friendly
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ADDDWORD( pak, GServer->BuildBuffs( this ) );
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ADDWORD ( pak, montype );
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ADDWORD ( pak, 0x0000 );
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if(IsSummon( ))
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{
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ADDWORD( pak, owner );
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ADDWORD( pak, 0x0000 ); //id del skill (si es summon de skill)
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}
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player->client->SendPacket( &pak );
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}
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// UnSpawn a Monster Why the fuck do we need this??????????
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bool CMonster::UnspawnMonster( )
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{
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Log( MSG_INFO, "Unspawning monster %i ",this->montype);
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GServer->MapList.Index[Position->Map]->DeleteMonster( this, true );
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return true;
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}
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// Move a mob (random place)
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void CMonster::Move( )
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{
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Position->destiny = GServer->RandInCircle( Position->source, 5 );
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Position->lastMoveTime = clock();
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//ClearBattle( Battle );
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BEGINPACKET( pak, 0x797 );
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ADDWORD ( pak, clientid );
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ADDWORD ( pak, 0x0000 );//???
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ADDWORD ( pak, Stats->Move_Speed ); //speed
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ADDFLOAT ( pak, Position->destiny.x*100 );
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ADDFLOAT ( pak, Position->destiny.y*100 );
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ADDWORD ( pak, 0xcdcd );
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//ADDBYTE ( pak, 0x01 ); //replaced for AIP
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ADDBYTE ( pak, Stats->stance );
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GServer->SendToVisible(&pak, this);
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}
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// Move a mob (specified point)
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void CMonster::MoveTo( fPoint nPos, bool randcircle )
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{
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if(randcircle) Position->destiny = GServer->RandInCircle( nPos, 5 );
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else Position->destiny = nPos;
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Position->lastMoveTime = clock();
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BEGINPACKET( pak, 0x797 );
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ADDWORD ( pak, clientid );
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ADDWORD ( pak, 0x0000 ); // ???
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ADDWORD ( pak, Stats->Move_Speed );
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ADDFLOAT ( pak, Position->destiny.x*100 );
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ADDFLOAT ( pak, Position->destiny.y*100 );
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ADDWORD ( pak, 0xcdcd );
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//ADDBYTE ( pak, 0x01 ); // replaced for AIP
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ADDBYTE ( pak, Stats->stance);
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GServer->SendToVisible(&pak, this );
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}
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