Files
ROSS/Src/World Server/Monster.cpp
T
2025-08-11 11:09:09 -05:00

196 lines
6.5 KiB
C++

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