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author | faketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2011-10-03 20:41:19 +0200 |
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committer | faketruth <faketruth@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2011-10-03 20:41:19 +0200 |
commit | 386d58b5862d8b76925c6523721594887606e82a (patch) | |
tree | ef073e7a843f4b75a4008d4b7383f7cdf08ceee5 /source/cMonster.cpp | |
parent | Visual Studio 2010 solution and project files (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/cMonster.cpp | 609 |
1 files changed, 609 insertions, 0 deletions
diff --git a/source/cMonster.cpp b/source/cMonster.cpp new file mode 100644 index 000000000..63ef1d862 --- /dev/null +++ b/source/cMonster.cpp @@ -0,0 +1,609 @@ +#include "cMonster.h"
+#include "cRoot.h"
+#include "cServer.h"
+#include "cClientHandle.h"
+#include "cWorld.h"
+#include "cMCLogger.h"
+#include "cChunk.h"
+#include "cPlayer.h"
+#include "BlockID.h"
+#include "Defines.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>
+#include <string.h>
+#endif
+
+#include <string>
+
+
+cMonster::cMonster()
+ : m_Target(0)
+ , m_Destination( new Vector3f() )
+ , m_bMovingToDestination(false)
+ , m_Speed( new Vector3f() )
+ , m_DestinationTime( 0 )
+ , m_Gravity( -9.81 )
+ , 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(1.0)
+ ,m_AttackRange(5.0)
+ ,m_AttackInterval(0)
+ ,m_AttackRate(3)
+ ,m_bPassiveAggressive(false)
+ ,idle_interval(0)
+ ,m_bBurnable(true)
+ ,m_EMMetaState(NORMAL)
+ ,m_FireDamageInterval(0)
+ ,m_BurnPeriod(0)
+{
+ LOG("cMonster::cMonster()");
+ LOG("In state: %s",GetState());
+ m_Health = 10;
+
+ int RandVal = rand() % 4;
+ if( RandVal == 0 )
+ m_MobType = 90; // Pig
+ else if( RandVal == 1 )
+ m_MobType = 91; // Sheep
+ else if( RandVal == 2 )
+ m_MobType = 92; // Cow
+ else
+ m_MobType = 93; // Hen
+}
+
+cMonster::~cMonster()
+{
+
+ LOG("cMonster::~cMonster()");
+ delete m_Destination;
+ delete m_Speed;
+}
+
+bool cMonster::IsA( const char* a_EntityType )
+{
+ //LOG("IsA( cMonster ) : %s", a_EntityType);
+ if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
+ return cPawn::IsA( a_EntityType );
+}
+
+void cMonster::SpawnOn( cClientHandle* a_Target )
+{
+ LOG("Spawn monster on client");
+ cPacket_SpawnMob Spawn;
+ 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
+ //Spawn.m_MetaData[1] = 0x7f; // terminator
+ if( a_Target == 0 )
+ {
+ cChunk* Chunk = cRoot::Get()->GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
+ Chunk->Broadcast( Spawn );
+ }
+ else
+ {
+ a_Target->Send( 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)
+{
+ if( m_Health <= 0 )
+ {
+ m_DestroyTimer += a_Dt/1000;
+ if( m_DestroyTimer > 1 )
+ {
+ Destroy();
+ }
+ return;
+ }
+
+ //a_Dt/=1000;
+ 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;
+ }
+ 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)cRoot::Get()->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 );
+ }
+
+ CheckMetaDataBurn(); //Check to see if Enemy should burn based on block they are on
+
+ if(m_EMMetaState == BURNING) {
+ InStateBurning(a_Dt);
+ }
+
+ 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);
+ }
+
+ m_SeePlayerInterval += a_Dt;
+ if(m_SeePlayerInterval > 1) {
+ int rem = rand()%3 + 1; //check most of the time but miss occasionally
+ //LOG("See Player Interval: %3.3f",m_SeePlayerInterval);
+ m_SeePlayerInterval = 0.0;
+ if(rem >= 2) {
+ if(m_EMState == IDLE && m_EMPersonality != PASSIVE) {
+ CheckEventSeePlayer();
+ return;
+ }
+ if(m_EMState == CHASING || m_EMState == ESCAPING){
+ CheckEventLostPlayer();
+ return;
+ }
+ }
+ }
+
+
+}
+
+void cMonster::ReplicateMovement()
+{
+ cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
+ if( !InChunk ) return;
+
+ if(m_bDirtyOrientation && !m_bDirtyPosition)
+ {
+ cPacket_EntityLook EntityLook( this );
+ InChunk->Broadcast( 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 );
+ InChunk->Broadcast( 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);
+ InChunk->Broadcast( 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);
+ InChunk->Broadcast( RelativeEntityMove );
+ }
+ }
+ m_LastPosX = GetPosX();
+ m_LastPosY = GetPosY();
+ m_LastPosZ = GetPosZ();
+ m_bDirtyPosition = false;
+ }
+}
+
+void cMonster::HandlePhysics(float a_Dt)
+{
+ if( m_bOnGround ) // check if it's still on the ground
+ {
+ cWorld* World = cRoot::Get()->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( cRoot::Get()->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 * 0.2;
+
+ }
+ 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 );
+ if(m_EMPersonality == AGGRESSIVE) {
+ m_EMState = CHASING;
+ }
+ if(m_EMPersonality == COWARDLY || m_EMPersonality == PASSIVE) {
+ //m_bPassiveAggressive can be set so if the monster based on time of day for example
+ //so the monster will only attack if provoked
+ m_EMState = (m_bPassiveAggressive)? CHASING : ESCAPING;
+ }
+ //LOG("Take damage");
+}
+
+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() {
+
+ //LOG("Checking if I see any players");
+ cMonster::ListClosePlayers(this);
+
+}
+
+void cMonster::CheckEventLostPlayer() {
+ Vector3f pos;
+ cTracer LineOfSight(cRoot::Get()->GetWorld() );
+
+ //LOG("Checking if I lost my enemy");
+ 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())){
+ //LOG("Losing Player: %5.5f",(pos - *m_Pos).Length());
+ EventLosePlayer();
+ }
+ } else {
+ LOG("Enemy went poof");
+ 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 );
+ if(m_EMPersonality == AGGRESSIVE) {
+ m_EMState = CHASING;
+ }
+ if(m_EMPersonality == COWARDLY) {
+ m_EMState = ESCAPING;
+ }
+ //LOG("Saw Player: %s",GetState());
+}
+
+void cMonster::EventLosePlayer(){
+ Dereference(m_Target);
+ m_Target = 0;
+ //LOG("Lost Player");
+ 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
+ int rem = rand()%6 + 1;
+ //LOG("Moving: int: %3.3f rem: %i",idle_interval,rem);
+ idle_interval = 0;
+ Vector3f Dist;
+ Dist.x = (float)((rand()%11)-5);
+ Dist.z = (float)((rand()%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)cRoot::Get()->GetWorld()->GetHeight( (int)m_Destination->x, (int)m_Destination->z ) + 1.2f;
+ MoveToPosition( *m_Destination );
+ }
+ }
+}
+
+//What to do if On fire
+void cMonster::InStateBurning(float a_Dt) {
+ m_FireDamageInterval += a_Dt;
+ char block = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
+ char bblock = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z );
+ if(m_FireDamageInterval > 1) {
+
+ m_FireDamageInterval = 0;
+ int rem = rand()%3 + 1; //Burn most of the time
+ if(rem >= 2) {
+ //printf("OUCH burning!!!\n");
+ TakeDamage(1, this);
+ }
+ m_BurnPeriod++;
+ if(block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
+ || bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)
+ m_BurnPeriod = 0;
+
+ if(m_BurnPeriod > 5) {
+
+ cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
+ m_EMMetaState = NORMAL;
+ cPacket_Metadata md(NORMAL, GetUniqueID());
+ //md.m_UniqueID = GetUniqueID();
+ InChunk->Broadcast(md);
+ m_BurnPeriod = 0;
+
+ }
+ }
+
+}
+
+//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
+ //LOG("ATTACK!");
+ m_AttackInterval = 0.0;
+ ((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this);
+ }
+}
+//----Change Entity MetaData
+void cMonster::CheckMetaDataBurn() {
+ char block = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z );
+ char bblock = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z );
+ if(m_bBurnable && m_EMMetaState != BURNING && (block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE
+ || bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)) {
+ cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
+ if(!InChunk)
+ return;
+ //printf("I should burn");
+ m_EMMetaState = BURNING;
+ cPacket_Metadata md(BURNING,GetUniqueID());
+ InChunk->Broadcast(md);
+ }
+}
+
+//----Debug
+
+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();
+}
+
+//Checks for Players close by and if they are visible
+void cMonster::ListClosePlayers(cMonster *m) {
+ int tries = 0;
+ cTracer LineOfSight(cRoot::Get()->GetWorld() );
+ cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities();
+ for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) {
+ tries++;
+ if((*itr)->GetEntityType() == cEntity::E_PLAYER){
+ Vector3f pos = (*itr)->GetPosition();
+ if((pos - *(m->m_Pos)).Length() <= m->m_SightDistance){
+ if(!LineOfSight.Trace(*(m->m_Pos),(pos - *(m->m_Pos)),(int)(pos - *(m->m_Pos)).Length())){
+ //LOG("I SEE PLAYER !!!!!!!!!!!!!!!!!");
+ m->EventSeePlayer(*itr);
+ return; //get the first one in sight later we can reiterate and check
+ //for the closest out of all that match and make it more realistic
+
+ }
+ }
+
+ }
+ if(tries > 100) {
+ //LOG("I Give Up");
+ m->EventLosePlayer();
+ return;
+ }
+ }
+}
+
+void cMonster::GetMonsterConfig(const char* pm_name) {
+ (void)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;
+}
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