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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-23 22:53:08 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-23 22:53:08 +0200
commit16f44ab7de445e153d949a611104f9ca1cac265c (patch)
tree8abf5a3442a1877855f2c80d9482611a04922683 /source/cMonster.cpp
parentSource files cleanup: WorldStorage-related files in a separate subfolder (diff)
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Diffstat (limited to 'source/cMonster.cpp')
-rw-r--r--source/cMonster.cpp589
1 files changed, 0 insertions, 589 deletions
diff --git a/source/cMonster.cpp b/source/cMonster.cpp
deleted file mode 100644
index 8b1a22bb7..000000000
--- a/source/cMonster.cpp
+++ /dev/null
@@ -1,589 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cMonster.h"
-#include "cRoot.h"
-#include "cServer.h"
-#include "cClientHandle.h"
-#include "cWorld.h"
-#include "cPlayer.h"
-#include "Defines.h"
-#include "cMonsterConfig.h"
-#include "MersenneTwister.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>
-#endif
-
-
-
-
-
-cMonster::cMonster()
- : m_Target(0)
- , m_bMovingToDestination(false)
- , m_DestinationTime( 0 )
- , m_Gravity( -9.81f)
- , 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(1.0f)
- , m_AttackRange(5.0f)
- , m_AttackInterval(0)
- , m_AttackRate(3)
- , idle_interval(0)
-{
- LOG("cMonster::cMonster()");
- LOG("In state: %s", GetState());
-
- m_bBurnable = true;
- m_MetaData = NORMAL;
-}
-
-
-
-
-
-cMonster::~cMonster()
-{
- LOG("cMonster::~cMonster()");
-}
-
-
-
-
-
-bool cMonster::IsA( const char* a_EntityType )
-{
- if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
- return cPawn::IsA( a_EntityType );
-}
-
-
-
-
-
-void cMonster::SpawnOn(cClientHandle & a_Client)
-{
- a_Client.SendSpawnMob(*this);
-}
-
-
-
-
-
-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)
-{
- cPawn::Tick(a_Dt);
-
- if( m_Health <= 0 )
- {
- m_DestroyTimer += a_Dt/1000;
- if( m_DestroyTimer > 1 )
- {
- Destroy();
- }
- return;
- }
-
- 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;
-
- if (m_EMState == ESCAPING)
- { //Runs Faster when escaping :D otherwise they just walk away
- m_Speed.x *= 2.f;
- m_Speed.z *= 2.f;
- }
- }
- 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)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 );
- }
-
- 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);
- }
-}
-
-
-
-
-
-void cMonster::ReplicateMovement()
-{
- if (m_bDirtyOrientation && !m_bDirtyPosition)
- {
- m_World->BroadcastEntLook(*this);
- 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
- )
- {
- // LOGD("Teleported %f", sqrtf(SqrDist) );
- m_World->BroadcastTeleportEntity(*this);
- m_TimeLastTeleportPacket = cWorld::GetTime();
- }
- else
- {
- // Relative move sucks balls! It's always wrong wtf!
- if (m_bDirtyOrientation)
- {
- m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
- m_bDirtyOrientation = false;
- }
- else
- {
- m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
- }
- }
- m_LastPosX = GetPosX();
- m_LastPosY = GetPosY();
- m_LastPosZ = GetPosZ();
- m_bDirtyPosition = false;
- }
-
- MoveToCorrectChunk();
-}
-
-
-
-
-
-void cMonster::HandlePhysics(float a_Dt)
-{
- if( m_bOnGround ) // check if it's still on the ground
- {
- cWorld* World = 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( 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 * 0.2f;
-
- }
- 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 );
-}
-
-
-
-
-
-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";
- case ATTACKING: return "Attacking";
- case CHASING: return "Chasing";
- default: return "Unknown";
- }
-}
-
-
-
-
-
-// for debugging
-void cMonster::SetState(const AString & a_State)
-{
- if (a_State.compare("Idle") == 0)
- {
- m_EMState = IDLE;
- }
- else if (a_State.compare("Attacking") == 0)
- {
- m_EMState = ATTACKING;
- }
- else if (a_State.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()
-{
- cPlayer *Closest = FindClosestPlayer();
-
- if (Closest)
- {
- EventSeePlayer(Closest);
- }
-}
-
-
-
-
-
-void cMonster::CheckEventLostPlayer()
-{
- Vector3f pos;
- cTracer LineOfSight(GetWorld());
-
- if (m_Target != NULL)
- {
- pos = m_Target->GetPosition();
- if ((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
- {
- EventLosePlayer();
- }
- }
- else
- {
- 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 );
-}
-
-
-
-
-
-void cMonster::EventLosePlayer()
-{
- Dereference(m_Target);
- m_Target = 0;
- 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
- MTRand r1;
- int rem = r1.randInt()%6 + 1;
- // LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem);
- idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds
- Vector3f Dist;
- Dist.x = (float)((r1.randInt()%11)-5);
- Dist.z = (float)((r1.randInt()%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)GetWorld()->GetHeight( (int)m_Destination.x, (int)m_Destination.z ) + 1.2f;
- MoveToPosition( m_Destination );
- }
- }
-}
-
-
-
-
-
-// What to do if in Chasing State
-// This state should always be defined in each child class
-void cMonster::InStateChasing(float a_Dt)
-{
- UNUSED(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 != NULL) && (m_AttackInterval > 3.0))
- {
- // Setting this higher gives us more wiggle room for attackrate
- m_AttackInterval = 0.0;
- ((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage, this);
- }
-}
-
-
-
-
-
-// Checks for Players close by and if they are visible return the closest
-cPlayer * cMonster::FindClosestPlayer(void)
-{
- return m_World->FindClosestPlayer(m_Pos, m_SightDistance);
-}
-
-
-
-
-
-void cMonster::GetMonsterConfig(const char* pm_name)
-{
- cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, 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;
-}
-
-
-
-
-
-void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
-{
- MTRand r1;
- int Count = r1.randInt() % (a_Max + 1 - a_Min) + a_Min;
- if (Count > 0)
- {
- a_Drops.push_back(cItem(a_Item, Count, a_ItemHealth));
- }
-}
-
-
-
-