diff options
Diffstat (limited to '')
-rw-r--r-- | source/Mobs/Monster.cpp | 96 |
1 files changed, 54 insertions, 42 deletions
diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp index 49f11ebfd..224a16782 100644 --- a/source/Mobs/Monster.cpp +++ b/source/Mobs/Monster.cpp @@ -87,14 +87,15 @@ bool cMonster::ReachedDestination() -void cMonster::Tick(float a_Dt) +void cMonster::Tick(float a_Dt, MTRand & a_TickRandom) { - cPawn::Tick(a_Dt); + super::Tick(a_Dt, a_TickRandom); - if( m_Health <= 0 ) + if (m_Health <= 0) { - m_DestroyTimer += a_Dt/1000; - if( m_DestroyTimer > 1 ) + // The mob is dead, but we're still animating the "puff" they leave when they die + m_DestroyTimer += a_Dt / 1000; + if (m_DestroyTimer > 1) { Destroy(); } @@ -103,7 +104,7 @@ void cMonster::Tick(float a_Dt) a_Dt /= 1000; - if( m_bMovingToDestination ) + if (m_bMovingToDestination) { Vector3f Pos( m_Pos ); Vector3f Distance = m_Destination - Pos; @@ -142,8 +143,6 @@ void cMonster::Tick(float a_Dt) } } - HandlePhysics( a_Dt ); - ReplicateMovement(); Vector3f Distance = m_Destination - Vector3f( m_Pos ); @@ -156,22 +155,28 @@ void cMonster::Tick(float a_Dt) SetPitch( Pitch ); } - if (m_EMState == IDLE) + switch (m_EMState) { - // If enemy passive we ignore checks for player visibility - InStateIdle(a_Dt); - } + case IDLE: + { + // If enemy passive we ignore checks for player visibility + InStateIdle(a_Dt, a_TickRandom); + break; + } - if (m_EMState == CHASING) - { - // If we do not see a player anymore skip chasing action - InStateChasing(a_Dt); - } + case CHASING: + { + // If we do not see a player anymore skip chasing action + InStateChasing(a_Dt, a_TickRandom); + break; + } - if (m_EMState == ESCAPING) - { - InStateEscaping(a_Dt); - } + case ESCAPING: + { + InStateEscaping(a_Dt, a_TickRandom); + break; + } + } // switch (m_EMState) } @@ -366,13 +371,14 @@ void cMonster::SetState(const AString & a_State) //Checks to see if EventSeePlayer should be fired //monster sez: Do I see the player -void cMonster::CheckEventSeePlayer() +void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom) { - cPlayer *Closest = FindClosestPlayer(); + // TODO: Rewrite this to use cWorld's DoWithPlayers() + cPlayer * Closest = FindClosestPlayer(); - if (Closest) + if (Closest != NULL) { - EventSeePlayer(Closest); + EventSeePlayer(Closest, a_TickRandom); } } @@ -380,8 +386,10 @@ void cMonster::CheckEventSeePlayer() -void cMonster::CheckEventLostPlayer() +void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom) { + UNUSED(a_TickRandom); + Vector3f pos; cTracer LineOfSight(GetWorld()); @@ -405,8 +413,10 @@ void cMonster::CheckEventLostPlayer() // What to do if player is seen // default to change state to chasing -void cMonster::EventSeePlayer(cEntity *a_SeenPlayer) +void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom) { + UNUSED(a_TickRandom); + m_Target = a_SeenPlayer; AddReference( m_Target ); } @@ -415,7 +425,7 @@ void cMonster::EventSeePlayer(cEntity *a_SeenPlayer) -void cMonster::EventLosePlayer() +void cMonster::EventLosePlayer(void) { Dereference(m_Target); m_Target = 0; @@ -426,26 +436,25 @@ void cMonster::EventLosePlayer() -//What to do if in Idle State -void cMonster::InStateIdle(float a_Dt) +// What to do if in Idle State +void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom) { idle_interval += a_Dt; if (idle_interval > 1) { // at this interval the results are predictable - MTRand r1; - int rem = r1.randInt()%6 + 1; + int rem = (a_TickRandom.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) + Dist.x = (float)((a_TickRandom.randInt() % 11) - 5); + Dist.z = (float)((a_TickRandom.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 ); + m_Destination.y = (float)GetWorld()->GetHeight((int)m_Destination.x, (int)m_Destination.z) + 1.2f; + MoveToPosition(m_Destination); } } } @@ -456,9 +465,10 @@ void cMonster::InStateIdle(float a_Dt) // What to do if in Chasing State // This state should always be defined in each child class -void cMonster::InStateChasing(float a_Dt) +void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom) { UNUSED(a_Dt); + UNUSED(a_TickRandom); } @@ -466,10 +476,12 @@ void cMonster::InStateChasing(float a_Dt) // What to do if in Escaping State -void cMonster::InStateEscaping(float a_Dt) +void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom) { - (void)a_Dt; - if(m_Target) + UNUSED(a_Dt); + UNUSED(a_TickRandom); + + if (m_Target != NULL) { Vector3d newloc = m_Pos; newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance); @@ -478,7 +490,7 @@ void cMonster::InStateEscaping(float a_Dt) } else { - m_EMState = IDLE; //this shouldnt be required but just to be safe + m_EMState = IDLE; // This shouldnt be required but just to be safe } } |