diff options
Diffstat (limited to 'source/cMonster.cpp')
-rw-r--r-- | source/cMonster.cpp | 1120 |
1 files changed, 560 insertions, 560 deletions
diff --git a/source/cMonster.cpp b/source/cMonster.cpp index 7834b855a..3c73cae8a 100644 --- a/source/cMonster.cpp +++ b/source/cMonster.cpp @@ -1,560 +1,560 @@ -
-#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 "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>
-#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 );
-}
-
-
-
-
-
-cPacket * cMonster::GetSpawnPacket(void) const
-{
- cPacket_SpawnMob * Spawn = new cPacket_SpawnMob;
- 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
- return 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)
-{
- 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)
- {
- cPacket_EntityLook EntityLook(*this);
- m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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 );
- m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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);
- m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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);
- m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove );
- }
- }
- 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";
- 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()
-{
- cPlayer *Closest = FindClosestPlayer();
-
- if(Closest)
- {
- EventSeePlayer(Closest);
- }
-}
-
-void cMonster::CheckEventLostPlayer()
-{
- Vector3f pos;
- cTracer LineOfSight(GetWorld() );
-
- 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()))
- {
- 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;
- //LOG("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) {
- (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
- m_AttackInterval = 0.0;
- ((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this);
- }
-}
-
-
-
-
-
-#if 0
-// TODO: Implement this debug function inside cWorld instead - the world owns the entities
-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();
-}
-#endif
-
-
-
-
-
-//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, ENUM_ITEM_ID 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));
- }
-}
-
-
-
-
+ +#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 "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> +#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 ); +} + + + + + +cPacket * cMonster::GetSpawnPacket(void) const +{ + cPacket_SpawnMob * Spawn = new cPacket_SpawnMob; + 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 + return 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) +{ + 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) + { + cPacket_EntityLook EntityLook(*this); + m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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 ); + m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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); + m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, 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); + m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove ); + } + } + 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"; + 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() +{ + cPlayer *Closest = FindClosestPlayer(); + + if(Closest) + { + EventSeePlayer(Closest); + } +} + +void cMonster::CheckEventLostPlayer() +{ + Vector3f pos; + cTracer LineOfSight(GetWorld() ); + + 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())) + { + 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; + //LOG("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) { + (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 + m_AttackInterval = 0.0; + ((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this); + } +} + + + + + +#if 0 +// TODO: Implement this debug function inside cWorld instead - the world owns the entities +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(); +} +#endif + + + + + +//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, ENUM_ITEM_ID 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)); + } +} + + + + |