From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cMonster.cpp | 1120 +++++++++++++++++++++++++-------------------------- 1 file changed, 560 insertions(+), 560 deletions(-) (limited to 'source/cMonster.cpp') 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 // rand - #include -#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 // rand + #include +#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)); + } +} + + + + -- cgit v1.2.3