#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 "cPickup.h" #include "cItem.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 #include #endif #include 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 = 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)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 = 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 = 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 * 0.2; } 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(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)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 = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ); char bblock = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y +1, (int)m_Pos->z ); if(m_FireDamageInterval > 1) { m_FireDamageInterval = 0; 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; TakeDamage(6, this); }else{ TakeDamage(1, this); } if(m_BurnPeriod > 8) { cChunk* InChunk = 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 = GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ); char bblock = 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 = 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; } void cMonster::DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count) { if(a_Count > 0) { cPickup* Pickup = new cPickup( (int)(m_Pos->x*32), (int)(m_Pos->y*32), (int)(m_Pos->z*32), cItem( a_Item, (char) a_Count ) ); Pickup->Initialize( GetWorld() ); } } void cMonster::RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max) { return cMonster::DropItem(a_Item, rand() % (a_Max + 1) + a_Min); }