#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Monster.h"
#include "../Root.h"
#include "../Server.h"
#include "../ClientHandle.h"
#include "../World.h"
#include "../Player.h"
#include "../Defines.h"
#include "../MonsterConfig.h"
#include "../MersenneTwister.h"
#include "../Vector3f.h"
#include "../Vector3i.h"
#include "../Vector3d.h"
#include "../Tracer.h"
// #include "../../iniFile/iniFile.h"
cMonster::cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath)
: super(etMob)
, m_Target(NULL)
, m_bMovingToDestination(false)
, m_DestinationTime( 0 )
, m_Gravity( -9.81f)
, m_bOnGround( false )
, m_DestroyTimer( 0 )
, m_Jump(0)
, m_MobType(a_ProtocolMobType)
, m_SoundHurt(a_SoundHurt)
, m_SoundDeath(a_SoundDeath)
, 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)
{
if (!a_ConfigName.empty())
{
GetMonsterConfig(a_ConfigName);
}
}
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) - GetPosition();
if( Distance.SqrLength() < 2.f )
return true;
return false;
}
void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
{
super::Tick(a_Dt, a_TickRandom);
if (m_Health <= 0)
{
// 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();
}
return;
}
a_Dt /= 1000;
if (m_bMovingToDestination)
{
Vector3f Pos( GetPosition() );
Vector3f Distance = m_Destination - Pos;
if( !ReachedDestination() )
{
Distance.y = 0;
Distance.Normalize();
Distance *= 3;
SetSpeedX( Distance.x );
SetSpeedZ( Distance.z );
if (m_EMState == ESCAPING)
{ //Runs Faster when escaping :D otherwise they just walk away
SetSpeedX (GetSpeedX() * 2.f);
SetSpeedZ (GetSpeedZ() * 2.f);
}
}
else
{
m_bMovingToDestination = false;
}
if( GetSpeed().SqrLength() > 0.f )
{
if( m_bOnGround )
{
Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy();
Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed;
double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z );
if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 )
{
m_bOnGround = false;
SetSpeedY(5.f); // Jump!!
}
}
}
}
HandlePhysics(a_Dt);
BroadcastMovementUpdate();
MoveToCorrectChunk();
Vector3d Distance = m_Destination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
SetRotation( Rotation );
SetPitch( Pitch );
}
switch (m_EMState)
{
case IDLE:
{
// If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt, a_TickRandom);
break;
}
case CHASING:
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt, a_TickRandom);
break;
}
case ESCAPING:
{
InStateEscaping(a_Dt, a_TickRandom);
break;
}
} // switch (m_EMState)
}
//Not used. Will remove later when we implement the AI.
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
|| (m_World->GetWorldAge() - m_TimeLastTeleportPacket > 40) // Send an absolute position every 2 seconds
)
{
// LOGD("Teleported %f", sqrtf(SqrDist) );
m_World->BroadcastTeleportEntity(*this);
m_TimeLastTeleportPacket = m_World->GetWorldAge();
}
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)GetPosX(), (int)GetPosY() -1, (int)GetPosZ() ) == E_BLOCK_AIR )
{
m_bOnGround = false;
}
if( World->GetBlock( (int)GetPosX(), (int)GetPosY(), (int)GetPosZ() ) != E_BLOCK_AIR ) // If in ground itself, push it out
{
m_bOnGround = true;
SetPosY(GetPosY() + 0.2);
m_bDirtyPosition = true;
}
SetSpeedX(GetSpeedX() * 0.7f/(1+a_Dt));
if( fabs(GetSpeedX()) < 0.05 ) SetSpeedX(0);
SetSpeedZ(GetSpeedZ() * 0.7f/(1+a_Dt));
if( fabs(GetSpeedZ()) < 0.05 ) SetSpeedZ(0);
}
if( !m_bOnGround )
{
float Gravity = -9.81f*a_Dt;
SetSpeedY(GetSpeedY() + Gravity);
}
if( GetSpeed().SqrLength() > 0.f )
{
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( GetPosition(), GetSpeed(), 2 );
if( Ret ) // Oh noez! we hit something
{
// Set to hit position
if( (Tracer.RealHit - GetPosition()).SqrLength() <= ( GetSpeed() * a_Dt ).SqrLength() )
{
if( Ret == 1 )
{
if( Tracer.HitNormal.x != 0.f ) SetSpeedX(0.f);
if( Tracer.HitNormal.y != 0.f ) SetSpeedY(0.f);
if( Tracer.HitNormal.z != 0.f ) SetSpeedZ(0.f);
if( Tracer.HitNormal.y > 0 ) // means on ground
{
m_bOnGround = true;
}
}
SetPosition(Tracer.RealHit);
SetPosX(GetPosX() + (Tracer.HitNormal.x * 0.5f));
SetPosZ(GetPosZ() + (Tracer.HitNormal.z * 0.5f));
}
else
SetPosition(GetPosition() + (GetSpeed()*a_Dt));
}
else
{ // We didn't hit anything, so move =]
SetPosition(GetPosition() + (GetSpeed()*a_Dt));
}
m_bDirtyPosition = true;
}
}
void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
super::DoTakeDamage(a_TDI);
if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
if (a_TDI.Attacker != NULL)
{
m_Target = a_TDI.Attacker;
AddReference(m_Target);
}
}
void cMonster::KilledBy(cPawn * a_Killer)
{
super::KilledBy(a_Killer);
if(m_SoundHurt != "") m_World->BroadcastSoundEffect(m_SoundDeath, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
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
{
LOGD("cMonster::SetState(): Invalid state");
ASSERT(!"Invalid state");
}
}
//Checks to see if EventSeePlayer should be fired
//monster sez: Do I see the player
void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
cPlayer * Closest = FindClosestPlayer();
if (Closest != NULL)
{
EventSeePlayer(Closest, a_TickRandom);
}
}
void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom)
{
UNUSED(a_TickRandom);
Vector3f pos;
cTracer LineOfSight(GetWorld());
if (m_Target != NULL)
{
pos = m_Target->GetPosition();
if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length()))
{
EventLosePlayer();
}
}
else
{
EventLosePlayer();
}
}
// What to do if player is seen
// default to change state to chasing
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom)
{
UNUSED(a_TickRandom);
m_Target = a_SeenPlayer;
AddReference( m_Target );
}
void cMonster::EventLosePlayer(void)
{
Dereference(m_Target);
m_Target = 0;
m_EMState = IDLE;
}
// 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
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)((a_TickRandom.randInt() % 11) - 5);
Dist.z = (float)((a_TickRandom.randInt() % 11) - 5);
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
m_Destination.x = (float)(GetPosX() + Dist.x);
m_Destination.z = (float)(GetPosZ() + 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, MTRand & a_TickRandom)
{
UNUSED(a_Dt);
UNUSED(a_TickRandom);
}
// What to do if in Escaping State
void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom)
{
UNUSED(a_Dt);
UNUSED(a_TickRandom);
if (m_Target != NULL)
{
Vector3d newloc = GetPosition();
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(*this);
}
}
// Checks for Players close by and if they are visible return the closest
cPlayer * cMonster::FindClosestPlayer(void)
{
return m_World->FindClosestPlayer(GetPosition(), m_SightDistance);
}
void cMonster::GetMonsterConfig(const AString & a_Name)
{
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_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));
}
}