#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 "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)
{
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
|| (cWorld::GetTime() - m_TimeLastTeleportPacket > 2) // Send an absolute position every 2 seconds
)
{
// LOGD("Teleported %f", sqrtf(SqrDist) );
m_World->BroadcastTeleportEntity(*this);
m_TimeLastTeleportPacket = cWorld::GetTime();
}
else
{
// Relative move sucks balls! It's always wrong wtf!
if (m_bDirtyOrientation)
{
m_World->BroadcastRelEntMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
m_bDirtyOrientation = false;
}
else
{
m_World->BroadcastRelEntMove(*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)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";
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
{
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 != NULL)
{
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;
// 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)
{
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)
{
UNUSED(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 != NULL) && (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);
}
}
// 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, 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));
}
}