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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-23 22:53:08 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-23 22:53:08 +0200
commit16f44ab7de445e153d949a611104f9ca1cac265c (patch)
tree8abf5a3442a1877855f2c80d9482611a04922683 /source/Mobs/Monster.cpp
parentSource files cleanup: WorldStorage-related files in a separate subfolder (diff)
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Diffstat (limited to 'source/Mobs/Monster.cpp')
-rw-r--r--source/Mobs/Monster.cpp590
1 files changed, 590 insertions, 0 deletions
diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp
new file mode 100644
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+++ b/source/Mobs/Monster.cpp
@@ -0,0 +1,590 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Monster.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 "../Vector3f.h"
+#include "../Vector3i.h"
+#include "../Vector3d.h"
+
+#include "../cTracer.h"
+#include "../../iniFile/iniFile.h"
+
+/*
+#ifndef _WIN32
+ #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 );
+}
+
+
+
+
+
+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) - 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->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)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));
+ }
+}
+
+
+
+