summaryrefslogtreecommitdiffstats
path: root/source/cMonster.cpp
diff options
context:
space:
mode:
authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cMonster.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
downloadcuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.tar
cuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.tar.gz
cuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.tar.bz2
cuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.tar.lz
cuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.tar.xz
cuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.tar.zst
cuberite-92c59963f82f81aa3202657e7fdbb2592924ede3.zip
Diffstat (limited to '')
-rw-r--r--source/cMonster.cpp1120
1 files changed, 560 insertions, 560 deletions
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 <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)
- {
- 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 <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)
+ {
+ 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));
+ }
+}
+
+
+
+