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-rw-r--r--source/cMonster.cpp252
1 files changed, 146 insertions, 106 deletions
diff --git a/source/cMonster.cpp b/source/cMonster.cpp
index 3c73cae8a..a7c05977e 100644
--- a/source/cMonster.cpp
+++ b/source/cMonster.cpp
@@ -12,11 +12,6 @@
#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"
@@ -60,11 +55,19 @@ cMonster::cMonster()
m_MetaData = NORMAL;
}
+
+
+
+
cMonster::~cMonster()
{
LOG("cMonster::~cMonster()");
}
+
+
+
+
bool cMonster::IsA( const char* a_EntityType )
{
if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
@@ -100,6 +103,10 @@ void cMonster::MoveToPosition( const Vector3f & a_Position )
m_Destination = a_Position;
}
+
+
+
+
bool cMonster::ReachedDestination()
{
Vector3f Distance = (m_Destination) - Vector3f( m_Pos );
@@ -173,7 +180,7 @@ void cMonster::Tick(float a_Dt)
ReplicateMovement();
Vector3f Distance = m_Destination - Vector3f( m_Pos );
- if( Distance.SqrLength() > 0.1f )
+ if (Distance.SqrLength() > 0.1f)
{
float Rotation, Pitch;
Distance.Normalize();
@@ -182,18 +189,22 @@ void cMonster::Tick(float a_Dt)
SetPitch( Pitch );
}
- if(m_EMState == IDLE) { //If enemy passive we ignore checks for player visibility
+ 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
+ if (m_EMState == CHASING)
+ {
+ // If we do not see a player anymore skip chasing action
InStateChasing(a_Dt);
}
- if(m_EMState == ESCAPING) {
+ if (m_EMState == ESCAPING)
+ {
InStateEscaping(a_Dt);
}
-
}
@@ -202,50 +213,38 @@ void cMonster::Tick(float a_Dt)
void cMonster::ReplicateMovement()
{
- if(m_bDirtyOrientation && !m_bDirtyPosition)
+ if (m_bDirtyOrientation && !m_bDirtyPosition)
{
- cPacket_EntityLook EntityLook(*this);
- m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook );
+ m_World->BroadcastEntLook(*this);
m_bDirtyOrientation = false;
}
- if( m_bDirtyPosition )
+ 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;
+ 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
+ (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);
+ // 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 )
+ {
+ // 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 );
+ m_World->BroadcastRelEntMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
+ m_bDirtyOrientation = false;
}
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_World->BroadcastRelEntMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
}
}
m_LastPosX = GetPosX();
@@ -325,6 +324,10 @@ void cMonster::HandlePhysics(float a_Dt)
}
}
+
+
+
+
void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
{
cPawn::TakeDamage( a_Damage, a_Instigator );
@@ -332,96 +335,135 @@ void cMonster::TakeDamage(int a_Damage, cEntity* 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;
+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 char* a_str)
+
+
+
+
+// for debugging
+void cMonster::SetState(const AString & a_State)
{
- std::string str = a_str;
- if(str.compare("Idle") == 0 ) {
+ if (a_State.compare("Idle") == 0)
+ {
m_EMState = IDLE;
- } else if(str.compare("Attacking") == 0 ) {
+ }
+ else if (a_State.compare("Attacking") == 0)
+ {
m_EMState = ATTACKING;
- } else if(str.compare("Chasing") == 0 ) {
+ }
+ else if (a_State.compare("Chasing") == 0)
+ {
m_EMState = CHASING;
- } else {
+ }
+ 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)
+ if (Closest)
{
EventSeePlayer(Closest);
}
}
+
+
+
+
void cMonster::CheckEventLostPlayer()
{
Vector3f pos;
- cTracer LineOfSight(GetWorld() );
+ cTracer LineOfSight(GetWorld());
- if(m_Target != 0) {
+ 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()))
+ if ((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
{
EventLosePlayer();
}
- } else {
+ }
+ else
+ {
EventLosePlayer();
}
}
-//What to do if player is seen
-//default to change state to chasing
+
+
+
+
+// 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(){
+
+
+
+
+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) {
+void cMonster::InStateIdle(float a_Dt)
+{
idle_interval += a_Dt;
- if(idle_interval > 1) { //at this interval the results are predictable
+ 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
+ // 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);
@@ -435,33 +477,35 @@ void cMonster::InStateIdle(float a_Dt) {
}
}
-//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 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) {
+
+
+
+
+// What to do if in Escaping State
+void cMonster::InStateEscaping(float a_Dt)
+{
(void)a_Dt;
- if(m_Target) {
+ 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);
+ else
+ {
+ m_EMState = IDLE; //this shouldnt be required but just to be safe
}
}
@@ -469,28 +513,24 @@ void cMonster::Attack(float a_Dt) {
-#if 0
-// TODO: Implement this debug function inside cWorld instead - the world owns the entities
-void cMonster::ListMonsters()
+// Do attack here
+// a_Dt is passed so we can set attack rate
+void cMonster::Attack(float a_Dt)
{
-
- 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());
-
- }
+ 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);
}
- cRoot::Get()->GetWorld()->UnlockEntities();
}
-#endif
-//Checks for Players close by and if they are visible return the closest
+// 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);
@@ -545,7 +585,7 @@ void cMonster::SetSightDistance(float sd)
-void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, ENUM_ITEM_ID a_Item, short a_ItemHealth)
+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;