From 16f44ab7de445e153d949a611104f9ca1cac265c Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sun, 23 Sep 2012 20:53:08 +0000 Subject: Source files cleanup: Mobs-related files in a separate subfolder, renamed. git-svn-id: http://mc-server.googlecode.com/svn/trunk@883 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Mobs/Monster.cpp | 590 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 590 insertions(+) create mode 100644 source/Mobs/Monster.cpp (limited to 'source/Mobs/Monster.cpp') diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp new file mode 100644 index 000000000..9142bd6a8 --- /dev/null +++ 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 +#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)); + } +} + + + + -- cgit v1.2.3