#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 // rand #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 ); } 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)); } }