476 lines
8.3 KiB
C++
476 lines
8.3 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Monster.h"
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#include "../Root.h"
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#include "../Server.h"
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#include "../ClientHandle.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../Defines.h"
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#include "../MonsterConfig.h"
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#include "../MersenneTwister.h"
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#include "../Vector3f.h"
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#include "../Vector3i.h"
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#include "../Vector3d.h"
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#include "../Tracer.h"
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// #include "../../iniFile/iniFile.h"
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cMonster::cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
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: super(etMob, a_Width, a_Height)
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, m_Target(NULL)
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, m_bMovingToDestination(false)
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, m_DestinationTime( 0 )
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, m_DestroyTimer( 0 )
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, m_Jump(0)
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, m_MobType(a_ProtocolMobType)
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, m_SoundHurt(a_SoundHurt)
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, m_SoundDeath(a_SoundDeath)
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, m_EMState(IDLE)
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, m_SightDistance(25)
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, m_SeePlayerInterval (0)
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, m_EMPersonality(AGGRESSIVE)
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, m_AttackDamage(1.0f)
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, m_AttackRange(5.0f)
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, m_AttackInterval(0)
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, m_AttackRate(3)
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, idle_interval(0)
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{
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if (!a_ConfigName.empty())
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{
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GetMonsterConfig(a_ConfigName);
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}
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}
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void cMonster::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnMob(*this);
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}
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void cMonster::MoveToPosition( const Vector3f & a_Position )
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{
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m_bMovingToDestination = true;
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m_Destination = a_Position;
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}
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bool cMonster::ReachedDestination()
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{
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Vector3f Distance = (m_Destination) - GetPosition();
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if( Distance.SqrLength() < 2.f )
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return true;
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return false;
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}
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void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (m_Health <= 0)
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{
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// The mob is dead, but we're still animating the "puff" they leave when they die
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m_DestroyTimer += a_Dt / 1000;
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if (m_DestroyTimer > 1)
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{
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Destroy(true);
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}
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return;
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}
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HandlePhysics(a_Dt,a_Chunk);
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BroadcastMovementUpdate();
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a_Dt /= 1000;
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if (m_bMovingToDestination)
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{
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Vector3f Pos( GetPosition() );
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Vector3f Distance = m_Destination - Pos;
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if( !ReachedDestination() )
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{
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Distance.y = 0;
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Distance.Normalize();
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Distance *= 3;
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SetSpeedX( Distance.x );
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SetSpeedZ( Distance.z );
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if (m_EMState == ESCAPING)
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{ //Runs Faster when escaping :D otherwise they just walk away
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SetSpeedX (GetSpeedX() * 2.f);
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SetSpeedZ (GetSpeedZ() * 2.f);
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}
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}
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else
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{
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m_bMovingToDestination = false;
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}
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if( GetSpeed().SqrLength() > 0.f )
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{
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if( m_bOnGround )
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{
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Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy();
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Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed;
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int NextHeight;
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if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight))
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{
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// The chunk at NextBlock is not loaded
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return;
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}
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if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 )
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{
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m_bOnGround = false;
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SetSpeedY(5.f); // Jump!!
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}
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}
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}
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}
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Vector3d Distance = m_Destination - GetPosition();
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if (Distance.SqrLength() > 0.1f)
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{
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double Rotation, Pitch;
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Distance.Normalize();
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VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
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SetHeadYaw (Rotation);
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SetRotation( Rotation );
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SetPitch( -Pitch );
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}
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switch (m_EMState)
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{
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case IDLE:
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{
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// If enemy passive we ignore checks for player visibility
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InStateIdle(a_Dt);
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break;
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}
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case CHASING:
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{
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// If we do not see a player anymore skip chasing action
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InStateChasing(a_Dt);
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break;
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}
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case ESCAPING:
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{
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InStateEscaping(a_Dt);
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break;
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}
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} // switch (m_EMState)
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}
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void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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super::DoTakeDamage(a_TDI);
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if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
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if (a_TDI.Attacker != NULL)
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{
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m_Target = a_TDI.Attacker;
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AddReference(m_Target);
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}
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}
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void cMonster::KilledBy(cEntity * a_Killer)
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{
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super::KilledBy(a_Killer);
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if (m_SoundHurt != "")
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{
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m_World->BroadcastSoundEffect(m_SoundDeath, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
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}
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m_DestroyTimer = 0;
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}
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//----State Logic
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const char *cMonster::GetState()
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{
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switch(m_EMState)
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{
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case IDLE: return "Idle";
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case ATTACKING: return "Attacking";
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case CHASING: return "Chasing";
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default: return "Unknown";
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}
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}
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// for debugging
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void cMonster::SetState(const AString & a_State)
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{
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if (a_State.compare("Idle") == 0)
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{
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m_EMState = IDLE;
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}
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else if (a_State.compare("Attacking") == 0)
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{
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m_EMState = ATTACKING;
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}
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else if (a_State.compare("Chasing") == 0)
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{
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m_EMState = CHASING;
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}
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else
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{
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LOGD("cMonster::SetState(): Invalid state");
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ASSERT(!"Invalid state");
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}
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}
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//Checks to see if EventSeePlayer should be fired
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//monster sez: Do I see the player
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void cMonster::CheckEventSeePlayer(void)
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{
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// TODO: Rewrite this to use cWorld's DoWithPlayers()
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cPlayer * Closest = FindClosestPlayer();
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if (Closest != NULL)
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{
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EventSeePlayer(Closest);
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}
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}
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void cMonster::CheckEventLostPlayer(void)
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{
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Vector3f pos;
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cTracer LineOfSight(GetWorld());
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if (m_Target != NULL)
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{
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pos = m_Target->GetPosition();
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if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length()))
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{
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EventLosePlayer();
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}
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}
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else
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{
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EventLosePlayer();
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}
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}
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// What to do if player is seen
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// default to change state to chasing
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void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
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{
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m_Target = a_SeenPlayer;
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AddReference(m_Target);
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}
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void cMonster::EventLosePlayer(void)
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{
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Dereference(m_Target);
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m_Target = NULL;
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m_EMState = IDLE;
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}
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// What to do if in Idle State
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void cMonster::InStateIdle(float a_Dt)
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{
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idle_interval += a_Dt;
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if (idle_interval > 1)
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{
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// at this interval the results are predictable
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int rem = m_World->GetTickRandomNumber(6) + 1;
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// LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem);
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idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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Vector3f Dist;
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Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5);
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Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5);
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if ((Dist.SqrLength() > 2) && (rem >= 3))
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{
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m_Destination.x = (float)(GetPosX() + Dist.x);
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m_Destination.z = (float)(GetPosZ() + Dist.z);
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int PosY;
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if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY))
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{
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m_Destination.y = (float)PosY + 1.2f;
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MoveToPosition(m_Destination);
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}
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}
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}
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}
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// What to do if in Chasing State
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// This state should always be defined in each child class
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void cMonster::InStateChasing(float a_Dt)
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{
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UNUSED(a_Dt);
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}
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// What to do if in Escaping State
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void cMonster::InStateEscaping(float a_Dt)
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{
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UNUSED(a_Dt);
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if (m_Target != NULL)
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{
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Vector3d newloc = GetPosition();
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newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
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newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
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MoveToPosition(newloc);
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}
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else
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{
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m_EMState = IDLE; // This shouldnt be required but just to be safe
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}
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}
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// Do attack here
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// a_Dt is passed so we can set attack rate
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void cMonster::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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m_AttackInterval = 0.0;
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((cPawn *)m_Target)->TakeDamage(*this);
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}
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}
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// Checks for Players close by and if they are visible return the closest
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cPlayer * cMonster::FindClosestPlayer(void)
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{
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return m_World->FindClosestPlayer(GetPosition(), m_SightDistance);
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}
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void cMonster::GetMonsterConfig(const AString & a_Name)
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{
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cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
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}
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void cMonster::SetAttackRate(int ar)
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{
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m_AttackRate = (float)ar;
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}
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void cMonster::SetAttackRange(float ar)
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{
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m_AttackRange = ar;
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}
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void cMonster::SetAttackDamage(float ad)
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{
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m_AttackDamage = ad;
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}
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void cMonster::SetSightDistance(float sd)
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{
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m_SightDistance = sd;
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}
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void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
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{
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MTRand r1;
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int Count = r1.randInt() % (a_Max + 1 - a_Min) + a_Min;
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if (Count > 0)
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{
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a_Drops.push_back(cItem(a_Item, Count, a_ItemHealth));
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}
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}
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