4cebaa99f8
Now it is stored in two values - WorldAge (only incremented, plugins cannot change) and TimeOfDay (plugins can change). Since sub-tick precision is needed in Tick(), we store it both as number of seconds (double) and number of ticks (Int64) is calculated off of that. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1022 0a769ca7-a7f5-676a-18bf-c427514a06d6
592 lines
10 KiB
C++
592 lines
10 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 "../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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/*
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#ifndef _WIN32
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#include <unistd.h>
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#endif
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*/
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cMonster::cMonster()
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: m_Target(0)
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, m_bMovingToDestination(false)
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, m_DestinationTime( 0 )
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, m_Gravity( -9.81f)
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, m_bOnGround( false )
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, m_DestroyTimer( 0 )
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, m_Jump(0)
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, m_MobType( 0 )
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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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LOGD("cMonster::cMonster()");
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LOGD("In state: %s", GetState());
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m_bBurnable = true;
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m_MetaData = NORMAL;
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}
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cMonster::~cMonster()
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{
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LOGD("cMonster::~cMonster()");
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}
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bool cMonster::IsA( const char* a_EntityType )
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{
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if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
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return cPawn::IsA( a_EntityType );
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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) - Vector3f( m_Pos );
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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)
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{
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cPawn::Tick(a_Dt);
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if( m_Health <= 0 )
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{
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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();
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}
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return;
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}
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a_Dt /= 1000;
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if( m_bMovingToDestination )
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{
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Vector3f Pos( m_Pos );
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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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m_Speed.x = Distance.x;
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m_Speed.z = 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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m_Speed.x *= 2.f;
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m_Speed.z *= 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( m_Speed.SqrLength() > 0.f )
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{
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if( m_bOnGround )
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{
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Vector3f NormSpeed = m_Speed.NormalizeCopy();
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Vector3f NextBlock = Vector3f( m_Pos ) + NormSpeed;
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double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z );
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if( NextHeight > m_Pos.y - 1.2 && NextHeight - m_Pos.y < 2.5 )
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{
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m_bOnGround = false;
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m_Speed.y = 7.f; // Jump!!
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}
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}
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}
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}
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HandlePhysics( a_Dt );
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ReplicateMovement();
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Vector3f Distance = m_Destination - Vector3f( m_Pos );
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if (Distance.SqrLength() > 0.1f)
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{
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float 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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SetRotation( Rotation );
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SetPitch( Pitch );
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}
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if (m_EMState == 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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}
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if (m_EMState == 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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}
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if (m_EMState == ESCAPING)
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{
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InStateEscaping(a_Dt);
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}
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}
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void cMonster::ReplicateMovement()
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{
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if (m_bDirtyOrientation && !m_bDirtyPosition)
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{
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m_World->BroadcastEntLook(*this);
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m_bDirtyOrientation = false;
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}
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if (m_bDirtyPosition)
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{
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float DiffX = (float)(GetPosX() - m_LastPosX);
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float DiffY = (float)(GetPosY() - m_LastPosY);
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float DiffZ = (float)(GetPosZ() - m_LastPosZ);
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float SqrDist = DiffX * DiffX + DiffY * DiffY + DiffZ * DiffZ;
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if (
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(SqrDist > 4 * 4) // 4 blocks is max Relative Move
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|| (m_World->GetWorldAge() - m_TimeLastTeleportPacket > 40) // Send an absolute position every 2 seconds
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)
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{
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// LOGD("Teleported %f", sqrtf(SqrDist) );
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m_World->BroadcastTeleportEntity(*this);
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m_TimeLastTeleportPacket = m_World->GetWorldAge();
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}
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else
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{
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// Relative move sucks balls! It's always wrong wtf!
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if (m_bDirtyOrientation)
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{
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m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
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m_bDirtyOrientation = false;
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}
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else
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{
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m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
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}
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}
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m_LastPosX = GetPosX();
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m_LastPosY = GetPosY();
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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}
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MoveToCorrectChunk();
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}
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void cMonster::HandlePhysics(float a_Dt)
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{
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if( m_bOnGround ) // check if it's still on the ground
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{
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cWorld* World = GetWorld();
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if( World->GetBlock( (int)m_Pos.x, (int)m_Pos.y -1, (int)m_Pos.z ) == E_BLOCK_AIR )
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{
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m_bOnGround = false;
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}
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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
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{
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m_bOnGround = true;
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m_Pos.y += 0.2;
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m_bDirtyPosition = true;
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}
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m_Speed.x *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed.x) < 0.05 ) m_Speed.x = 0;
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m_Speed.z *= 0.7f/(1+a_Dt);
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if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
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}
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if( !m_bOnGround )
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{
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float Gravity = -9.81f*a_Dt;
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m_Speed.y += Gravity;
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}
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if( m_Speed.SqrLength() > 0.f )
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{
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( m_Pos, m_Speed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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// Set to hit position
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if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_Speed * a_Dt ).SqrLength() )
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{
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if( Ret == 1 )
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{
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if( Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f;
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if( Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f;
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if( Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f;
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if( Tracer.HitNormal.y > 0 ) // means on ground
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{
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m_bOnGround = true;
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}
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}
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m_Pos = Tracer.RealHit;
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m_Pos += Tracer.HitNormal * 0.2f;
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}
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else
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m_Pos += m_Speed*a_Dt;
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}
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else
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{ // We didn't hit anything, so move =]
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m_Pos += m_Speed*a_Dt;
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}
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m_bDirtyPosition = true;
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}
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}
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void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
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{
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cPawn::TakeDamage( a_Damage, a_Instigator );
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m_Target = a_Instigator;
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AddReference( m_Target );
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}
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void cMonster::KilledBy( cEntity* a_Killer )
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{
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cPawn::KilledBy( a_Killer );
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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()
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{
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cPlayer *Closest = FindClosestPlayer();
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if (Closest)
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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()
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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 - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).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()
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{
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Dereference(m_Target);
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m_Target = 0;
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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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MTRand r1;
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int rem = r1.randInt()%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)((r1.randInt()%11)-5);
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Dist.z = (float)((r1.randInt()%11)-5);
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if( Dist.SqrLength() > 2 && rem >= 3)
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{
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m_Destination.x = (float)(m_Pos.x + Dist.x);
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m_Destination.z = (float)(m_Pos.z + Dist.z);
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m_Destination.y = (float)GetWorld()->GetHeight( (int)m_Destination.x, (int)m_Destination.z ) + 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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// 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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(void)a_Dt;
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if(m_Target)
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{
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Vector3d newloc = m_Pos;
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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((int)m_AttackDamage, 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(m_Pos, m_SightDistance);
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}
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void cMonster::GetMonsterConfig(const char* pm_name)
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{
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cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, pm_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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