2786ad306a
git-svn-id: http://mc-server.googlecode.com/svn/trunk@424 0a769ca7-a7f5-676a-18bf-c427514a06d6
568 lines
13 KiB
C++
568 lines
13 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 "cMonster.h"
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#include "cRoot.h"
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#include "cServer.h"
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#include "cClientHandle.h"
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#include "cWorld.h"
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#include "cPlayer.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include "cPickup.h"
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#include "cItem.h"
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#include "cMonsterConfig.h"
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#include "MersenneTwister.h"
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#include "packets/cPacket_SpawnMob.h"
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#include "packets/cPacket_EntityLook.h"
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#include "packets/cPacket_TeleportEntity.h"
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#include "packets/cPacket_RelativeEntityMoveLook.h"
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#include "packets/cPacket_RelativeEntityMove.h"
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#include "packets/cPacket_Metadata.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 "cTracer.h"
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#include "../iniFile/iniFile.h"
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#ifndef _WIN32
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#include <cstdlib> // rand
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#include <unistd.h>
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#endif
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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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LOG("cMonster::cMonster()");
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LOG("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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LOG("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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cPacket * cMonster::GetSpawnPacket(void) const
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{
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cPacket_SpawnMob * Spawn = new cPacket_SpawnMob;
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Spawn->m_UniqueID = GetUniqueID();
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Spawn->m_Type = m_MobType;
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*Spawn->m_Pos = ((Vector3i)(m_Pos)) * 32;
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Spawn->m_Yaw = 0;
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Spawn->m_Pitch = 0;
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Spawn->m_MetaDataSize = 1;
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Spawn->m_MetaData = new char[Spawn->m_MetaDataSize];
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Spawn->m_MetaData[0] = 0x7f; // not on fire/crouching/riding
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return Spawn;
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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) { //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) { //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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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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cPacket_EntityLook EntityLook(*this);
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook );
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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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|| (cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
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)
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{
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//LOG("Teleported %f", sqrtf(SqrDist) );
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cPacket_TeleportEntity TeleportEntity( this );
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity);
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m_TimeLastTeleportPacket = cWorld::GetTime();
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}
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else
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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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cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
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RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
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RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
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RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
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RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
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RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
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RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMoveLook );
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}
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else
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{
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cPacket_RelativeEntityMove RelativeEntityMove;
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RelativeEntityMove.m_UniqueID = GetUniqueID();
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RelativeEntityMove.m_MoveX = (char)(DiffX*32);
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RelativeEntityMove.m_MoveY = (char)(DiffY*32);
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RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove );
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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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switch(m_EMState) {
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case IDLE:
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return "Idle";
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break;
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case ATTACKING:
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return "Attacking";
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break;
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case CHASING:
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return "Chasing";
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break;
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default:
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return "Unknown";
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break;
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}
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}
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//for debugging
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void cMonster::SetState(const char* a_str)
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{
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std::string str = a_str;
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if(str.compare("Idle") == 0 ) {
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m_EMState = IDLE;
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} else if(str.compare("Attacking") == 0 ) {
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m_EMState = ATTACKING;
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} else if(str.compare("Chasing") == 0 ) {
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m_EMState = CHASING;
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} else {
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printf("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 != 0) {
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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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} else {
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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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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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idle_interval += a_Dt;
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if(idle_interval > 1) { //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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//LOG("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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(void)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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(void)a_Dt;
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if(m_Target) {
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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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} else {
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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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m_AttackInterval += a_Dt * m_AttackRate;
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if(m_Target != 0 && m_AttackInterval > 3.0) { //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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#if 0
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// TODO: Implement this debug function inside cWorld instead - the world owns the entities
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void cMonster::ListMonsters()
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{
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cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities();
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cRoot::Get()->GetWorld()->LockEntities();
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for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) {
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if((*itr)->GetEntityType() == cEntity::E_ENTITY){
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LOG("In state: %s type: %i attack rate: %i",((cMonster *)(*itr))->GetState(), ((cMonster *)(*itr))->GetMobType(),((cMonster *)(*itr))->GetAttackRate());
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}
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}
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cRoot::Get()->GetWorld()->UnlockEntities();
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}
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#endif
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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::DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count)
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{
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if (a_Count > 0)
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{
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cPickup * Pickup = new cPickup( (int)(m_Pos.x * 32), (int)(m_Pos.y * 32), (int)(m_Pos.z * 32), cItem( a_Item, (char) a_Count ) );
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Pickup->Initialize( GetWorld() );
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}
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}
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void cMonster::RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max)
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{
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MTRand r1;
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return cMonster::DropItem(a_Item, r1.randInt() % (a_Max + 1 - a_Min) + a_Min);
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} |