#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Monster.h" #include "../Root.h" #include "../Server.h" #include "../ClientHandle.h" #include "../World.h" #include "../Entities/Player.h" #include "../Defines.h" #include "../MonsterConfig.h" #include "../MersenneTwister.h" #include "../Vector3f.h" #include "../Vector3i.h" #include "../Vector3d.h" #include "../Tracer.h" #include "../Chunk.h" // #include "../../iniFile/iniFile.h" cMonster::cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : super(etMob, a_Width, a_Height) , m_Target(NULL) , m_AttackRate(3) , idle_interval(0) , m_bMovingToDestination(false) , m_DestinationTime( 0 ) , m_DestroyTimer( 0 ) , m_Jump(0) , m_MobType(a_ProtocolMobType) , m_SoundHurt(a_SoundHurt) , m_SoundDeath(a_SoundDeath) , m_EMState(IDLE) , m_SightDistance(25) , m_SeePlayerInterval (0) , m_EMPersonality(AGGRESSIVE) , m_AttackDamage(1.0f) , m_AttackRange(2.0f) , m_AttackInterval(0) , m_BurnsInDaylight(false) { if (!a_ConfigName.empty()) { GetMonsterConfig(a_ConfigName); } } void cMonster::SpawnOn(cClientHandle & a_Client) { a_Client.SendSpawnMob(*this); } void cMonster::MoveToPosition( const Vector3f & a_Position ) { m_bMovingToDestination = true; m_Destination = a_Position; } bool cMonster::ReachedDestination() { Vector3f Distance = (m_Destination) - GetPosition(); if( Distance.SqrLength() < 2.f ) return true; return false; } void cMonster::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (m_Health <= 0) { // The mob is dead, but we're still animating the "puff" they leave when they die m_DestroyTimer += a_Dt / 1000; if (m_DestroyTimer > 1) { Destroy(true); } return; } // Burning in daylight HandleDaylightBurning(a_Chunk); HandlePhysics(a_Dt,a_Chunk); BroadcastMovementUpdate(); a_Dt /= 1000; if (m_bMovingToDestination) { Vector3f Pos( GetPosition() ); Vector3f Distance = m_Destination - Pos; if( !ReachedDestination() ) { Distance.y = 0; Distance.Normalize(); Distance *= 3; SetSpeedX( Distance.x ); SetSpeedZ( Distance.z ); if (m_EMState == ESCAPING) { //Runs Faster when escaping :D otherwise they just walk away SetSpeedX (GetSpeedX() * 2.f); SetSpeedZ (GetSpeedZ() * 2.f); } } else { m_bMovingToDestination = false; } if( GetSpeed().SqrLength() > 0.f ) { if( m_bOnGround ) { Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy(); Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed; int NextHeight; if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight)) { // The chunk at NextBlock is not loaded return; } if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 ) { m_bOnGround = false; SetSpeedY(5.f); // Jump!! } } } } Vector3d Distance = m_Destination - GetPosition(); if (Distance.SqrLength() > 0.1f) { double Rotation, Pitch; Distance.Normalize(); VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch ); SetHeadYaw (Rotation); SetRotation( Rotation ); SetPitch( -Pitch ); } switch (m_EMState) { case IDLE: { // If enemy passive we ignore checks for player visibility InStateIdle(a_Dt); break; } case CHASING: { // If we do not see a player anymore skip chasing action InStateChasing(a_Dt); break; } case ESCAPING: { InStateEscaping(a_Dt); break; } } // switch (m_EMState) } void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { super::DoTakeDamage(a_TDI); if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); if (a_TDI.Attacker != NULL) { m_Target = a_TDI.Attacker; AddReference(m_Target); } } void cMonster::KilledBy(cEntity * a_Killer) { super::KilledBy(a_Killer); if (m_SoundHurt != "") { m_World->BroadcastSoundEffect(m_SoundDeath, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); } m_DestroyTimer = 0; } //----State Logic const char *cMonster::GetState() { switch(m_EMState) { case IDLE: return "Idle"; case ATTACKING: return "Attacking"; case CHASING: return "Chasing"; default: return "Unknown"; } } // for debugging void cMonster::SetState(const AString & a_State) { if (a_State.compare("Idle") == 0) { m_EMState = IDLE; } else if (a_State.compare("Attacking") == 0) { m_EMState = ATTACKING; } else if (a_State.compare("Chasing") == 0) { m_EMState = CHASING; } else { LOGD("cMonster::SetState(): Invalid state"); ASSERT(!"Invalid state"); } } //Checks to see if EventSeePlayer should be fired //monster sez: Do I see the player void cMonster::CheckEventSeePlayer(void) { // TODO: Rewrite this to use cWorld's DoWithPlayers() cPlayer * Closest = FindClosestPlayer(); if (Closest != NULL) { EventSeePlayer(Closest); } } void cMonster::CheckEventLostPlayer(void) { Vector3f pos; cTracer LineOfSight(GetWorld()); if (m_Target != NULL) { pos = m_Target->GetPosition(); if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length())) { EventLosePlayer(); } } else { EventLosePlayer(); } } // What to do if player is seen // default to change state to chasing void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) { m_Target = a_SeenPlayer; AddReference(m_Target); } void cMonster::EventLosePlayer(void) { Dereference(m_Target); m_Target = NULL; m_EMState = IDLE; } // What to do if in Idle State void cMonster::InStateIdle(float a_Dt) { idle_interval += a_Dt; if (idle_interval > 1) { // at this interval the results are predictable int rem = m_World->GetTickRandomNumber(6) + 1; // LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem); idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds Vector3f Dist; Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5); Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5); if ((Dist.SqrLength() > 2) && (rem >= 3)) { m_Destination.x = (float)(GetPosX() + Dist.x); m_Destination.z = (float)(GetPosZ() + Dist.z); int PosY; if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY)) { m_Destination.y = (float)PosY + 1.2f; MoveToPosition(m_Destination); } } } } // What to do if in Chasing State // This state should always be defined in each child class void cMonster::InStateChasing(float a_Dt) { UNUSED(a_Dt); } // What to do if in Escaping State void cMonster::InStateEscaping(float a_Dt) { UNUSED(a_Dt); if (m_Target != NULL) { Vector3d newloc = GetPosition(); newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance); newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance); MoveToPosition(newloc); } else { m_EMState = IDLE; // This shouldnt be required but just to be safe } } // Do attack here // a_Dt is passed so we can set attack rate void cMonster::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; if ((m_Target != NULL) && (m_AttackInterval > 3.0)) { // Setting this higher gives us more wiggle room for attackrate m_AttackInterval = 0.0; ((cPawn *)m_Target)->TakeDamage(*this); } } // Checks for Players close by and if they are visible return the closest cPlayer * cMonster::FindClosestPlayer(void) { return m_World->FindClosestPlayer(GetPosition(), m_SightDistance); } void cMonster::GetMonsterConfig(const AString & a_Name) { cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name); } void cMonster::SetAttackRate(int ar) { m_AttackRate = (float)ar; } void cMonster::SetAttackRange(float ar) { m_AttackRange = ar; } void cMonster::SetAttackDamage(float ad) { m_AttackDamage = ad; } void cMonster::SetSightDistance(float sd) { m_SightDistance = sd; } void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth) { MTRand r1; int Count = r1.randInt() % (a_Max + 1 - a_Min) + a_Min; if (Count > 0) { a_Drops.push_back(cItem(a_Item, Count, a_ItemHealth)); } } void cMonster::HandleDaylightBurning(cChunk & a_Chunk) { if (!m_BurnsInDaylight) { return; } int RelY = (int)floor(GetPosY()); if ((RelY < 0) || (RelY >= cChunkDef::Height)) { // Outside the world return; } int RelX = (int)floor(GetPosX()) - a_Chunk.GetPosX() * cChunkDef::Width; int RelZ = (int)floor(GetPosZ()) - a_Chunk.GetPosZ() * cChunkDef::Width; if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime !IsOnFire() // Not already burning ) { // Burn for 100 ticks, then decide again StartBurning(100); } }