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cuberite-2a/source/cMonster.cpp
madmaxoft@gmail.com 48d30d6ab4 Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;
Global player-kicking function (cServer, cRoot);
More char * -> AString conversion

git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-02-01 22:38:03 +00:00

546 lines
13 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cMonster.h"
#include "cRoot.h"
#include "cServer.h"
#include "cClientHandle.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cPlayer.h"
#include "BlockID.h"
#include "Defines.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "MersenneTwister.h"
#include "packets/cPacket_SpawnMob.h"
#include "packets/cPacket_EntityLook.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_RelativeEntityMove.h"
#include "packets/cPacket_Metadata.h"
#include "Vector3f.h"
#include "Vector3i.h"
#include "Vector3d.h"
#include "cTracer.h"
#include "../iniFile/iniFile.h"
#ifndef _WIN32
#include <cstdlib> // rand
#include <unistd.h>
#endif
cMonster::cMonster()
: m_Target(0)
, m_Destination( new Vector3f() )
, m_bMovingToDestination(false)
, m_Speed( new Vector3f() )
, m_DestinationTime( 0 )
, m_Gravity( -9.81f)
, m_bOnGround( false )
, m_DestroyTimer( 0 )
, m_Jump(0)
, m_MobType( 0 )
, m_EMState(IDLE)
, m_SightDistance(25)
, m_SeePlayerInterval (0)
, m_EMPersonality(AGGRESSIVE)
, m_AttackDamage(1.0f)
, m_AttackRange(5.0f)
, m_AttackInterval(0)
, m_AttackRate(3)
, idle_interval(0)
{
LOG("cMonster::cMonster()");
LOG("In state: %s", GetState());
m_bBurnable = true;
m_MetaData = NORMAL;
}
cMonster::~cMonster()
{
LOG("cMonster::~cMonster()");
delete m_Destination;
delete m_Speed;
}
bool cMonster::IsA( const char* a_EntityType )
{
if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
return cPawn::IsA( a_EntityType );
}
void cMonster::SpawnOn( cClientHandle* a_Target )
{
LOG("Spawn monster on client");
cPacket_SpawnMob Spawn;
Spawn.m_UniqueID = GetUniqueID();
Spawn.m_Type = m_MobType;
*Spawn.m_Pos = Vector3i((*m_Pos)*32);
Spawn.m_Yaw = 0;
Spawn.m_Pitch = 0;
Spawn.m_MetaDataSize = 1;
Spawn.m_MetaData = new char[Spawn.m_MetaDataSize];
Spawn.m_MetaData[0] = 0x7f; // not on fire/crouching/riding
if( a_Target == 0 )
{
cChunk* Chunk = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
Chunk->Broadcast( Spawn );
}
else
{
a_Target->Send( Spawn );
}
}
void cMonster::MoveToPosition( const Vector3f & a_Position )
{
m_bMovingToDestination = true;
*m_Destination = a_Position;
}
bool cMonster::ReachedDestination()
{
Vector3f Distance = (*m_Destination) - Vector3f( m_Pos );
if( Distance.SqrLength() < 2.f )
return true;
return false;
}
void cMonster::Tick(float a_Dt)
{
cPawn::Tick(a_Dt);
if( m_Health <= 0 )
{
m_DestroyTimer += a_Dt/1000;
if( m_DestroyTimer > 1 )
{
Destroy();
}
return;
}
a_Dt /= 1000;
if( m_bMovingToDestination )
{
Vector3f Pos( m_Pos );
Vector3f Distance = *m_Destination - Pos;
if( !ReachedDestination() )
{
Distance.y = 0;
Distance.Normalize();
Distance *= 3;
m_Speed->x = Distance.x;
m_Speed->z = Distance.z;
if (m_EMState == ESCAPING)
{ //Runs Faster when escaping :D otherwise they just walk away
m_Speed->x *= 2.f;
m_Speed->z *= 2.f;
}
}
else
{
m_bMovingToDestination = false;
}
if( m_Speed->SqrLength() > 0.f )
{
if( m_bOnGround )
{
Vector3f NormSpeed = m_Speed->NormalizeCopy();
Vector3f NextBlock = Vector3f( *m_Pos ) + NormSpeed;
double NextHeight = (double)GetWorld()->GetHeight( (int)NextBlock.x, (int)NextBlock.z );
if( NextHeight > m_Pos->y - 1.2 && NextHeight - m_Pos->y < 2.5 )
{
m_bOnGround = false;
m_Speed->y = 7.f; // Jump!!
}
}
}
}
HandlePhysics( a_Dt );
ReplicateMovement();
Vector3f Distance = *m_Destination - Vector3f( m_Pos );
if( Distance.SqrLength() > 0.1f )
{
float Rotation, Pitch;
Distance.Normalize();
VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
SetRotation( Rotation );
SetPitch( Pitch );
}
if(m_EMState == IDLE) { //If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt);
}
if(m_EMState == CHASING) { //If we do not see a player anymore skip chasing action
InStateChasing(a_Dt);
}
if(m_EMState == ESCAPING) {
InStateEscaping(a_Dt);
}
}
void cMonster::ReplicateMovement()
{
cChunk* InChunk = GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ );
if( !InChunk ) return;
if(m_bDirtyOrientation && !m_bDirtyPosition)
{
cPacket_EntityLook EntityLook( this );
InChunk->Broadcast( EntityLook );
m_bDirtyOrientation = false;
}
if( m_bDirtyPosition )
{
float DiffX = (float)(GetPosX() - m_LastPosX );
float DiffY = (float)(GetPosY() - m_LastPosY );
float DiffZ = (float)(GetPosZ() - m_LastPosZ );
float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
if( SqrDist > 4*4 // 4 blocks is max Relative Move
|| cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
{
//LOG("Teleported %f", sqrtf(SqrDist) );
cPacket_TeleportEntity TeleportEntity( this );
InChunk->Broadcast( TeleportEntity );
m_TimeLastTeleportPacket = cWorld::GetTime();
}
else
{ // Relative move sucks balls! It's always wrong wtf!
if( m_bDirtyOrientation )
{
cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
InChunk->Broadcast( RelativeEntityMoveLook );
}
else
{
cPacket_RelativeEntityMove RelativeEntityMove;
RelativeEntityMove.m_UniqueID = GetUniqueID();
RelativeEntityMove.m_MoveX = (char)(DiffX*32);
RelativeEntityMove.m_MoveY = (char)(DiffY*32);
RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
InChunk->Broadcast( RelativeEntityMove );
}
}
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
}
MoveToCorrectChunk();
}
void cMonster::HandlePhysics(float a_Dt)
{
if( m_bOnGround ) // check if it's still on the ground
{
cWorld* World = GetWorld();
if( World->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z ) == E_BLOCK_AIR )
{
m_bOnGround = false;
}
if( World->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ) != E_BLOCK_AIR ) // If in ground itself, push it out
{
m_bOnGround = true;
m_Pos->y += 0.2;
m_bDirtyPosition = true;
}
m_Speed->x *= 0.7f/(1+a_Dt);
if( fabs(m_Speed->x) < 0.05 ) m_Speed->x = 0;
m_Speed->z *= 0.7f/(1+a_Dt);
if( fabs(m_Speed->z) < 0.05 ) m_Speed->z = 0;
}
if( !m_bOnGround )
{
float Gravity = -9.81f*a_Dt;
m_Speed->y += Gravity;
}
if( m_Speed->SqrLength() > 0.f )
{
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
if( Ret ) // Oh noez! we hit something
{
// Set to hit position
if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_Speed * a_Dt ).SqrLength() )
{
if( Ret == 1 )
{
if( Tracer.HitNormal->x != 0.f ) m_Speed->x = 0.f;
if( Tracer.HitNormal->y != 0.f ) m_Speed->y = 0.f;
if( Tracer.HitNormal->z != 0.f ) m_Speed->z = 0.f;
if( Tracer.HitNormal->y > 0 ) // means on ground
{
m_bOnGround = true;
}
}
*m_Pos = Tracer.RealHit;
*m_Pos += *Tracer.HitNormal * 0.2f;
}
else
*m_Pos += *m_Speed*a_Dt;
}
else
{ // We didn't hit anything, so move =]
*m_Pos += *m_Speed*a_Dt;
}
m_bDirtyPosition = true;
}
}
void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
{
cPawn::TakeDamage( a_Damage, a_Instigator );
m_Target = a_Instigator;
AddReference( m_Target );
}
void cMonster::KilledBy( cEntity* a_Killer )
{
cPawn::KilledBy( a_Killer );
m_DestroyTimer = 0;
}
//----State Logic
const char *cMonster::GetState() {
switch(m_EMState) {
case IDLE:
return "Idle";
break;
case ATTACKING:
return "Attacking";
break;
case CHASING:
return "Chasing";
break;
default:
return "Unknown";
break;
}
}
//for debugging
void cMonster::SetState(const char* a_str)
{
std::string str = a_str;
if(str.compare("Idle") == 0 ) {
m_EMState = IDLE;
} else if(str.compare("Attacking") == 0 ) {
m_EMState = ATTACKING;
} else if(str.compare("Chasing") == 0 ) {
m_EMState = CHASING;
} else {
printf("Invalid State");
}
}
//Checks to see if EventSeePlayer should be fired
//monster sez: Do I see the player
void cMonster::CheckEventSeePlayer()
{
cPlayer *Closest = FindClosestPlayer();
if(Closest)
{
EventSeePlayer(Closest);
}
}
void cMonster::CheckEventLostPlayer()
{
Vector3f pos;
cTracer LineOfSight(GetWorld() );
if(m_Target != 0) {
pos = m_Target->GetPosition();
if((pos - *m_Pos).Length() > m_SightDistance || LineOfSight.Trace(*m_Pos,(pos - *m_Pos), (int)(pos - *m_Pos).Length()))
{
EventLosePlayer();
}
} else {
EventLosePlayer();
}
}
//What to do if player is seen
//default to change state to chasing
void cMonster::EventSeePlayer(cEntity *a_SeenPlayer)
{
m_Target = a_SeenPlayer;
AddReference( m_Target );
}
void cMonster::EventLosePlayer(){
Dereference(m_Target);
m_Target = 0;
m_EMState = IDLE;
}
//What to do if in Idle State
void cMonster::InStateIdle(float a_Dt) {
idle_interval += a_Dt;
if(idle_interval > 1) { //at this interval the results are predictable
MTRand r1;
int rem = r1.randInt()%6 + 1;
//LOG("Moving: int: %3.3f rem: %i",idle_interval,rem);
idle_interval -= 1; //So nothing gets dropped when the server hangs for a few seconds
Vector3f Dist;
Dist.x = (float)((r1.randInt()%11)-5);
Dist.z = (float)((r1.randInt()%11)-5);
if( Dist.SqrLength() > 2 && rem >= 3)
{
m_Destination->x = (float)(m_Pos->x + Dist.x);
m_Destination->z = (float)(m_Pos->z + Dist.z);
m_Destination->y = (float)GetWorld()->GetHeight( (int)m_Destination->x, (int)m_Destination->z ) + 1.2f;
MoveToPosition( *m_Destination );
}
}
}
//What to do if in Chasing State
//This state should always be defined in each child class
void cMonster::InStateChasing(float a_Dt) {
(void)a_Dt;
}
//What to do if in Escaping State
void cMonster::InStateEscaping(float a_Dt) {
(void)a_Dt;
if(m_Target) {
Vector3d newloc = *m_Pos;
newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
MoveToPosition(newloc);
} else {
m_EMState = IDLE; //this shouldnt be required but just to be safe
}
}
//Do attack here
//a_Dt is passed so we can set attack rate
void cMonster::Attack(float a_Dt) {
m_AttackInterval += a_Dt * m_AttackRate;
if(m_Target != 0 && m_AttackInterval > 3.0) { //Setting this higher gives us more wiggle room for attackrate
m_AttackInterval = 0.0;
((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this);
}
}
//----Debug
void cMonster::ListMonsters() {
cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities();
cRoot::Get()->GetWorld()->LockEntities();
for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) {
if((*itr)->GetEntityType() == cEntity::E_ENTITY){
LOG("In state: %s type: %i attack rate: %i",((cMonster *)(*itr))->GetState(), ((cMonster *)(*itr))->GetMobType(),((cMonster *)(*itr))->GetAttackRate());
}
}
cRoot::Get()->GetWorld()->UnlockEntities();
}
//Checks for Players close by and if they are visible return the closest
cPlayer *cMonster::FindClosestPlayer()
{
cTracer LineOfSight(cRoot::Get()->GetWorld());
cWorld::PlayerList Players = cRoot::Get()->GetWorld()->GetAllPlayers();
float ClosestDistance = m_SightDistance + 1.f; //Something that is higher than the max :D
cPlayer* ClosestPlayer = 0;
for( cWorld::PlayerList::iterator itr = Players.begin(); itr != Players.end(); ++itr)
{
Vector3f Pos = (*itr)->GetPosition();
float Distance = (Pos - *(m_Pos)).Length();
if(Distance <= m_SightDistance)
{
if(!LineOfSight.Trace(*(m_Pos),(Pos - *(m_Pos)),(int)(Pos - *(m_Pos)).Length()))
{
if(Distance < ClosestDistance)
{
ClosestDistance = Distance;
ClosestPlayer = *itr;
}
}
}
}
return ClosestPlayer;
}
void cMonster::GetMonsterConfig(const char* pm_name)
{
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this, pm_name);
}
void cMonster::SetAttackRate(int ar)
{
m_AttackRate = (float)ar;
}
void cMonster::SetAttackRange(float ar)
{
m_AttackRange = ar;
}
void cMonster::SetAttackDamage(float ad) {
m_AttackDamage = ad;
}
void cMonster::SetSightDistance(float sd) {
m_SightDistance = sd;
}
void cMonster::DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count)
{
if(a_Count > 0)
{
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 ) );
Pickup->Initialize( GetWorld() );
}
}
void cMonster::RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max)
{
MTRand r1;
return cMonster::DropItem(a_Item, r1.randInt() % (a_Max + 1 - a_Min) + a_Min);
}