#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(etMonster, 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);
}
}