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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-23 22:53:08 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-23 22:53:08 +0200 |
commit | 16f44ab7de445e153d949a611104f9ca1cac265c (patch) | |
tree | 8abf5a3442a1877855f2c80d9482611a04922683 /source/cMonster.cpp | |
parent | Source files cleanup: WorldStorage-related files in a separate subfolder (diff) | |
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Diffstat (limited to 'source/cMonster.cpp')
-rw-r--r-- | source/cMonster.cpp | 589 |
1 files changed, 0 insertions, 589 deletions
diff --git a/source/cMonster.cpp b/source/cMonster.cpp deleted file mode 100644 index 8b1a22bb7..000000000 --- a/source/cMonster.cpp +++ /dev/null @@ -1,589 +0,0 @@ - -#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 "cPlayer.h" -#include "Defines.h" -#include "cMonsterConfig.h" -#include "MersenneTwister.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_bMovingToDestination(false) - , 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()"); -} - - - - - -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_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) - 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() -{ - if (m_bDirtyOrientation && !m_bDirtyPosition) - { - m_World->BroadcastEntLook(*this); - 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 - ) - { - // LOGD("Teleported %f", sqrtf(SqrDist) ); - m_World->BroadcastTeleportEntity(*this); - m_TimeLastTeleportPacket = cWorld::GetTime(); - } - else - { - // Relative move sucks balls! It's always wrong wtf! - if (m_bDirtyOrientation) - { - m_World->BroadcastEntRelMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32)); - m_bDirtyOrientation = false; - } - else - { - m_World->BroadcastEntRelMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32)); - } - } - 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"; - 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 - { - 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 != NULL) - { - 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; - // 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)((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) -{ - UNUSED(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 != NULL) && (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); - } -} - - - - - -// Checks for Players close by and if they are visible return the closest -cPlayer * cMonster::FindClosestPlayer(void) -{ - return m_World->FindClosestPlayer(m_Pos, m_SightDistance); -} - - - - - -void cMonster::GetMonsterConfig(const char* pm_name) -{ - cRoot::Get()->GetMonsterConfig()->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::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)); - } -} - - - - |