From 386d58b5862d8b76925c6523721594887606e82a Mon Sep 17 00:00:00 2001 From: faketruth Date: Mon, 3 Oct 2011 18:41:19 +0000 Subject: MCServer c++ source files git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cMonster.cpp | 609 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 609 insertions(+) create mode 100644 source/cMonster.cpp (limited to 'source/cMonster.cpp') diff --git a/source/cMonster.cpp b/source/cMonster.cpp new file mode 100644 index 000000000..63ef1d862 --- /dev/null +++ b/source/cMonster.cpp @@ -0,0 +1,609 @@ +#include "cMonster.h" +#include "cRoot.h" +#include "cServer.h" +#include "cClientHandle.h" +#include "cWorld.h" +#include "cMCLogger.h" +#include "cChunk.h" +#include "cPlayer.h" +#include "BlockID.h" +#include "Defines.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 // rand +#include +#include +#endif + +#include + + +cMonster::cMonster() + : m_Target(0) + , m_Destination( new Vector3f() ) + , m_bMovingToDestination(false) + , m_Speed( new Vector3f() ) + , m_DestinationTime( 0 ) + , m_Gravity( -9.81 ) + , 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(1.0) + ,m_AttackRange(5.0) + ,m_AttackInterval(0) + ,m_AttackRate(3) + ,m_bPassiveAggressive(false) + ,idle_interval(0) + ,m_bBurnable(true) + ,m_EMMetaState(NORMAL) + ,m_FireDamageInterval(0) + ,m_BurnPeriod(0) +{ + LOG("cMonster::cMonster()"); + LOG("In state: %s",GetState()); + m_Health = 10; + + int RandVal = rand() % 4; + if( RandVal == 0 ) + m_MobType = 90; // Pig + else if( RandVal == 1 ) + m_MobType = 91; // Sheep + else if( RandVal == 2 ) + m_MobType = 92; // Cow + else + m_MobType = 93; // Hen +} + +cMonster::~cMonster() +{ + + LOG("cMonster::~cMonster()"); + delete m_Destination; + delete m_Speed; +} + +bool cMonster::IsA( const char* a_EntityType ) +{ + //LOG("IsA( cMonster ) : %s", 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 + //Spawn.m_MetaData[1] = 0x7f; // terminator + if( a_Target == 0 ) + { + cChunk* Chunk = cRoot::Get()->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) +{ + if( m_Health <= 0 ) + { + m_DestroyTimer += a_Dt/1000; + if( m_DestroyTimer > 1 ) + { + Destroy(); + } + return; + } + + //a_Dt/=1000; + 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; + } + 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)cRoot::Get()->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 ); + } + + CheckMetaDataBurn(); //Check to see if Enemy should burn based on block they are on + + if(m_EMMetaState == BURNING) { + InStateBurning(a_Dt); + } + + 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); + } + + m_SeePlayerInterval += a_Dt; + if(m_SeePlayerInterval > 1) { + int rem = rand()%3 + 1; //check most of the time but miss occasionally + //LOG("See Player Interval: %3.3f",m_SeePlayerInterval); + m_SeePlayerInterval = 0.0; + if(rem >= 2) { + if(m_EMState == IDLE && m_EMPersonality != PASSIVE) { + CheckEventSeePlayer(); + return; + } + if(m_EMState == CHASING || m_EMState == ESCAPING){ + CheckEventLostPlayer(); + return; + } + } + } + + +} + +void cMonster::ReplicateMovement() +{ + cChunk* InChunk = cRoot::Get()->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; + } +} + +void cMonster::HandlePhysics(float a_Dt) +{ + if( m_bOnGround ) // check if it's still on the ground + { + cWorld* World = cRoot::Get()->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( cRoot::Get()->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 * 0.2; + + } + 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 ); + if(m_EMPersonality == AGGRESSIVE) { + m_EMState = CHASING; + } + if(m_EMPersonality == COWARDLY || m_EMPersonality == PASSIVE) { + //m_bPassiveAggressive can be set so if the monster based on time of day for example + //so the monster will only attack if provoked + m_EMState = (m_bPassiveAggressive)? CHASING : ESCAPING; + } + //LOG("Take damage"); +} + +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() { + + //LOG("Checking if I see any players"); + cMonster::ListClosePlayers(this); + +} + +void cMonster::CheckEventLostPlayer() { + Vector3f pos; + cTracer LineOfSight(cRoot::Get()->GetWorld() ); + + //LOG("Checking if I lost my enemy"); + 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())){ + //LOG("Losing Player: %5.5f",(pos - *m_Pos).Length()); + EventLosePlayer(); + } + } else { + LOG("Enemy went poof"); + 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 ); + if(m_EMPersonality == AGGRESSIVE) { + m_EMState = CHASING; + } + if(m_EMPersonality == COWARDLY) { + m_EMState = ESCAPING; + } + //LOG("Saw Player: %s",GetState()); +} + +void cMonster::EventLosePlayer(){ + Dereference(m_Target); + m_Target = 0; + //LOG("Lost Player"); + 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 = rand()%6 + 1; + //LOG("Moving: int: %3.3f rem: %i",idle_interval,rem); + idle_interval = 0; + Vector3f Dist; + Dist.x = (float)((rand()%11)-5); + Dist.z = (float)((rand()%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)cRoot::Get()->GetWorld()->GetHeight( (int)m_Destination->x, (int)m_Destination->z ) + 1.2f; + MoveToPosition( *m_Destination ); + } + } +} + +//What to do if On fire +void cMonster::InStateBurning(float a_Dt) { + m_FireDamageInterval += a_Dt; + char block = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ); + char bblock = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z ); + if(m_FireDamageInterval > 1) { + + m_FireDamageInterval = 0; + int rem = rand()%3 + 1; //Burn most of the time + if(rem >= 2) { + //printf("OUCH burning!!!\n"); + TakeDamage(1, this); + } + m_BurnPeriod++; + if(block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE + || bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE) + m_BurnPeriod = 0; + + if(m_BurnPeriod > 5) { + + cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ ); + m_EMMetaState = NORMAL; + cPacket_Metadata md(NORMAL, GetUniqueID()); + //md.m_UniqueID = GetUniqueID(); + InChunk->Broadcast(md); + m_BurnPeriod = 0; + + } + } + +} + +//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 + //LOG("ATTACK!"); + m_AttackInterval = 0.0; + ((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this); + } +} +//----Change Entity MetaData +void cMonster::CheckMetaDataBurn() { + char block = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y, (int)m_Pos->z ); + char bblock = cRoot::Get()->GetWorld()->GetBlock( (int)m_Pos->x, (int)m_Pos->y -1, (int)m_Pos->z ); + if(m_bBurnable && m_EMMetaState != BURNING && (block == E_BLOCK_LAVA || block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_FIRE + || bblock == E_BLOCK_LAVA || bblock == E_BLOCK_STATIONARY_LAVA || bblock == E_BLOCK_FIRE)) { + cChunk* InChunk = cRoot::Get()->GetWorld()->GetChunkUnreliable( m_ChunkX, m_ChunkY, m_ChunkZ ); + if(!InChunk) + return; + //printf("I should burn"); + m_EMMetaState = BURNING; + cPacket_Metadata md(BURNING,GetUniqueID()); + InChunk->Broadcast(md); + } +} + +//----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 +void cMonster::ListClosePlayers(cMonster *m) { + int tries = 0; + cTracer LineOfSight(cRoot::Get()->GetWorld() ); + cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities(); + for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) { + tries++; + if((*itr)->GetEntityType() == cEntity::E_PLAYER){ + Vector3f pos = (*itr)->GetPosition(); + if((pos - *(m->m_Pos)).Length() <= m->m_SightDistance){ + if(!LineOfSight.Trace(*(m->m_Pos),(pos - *(m->m_Pos)),(int)(pos - *(m->m_Pos)).Length())){ + //LOG("I SEE PLAYER !!!!!!!!!!!!!!!!!"); + m->EventSeePlayer(*itr); + return; //get the first one in sight later we can reiterate and check + //for the closest out of all that match and make it more realistic + + } + } + + } + if(tries > 100) { + //LOG("I Give Up"); + m->EventLosePlayer(); + return; + } + } +} + +void cMonster::GetMonsterConfig(const char* pm_name) { + (void)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; +} -- cgit v1.2.3