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Almost all packets' handling is now rewritten not to use cPacket descendants elsewhere than in cClientHandle.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@761 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-08-19 19:42:32 +00:00
parent 5b36aa1567
commit 427e582d5f
40 changed files with 1089 additions and 507 deletions

View File

@@ -12,11 +12,6 @@
#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"
@@ -60,11 +55,19 @@ cMonster::cMonster()
m_MetaData = NORMAL;
}
cMonster::~cMonster()
{
LOG("cMonster::~cMonster()");
}
bool cMonster::IsA( const char* a_EntityType )
{
if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
@@ -100,6 +103,10 @@ void cMonster::MoveToPosition( const Vector3f & a_Position )
m_Destination = a_Position;
}
bool cMonster::ReachedDestination()
{
Vector3f Distance = (m_Destination) - Vector3f( m_Pos );
@@ -173,7 +180,7 @@ void cMonster::Tick(float a_Dt)
ReplicateMovement();
Vector3f Distance = m_Destination - Vector3f( m_Pos );
if( Distance.SqrLength() > 0.1f )
if (Distance.SqrLength() > 0.1f)
{
float Rotation, Pitch;
Distance.Normalize();
@@ -182,18 +189,22 @@ void cMonster::Tick(float a_Dt)
SetPitch( Pitch );
}
if(m_EMState == IDLE) { //If enemy passive we ignore checks for player visibility
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
if (m_EMState == CHASING)
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt);
}
if(m_EMState == ESCAPING) {
if (m_EMState == ESCAPING)
{
InStateEscaping(a_Dt);
}
}
@@ -202,50 +213,38 @@ void cMonster::Tick(float a_Dt)
void cMonster::ReplicateMovement()
{
if(m_bDirtyOrientation && !m_bDirtyPosition)
if (m_bDirtyOrientation && !m_bDirtyPosition)
{
cPacket_EntityLook EntityLook(*this);
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook );
m_World->BroadcastEntLook(*this);
m_bDirtyOrientation = false;
}
if( m_bDirtyPosition )
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;
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
(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 );
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity);
// 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 )
{
// 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);
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMoveLook );
m_World->BroadcastRelEntMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
m_bDirtyOrientation = false;
}
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);
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove );
m_World->BroadcastRelEntMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
}
}
m_LastPosX = GetPosX();
@@ -325,6 +324,10 @@ void cMonster::HandlePhysics(float a_Dt)
}
}
void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
{
cPawn::TakeDamage( a_Damage, a_Instigator );
@@ -332,96 +335,135 @@ void cMonster::TakeDamage(int a_Damage, cEntity* 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;
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 char* a_str)
// for debugging
void cMonster::SetState(const AString & a_State)
{
std::string str = a_str;
if(str.compare("Idle") == 0 ) {
if (a_State.compare("Idle") == 0)
{
m_EMState = IDLE;
} else if(str.compare("Attacking") == 0 ) {
}
else if (a_State.compare("Attacking") == 0)
{
m_EMState = ATTACKING;
} else if(str.compare("Chasing") == 0 ) {
}
else if (a_State.compare("Chasing") == 0)
{
m_EMState = CHASING;
} else {
}
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)
if (Closest)
{
EventSeePlayer(Closest);
}
}
void cMonster::CheckEventLostPlayer()
{
Vector3f pos;
cTracer LineOfSight(GetWorld() );
cTracer LineOfSight(GetWorld());
if(m_Target != 0) {
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()))
if ((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
{
EventLosePlayer();
}
} else {
}
else
{
EventLosePlayer();
}
}
//What to do if player is seen
//default to change state to chasing
// 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 cMonster::EventLosePlayer()
{
Dereference(m_Target);
m_Target = 0;
m_EMState = IDLE;
}
//What to do if in Idle State
void cMonster::InStateIdle(float a_Dt) {
void cMonster::InStateIdle(float a_Dt)
{
idle_interval += a_Dt;
if(idle_interval > 1) { //at this interval the results are predictable
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
// 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);
@@ -435,62 +477,60 @@ void cMonster::InStateIdle(float a_Dt) {
}
}
//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 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) {
// What to do if in Escaping State
void cMonster::InStateEscaping(float a_Dt)
{
(void)a_Dt;
if(m_Target) {
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 {
}
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);
}
}
#if 0
// TODO: Implement this debug function inside cWorld instead - the world owns the entities
void cMonster::ListMonsters()
// Do attack here
// a_Dt is passed so we can set attack rate
void cMonster::Attack(float a_Dt)
{
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());
}
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);
}
cRoot::Get()->GetWorld()->UnlockEntities();
}
#endif
//Checks for Players close by and if they are visible return the closest
// 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);
@@ -545,7 +585,7 @@ void cMonster::SetSightDistance(float sd)
void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, ENUM_ITEM_ID a_Item, short a_ItemHealth)
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;