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:
@@ -12,11 +12,6 @@
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#include "MersenneTwister.h"
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#include "packets/cPacket_SpawnMob.h"
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#include "packets/cPacket_EntityLook.h"
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#include "packets/cPacket_TeleportEntity.h"
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#include "packets/cPacket_RelativeEntityMoveLook.h"
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#include "packets/cPacket_RelativeEntityMove.h"
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#include "packets/cPacket_Metadata.h"
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#include "Vector3f.h"
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#include "Vector3i.h"
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@@ -60,11 +55,19 @@ cMonster::cMonster()
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m_MetaData = NORMAL;
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}
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cMonster::~cMonster()
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{
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LOG("cMonster::~cMonster()");
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}
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bool cMonster::IsA( const char* a_EntityType )
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{
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if( strcmp( a_EntityType, "cMonster" ) == 0 ) return true;
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@@ -100,6 +103,10 @@ void cMonster::MoveToPosition( const Vector3f & a_Position )
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m_Destination = a_Position;
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}
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bool cMonster::ReachedDestination()
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{
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Vector3f Distance = (m_Destination) - Vector3f( m_Pos );
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@@ -173,7 +180,7 @@ void cMonster::Tick(float a_Dt)
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ReplicateMovement();
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Vector3f Distance = m_Destination - Vector3f( m_Pos );
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if( Distance.SqrLength() > 0.1f )
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if (Distance.SqrLength() > 0.1f)
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{
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float Rotation, Pitch;
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Distance.Normalize();
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@@ -182,18 +189,22 @@ void cMonster::Tick(float a_Dt)
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SetPitch( Pitch );
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}
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if(m_EMState == IDLE) { //If enemy passive we ignore checks for player visibility
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if (m_EMState == IDLE)
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{
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// If enemy passive we ignore checks for player visibility
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InStateIdle(a_Dt);
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}
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if(m_EMState == CHASING) { //If we do not see a player anymore skip chasing action
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if (m_EMState == CHASING)
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{
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// If we do not see a player anymore skip chasing action
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InStateChasing(a_Dt);
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}
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if(m_EMState == ESCAPING) {
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if (m_EMState == ESCAPING)
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{
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InStateEscaping(a_Dt);
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}
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}
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@@ -202,50 +213,38 @@ void cMonster::Tick(float a_Dt)
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void cMonster::ReplicateMovement()
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{
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if(m_bDirtyOrientation && !m_bDirtyPosition)
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if (m_bDirtyOrientation && !m_bDirtyPosition)
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{
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cPacket_EntityLook EntityLook(*this);
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, EntityLook );
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m_World->BroadcastEntLook(*this);
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m_bDirtyOrientation = false;
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}
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if( m_bDirtyPosition )
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if (m_bDirtyPosition)
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{
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float DiffX = (float)(GetPosX() - m_LastPosX );
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float DiffY = (float)(GetPosY() - m_LastPosY );
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float DiffZ = (float)(GetPosZ() - m_LastPosZ );
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float SqrDist = DiffX*DiffX + DiffY*DiffY + DiffZ*DiffZ;
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float DiffX = (float)(GetPosX() - m_LastPosX);
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float DiffY = (float)(GetPosY() - m_LastPosY);
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float DiffZ = (float)(GetPosZ() - m_LastPosZ);
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float SqrDist = DiffX * DiffX + DiffY * DiffY + DiffZ * DiffZ;
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if (
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(SqrDist > 4 * 4) // 4 blocks is max Relative Move
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|| (cWorld::GetTime() - m_TimeLastTeleportPacket > 2 ) // Send an absolute position every 2 seconds
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(SqrDist > 4 * 4) // 4 blocks is max Relative Move
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|| (cWorld::GetTime() - m_TimeLastTeleportPacket > 2) // Send an absolute position every 2 seconds
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)
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{
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//LOG("Teleported %f", sqrtf(SqrDist) );
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cPacket_TeleportEntity TeleportEntity( this );
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, TeleportEntity);
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// LOGD("Teleported %f", sqrtf(SqrDist) );
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m_World->BroadcastTeleportEntity(*this);
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m_TimeLastTeleportPacket = cWorld::GetTime();
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}
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else
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{ // Relative move sucks balls! It's always wrong wtf!
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if( m_bDirtyOrientation )
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{
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// Relative move sucks balls! It's always wrong wtf!
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if (m_bDirtyOrientation)
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{
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cPacket_RelativeEntityMoveLook RelativeEntityMoveLook;
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RelativeEntityMoveLook.m_UniqueID = GetUniqueID();
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RelativeEntityMoveLook.m_MoveX = (char)(DiffX*32);
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RelativeEntityMoveLook.m_MoveY = (char)(DiffY*32);
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RelativeEntityMoveLook.m_MoveZ = (char)(DiffZ*32);
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RelativeEntityMoveLook.m_Yaw = (char)((GetRotation()/360.f)*256);
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RelativeEntityMoveLook.m_Pitch = (char)((GetPitch()/360.f)*256);
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMoveLook );
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m_World->BroadcastRelEntMoveLook(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
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m_bDirtyOrientation = false;
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}
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else
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{
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cPacket_RelativeEntityMove RelativeEntityMove;
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RelativeEntityMove.m_UniqueID = GetUniqueID();
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RelativeEntityMove.m_MoveX = (char)(DiffX*32);
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RelativeEntityMove.m_MoveY = (char)(DiffY*32);
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RelativeEntityMove.m_MoveZ = (char)(DiffZ*32);
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, RelativeEntityMove );
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m_World->BroadcastRelEntMove(*this, (char)(DiffX * 32), (char)(DiffY * 32), (char)(DiffZ * 32));
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}
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}
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m_LastPosX = GetPosX();
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@@ -325,6 +324,10 @@ void cMonster::HandlePhysics(float a_Dt)
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}
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}
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void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
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{
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cPawn::TakeDamage( a_Damage, a_Instigator );
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@@ -332,96 +335,135 @@ void cMonster::TakeDamage(int a_Damage, cEntity* a_Instigator)
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AddReference( m_Target );
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}
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void cMonster::KilledBy( cEntity* a_Killer )
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{
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cPawn::KilledBy( a_Killer );
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m_DestroyTimer = 0;
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}
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//----State Logic
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const char *cMonster::GetState() {
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switch(m_EMState) {
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case IDLE:
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return "Idle";
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break;
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case ATTACKING:
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return "Attacking";
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break;
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case CHASING:
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return "Chasing";
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break;
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default:
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return "Unknown";
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break;
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const char *cMonster::GetState()
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{
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switch(m_EMState)
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{
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case IDLE: return "Idle";
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case ATTACKING: return "Attacking";
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case CHASING: return "Chasing";
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default: return "Unknown";
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}
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}
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//for debugging
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void cMonster::SetState(const char* a_str)
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// for debugging
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void cMonster::SetState(const AString & a_State)
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{
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std::string str = a_str;
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if(str.compare("Idle") == 0 ) {
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if (a_State.compare("Idle") == 0)
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{
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m_EMState = IDLE;
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} else if(str.compare("Attacking") == 0 ) {
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}
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else if (a_State.compare("Attacking") == 0)
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{
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m_EMState = ATTACKING;
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} else if(str.compare("Chasing") == 0 ) {
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}
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else if (a_State.compare("Chasing") == 0)
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{
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m_EMState = CHASING;
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} else {
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}
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else
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{
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printf("Invalid State");
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}
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}
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//Checks to see if EventSeePlayer should be fired
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//monster sez: Do I see the player
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void cMonster::CheckEventSeePlayer()
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{
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cPlayer *Closest = FindClosestPlayer();
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if(Closest)
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if (Closest)
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{
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EventSeePlayer(Closest);
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}
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}
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void cMonster::CheckEventLostPlayer()
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{
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Vector3f pos;
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cTracer LineOfSight(GetWorld() );
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cTracer LineOfSight(GetWorld());
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if(m_Target != 0) {
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if (m_Target != NULL)
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{
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pos = m_Target->GetPosition();
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if((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
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if ((pos - m_Pos).Length() > m_SightDistance || LineOfSight.Trace(m_Pos,(pos - m_Pos), (int)(pos - m_Pos).Length()))
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{
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EventLosePlayer();
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}
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} else {
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}
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else
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{
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EventLosePlayer();
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}
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}
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//What to do if player is seen
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//default to change state to chasing
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// What to do if player is seen
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// default to change state to chasing
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void cMonster::EventSeePlayer(cEntity *a_SeenPlayer)
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{
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m_Target = a_SeenPlayer;
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AddReference( m_Target );
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}
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void cMonster::EventLosePlayer(){
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void cMonster::EventLosePlayer()
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{
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Dereference(m_Target);
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m_Target = 0;
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m_EMState = IDLE;
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}
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//What to do if in Idle State
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void cMonster::InStateIdle(float a_Dt) {
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void cMonster::InStateIdle(float a_Dt)
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{
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idle_interval += a_Dt;
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if(idle_interval > 1) { //at this interval the results are predictable
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if (idle_interval > 1)
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{
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// at this interval the results are predictable
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MTRand r1;
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int rem = r1.randInt()%6 + 1;
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//LOG("Moving: int: %3.3f rem: %i",idle_interval,rem);
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idle_interval -= 1; //So nothing gets dropped when the server hangs for a few seconds
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// LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem);
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idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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Vector3f Dist;
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Dist.x = (float)((r1.randInt()%11)-5);
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Dist.z = (float)((r1.randInt()%11)-5);
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@@ -435,62 +477,60 @@ void cMonster::InStateIdle(float a_Dt) {
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}
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}
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//What to do if in Chasing State
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//This state should always be defined in each child class
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void cMonster::InStateChasing(float a_Dt) {
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(void)a_Dt;
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// What to do if in Chasing State
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// This state should always be defined in each child class
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void cMonster::InStateChasing(float a_Dt)
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{
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UNUSED(a_Dt);
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}
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//What to do if in Escaping State
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void cMonster::InStateEscaping(float a_Dt) {
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// What to do if in Escaping State
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void cMonster::InStateEscaping(float a_Dt)
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{
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(void)a_Dt;
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if(m_Target) {
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if(m_Target)
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{
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Vector3d newloc = m_Pos;
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newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
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newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
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MoveToPosition(newloc);
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} else {
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}
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else
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{
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m_EMState = IDLE; //this shouldnt be required but just to be safe
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}
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}
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//Do attack here
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//a_Dt is passed so we can set attack rate
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void cMonster::Attack(float a_Dt) {
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m_AttackInterval += a_Dt * m_AttackRate;
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if(m_Target != 0 && m_AttackInterval > 3.0) { //Setting this higher gives us more wiggle room for attackrate
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m_AttackInterval = 0.0;
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((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage,this);
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}
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}
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#if 0
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// TODO: Implement this debug function inside cWorld instead - the world owns the entities
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void cMonster::ListMonsters()
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// Do attack here
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// a_Dt is passed so we can set attack rate
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void cMonster::Attack(float a_Dt)
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{
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cWorld::EntityList Entities = cRoot::Get()->GetWorld()->GetEntities();
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cRoot::Get()->GetWorld()->LockEntities();
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for( cWorld::EntityList::iterator itr = Entities.begin(); itr != Entities.end(); ++itr) {
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if((*itr)->GetEntityType() == cEntity::E_ENTITY){
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LOG("In state: %s type: %i attack rate: %i",((cMonster *)(*itr))->GetState(), ((cMonster *)(*itr))->GetMobType(),((cMonster *)(*itr))->GetAttackRate());
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}
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m_AttackInterval += a_Dt * m_AttackRate;
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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m_AttackInterval = 0.0;
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((cPawn *)m_Target)->TakeDamage((int)m_AttackDamage, this);
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}
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cRoot::Get()->GetWorld()->UnlockEntities();
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}
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#endif
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//Checks for Players close by and if they are visible return the closest
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// Checks for Players close by and if they are visible return the closest
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cPlayer * cMonster::FindClosestPlayer(void)
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{
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return m_World->FindClosestPlayer(m_Pos, m_SightDistance);
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@@ -545,7 +585,7 @@ void cMonster::SetSightDistance(float sd)
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void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, ENUM_ITEM_ID a_Item, short a_ItemHealth)
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void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
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{
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MTRand r1;
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int Count = r1.randInt() % (a_Max + 1 - a_Min) + a_Min;
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Block a user