Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick()

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1385 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-04-13 21:02:10 +00:00
parent 58fb05980d
commit a49c004278
49 changed files with 691 additions and 582 deletions
+23 -28
View File
@@ -87,9 +87,9 @@ bool cMonster::ReachedDestination()
void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_TickRandom);
super::Tick(a_Dt, a_Chunk);
if (m_Health <= 0)
{
@@ -145,7 +145,6 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
HandlePhysics(a_Dt);
BroadcastMovementUpdate();
MoveToCorrectChunk();
Vector3d Distance = m_Destination - GetPosition();
if (Distance.SqrLength() > 0.1f)
@@ -163,20 +162,20 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
case IDLE:
{
// If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt, a_TickRandom);
InStateIdle(a_Dt);
break;
}
case CHASING:
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt, a_TickRandom);
InStateChasing(a_Dt);
break;
}
case ESCAPING:
{
InStateEscaping(a_Dt, a_TickRandom);
InStateEscaping(a_Dt);
break;
}
} // switch (m_EMState)
@@ -227,8 +226,6 @@ void cMonster::ReplicateMovement()
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
}
MoveToCorrectChunk();
}
@@ -374,14 +371,14 @@ void cMonster::SetState(const AString & a_State)
//Checks to see if EventSeePlayer should be fired
//monster sez: Do I see the player
void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom)
void cMonster::CheckEventSeePlayer(void)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
cPlayer * Closest = FindClosestPlayer();
if (Closest != NULL)
{
EventSeePlayer(Closest, a_TickRandom);
EventSeePlayer(Closest);
}
}
@@ -389,10 +386,8 @@ void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom)
void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom)
void cMonster::CheckEventLostPlayer(void)
{
UNUSED(a_TickRandom);
Vector3f pos;
cTracer LineOfSight(GetWorld());
@@ -416,12 +411,10 @@ void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom)
// What to do if player is seen
// default to change state to chasing
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom)
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
{
UNUSED(a_TickRandom);
m_Target = a_SeenPlayer;
AddReference( m_Target );
AddReference(m_Target);
}
@@ -431,7 +424,7 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom)
void cMonster::EventLosePlayer(void)
{
Dereference(m_Target);
m_Target = 0;
m_Target = NULL;
m_EMState = IDLE;
}
@@ -440,24 +433,28 @@ void cMonster::EventLosePlayer(void)
// What to do if in Idle State
void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom)
void cMonster::InStateIdle(float a_Dt)
{
idle_interval += a_Dt;
if (idle_interval > 1)
{
// at this interval the results are predictable
int rem = (a_TickRandom.randInt() % 6) + 1;
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)((a_TickRandom.randInt() % 11) - 5);
Dist.z = (float)((a_TickRandom.randInt() % 11) - 5);
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);
m_Destination.y = (float)GetWorld()->GetHeight((int)m_Destination.x, (int)m_Destination.z) + 1.2f;
MoveToPosition(m_Destination);
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);
}
}
}
}
@@ -468,10 +465,9 @@ void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom)
// What to do if in Chasing State
// This state should always be defined in each child class
void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom)
void cMonster::InStateChasing(float a_Dt)
{
UNUSED(a_Dt);
UNUSED(a_TickRandom);
}
@@ -479,10 +475,9 @@ void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom)
// What to do if in Escaping State
void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom)
void cMonster::InStateEscaping(float a_Dt)
{
UNUSED(a_Dt);
UNUSED(a_TickRandom);
if (m_Target != NULL)
{