1
0

MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1096 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-12-22 10:15:53 +00:00
parent aebe130299
commit b29af701b9
31 changed files with 405 additions and 167 deletions

View File

@@ -87,14 +87,15 @@ bool cMonster::ReachedDestination()
void cMonster::Tick(float a_Dt)
void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
{
cPawn::Tick(a_Dt);
super::Tick(a_Dt, a_TickRandom);
if( m_Health <= 0 )
if (m_Health <= 0)
{
m_DestroyTimer += a_Dt/1000;
if( m_DestroyTimer > 1 )
// The mob is dead, but we're still animating the "puff" they leave when they die
m_DestroyTimer += a_Dt / 1000;
if (m_DestroyTimer > 1)
{
Destroy();
}
@@ -103,7 +104,7 @@ void cMonster::Tick(float a_Dt)
a_Dt /= 1000;
if( m_bMovingToDestination )
if (m_bMovingToDestination)
{
Vector3f Pos( m_Pos );
Vector3f Distance = m_Destination - Pos;
@@ -142,8 +143,6 @@ void cMonster::Tick(float a_Dt)
}
}
HandlePhysics( a_Dt );
ReplicateMovement();
Vector3f Distance = m_Destination - Vector3f( m_Pos );
@@ -156,22 +155,28 @@ void cMonster::Tick(float a_Dt)
SetPitch( Pitch );
}
if (m_EMState == IDLE)
switch (m_EMState)
{
// If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt);
}
case IDLE:
{
// If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt, a_TickRandom);
break;
}
if (m_EMState == CHASING)
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt);
}
case CHASING:
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt, a_TickRandom);
break;
}
if (m_EMState == ESCAPING)
{
InStateEscaping(a_Dt);
}
case ESCAPING:
{
InStateEscaping(a_Dt, a_TickRandom);
break;
}
} // switch (m_EMState)
}
@@ -366,13 +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()
void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom)
{
cPlayer *Closest = FindClosestPlayer();
// TODO: Rewrite this to use cWorld's DoWithPlayers()
cPlayer * Closest = FindClosestPlayer();
if (Closest)
if (Closest != NULL)
{
EventSeePlayer(Closest);
EventSeePlayer(Closest, a_TickRandom);
}
}
@@ -380,8 +386,10 @@ void cMonster::CheckEventSeePlayer()
void cMonster::CheckEventLostPlayer()
void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom)
{
UNUSED(a_TickRandom);
Vector3f pos;
cTracer LineOfSight(GetWorld());
@@ -405,8 +413,10 @@ void cMonster::CheckEventLostPlayer()
// What to do if player is seen
// default to change state to chasing
void cMonster::EventSeePlayer(cEntity *a_SeenPlayer)
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom)
{
UNUSED(a_TickRandom);
m_Target = a_SeenPlayer;
AddReference( m_Target );
}
@@ -415,7 +425,7 @@ void cMonster::EventSeePlayer(cEntity *a_SeenPlayer)
void cMonster::EventLosePlayer()
void cMonster::EventLosePlayer(void)
{
Dereference(m_Target);
m_Target = 0;
@@ -426,26 +436,25 @@ void cMonster::EventLosePlayer()
//What to do if in Idle State
void cMonster::InStateIdle(float a_Dt)
// What to do if in Idle State
void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom)
{
idle_interval += a_Dt;
if (idle_interval > 1)
{
// at this interval the results are predictable
MTRand r1;
int rem = r1.randInt()%6 + 1;
int rem = (a_TickRandom.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)
Dist.x = (float)((a_TickRandom.randInt() % 11) - 5);
Dist.z = (float)((a_TickRandom.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 );
m_Destination.y = (float)GetWorld()->GetHeight((int)m_Destination.x, (int)m_Destination.z) + 1.2f;
MoveToPosition(m_Destination);
}
}
}
@@ -456,9 +465,10 @@ 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 cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom)
{
UNUSED(a_Dt);
UNUSED(a_TickRandom);
}
@@ -466,10 +476,12 @@ void cMonster::InStateChasing(float a_Dt)
// What to do if in Escaping State
void cMonster::InStateEscaping(float a_Dt)
void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom)
{
(void)a_Dt;
if(m_Target)
UNUSED(a_Dt);
UNUSED(a_TickRandom);
if (m_Target != NULL)
{
Vector3d newloc = m_Pos;
newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
@@ -478,7 +490,7 @@ void cMonster::InStateEscaping(float a_Dt)
}
else
{
m_EMState = IDLE; //this shouldnt be required but just to be safe
m_EMState = IDLE; // This shouldnt be required but just to be safe
}
}