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- Fixed Bug #99 -> Mobs no longer bother you in creative mode

- refactored many things in the Monster system

git-svn-id: http://mc-server.googlecode.com/svn/trunk@112 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
lapayo94@gmail.com
2011-12-25 22:47:12 +00:00
parent adb4dbc904
commit e8f230f24e
42 changed files with 386 additions and 1238 deletions

View File

@@ -10,6 +10,7 @@
#include "Defines.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "packets/cPacket_SpawnMob.h"
#include "packets/cPacket_EntityLook.h"
@@ -47,18 +48,17 @@ cMonster::cMonster()
, 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)
, m_SeePlayerInterval (0)
, m_EMPersonality(AGGRESSIVE)
, m_AttackDamage(1.0)
, m_AttackRange(5.0)
, m_AttackInterval(0)
, m_AttackRate(3)
, idle_interval(0)
, m_bBurnable(true)
, m_EMMetaState(NORMAL)
, m_FireDamageInterval(0)
, m_BurnPeriod(0)
{
LOG("cMonster::cMonster()");
LOG("In state: %s",GetState());
@@ -77,7 +77,6 @@ cMonster::cMonster()
cMonster::~cMonster()
{
LOG("cMonster::~cMonster()");
delete m_Destination;
delete m_Speed;
@@ -85,7 +84,6 @@ cMonster::~cMonster()
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 );
}
@@ -102,7 +100,6 @@ void cMonster::SpawnOn( cClientHandle* a_Target )
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 = GetWorld()->GetChunk( m_ChunkX, m_ChunkY, m_ChunkZ );
@@ -142,8 +139,7 @@ void cMonster::Tick(float a_Dt)
return;
}
//a_Dt/=1000;
a_Dt/=1000;
a_Dt /= 1000;
if( m_bMovingToDestination )
{
@@ -153,7 +149,7 @@ void cMonster::Tick(float a_Dt)
{
Distance.y = 0;
Distance.Normalize();
Distance*=3;
Distance *= 3;
m_Speed->x = Distance.x;
m_Speed->z = Distance.z;
}
@@ -210,24 +206,6 @@ void cMonster::Tick(float a_Dt)
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()
@@ -284,6 +262,8 @@ void cMonster::ReplicateMovement()
m_LastPosZ = GetPosZ();
m_bDirtyPosition = false;
}
MoveToCorrectChunk();
}
void cMonster::HandlePhysics(float a_Dt)
@@ -350,20 +330,11 @@ void cMonster::HandlePhysics(float a_Dt)
}
}
void cMonster::TakeDamage( int a_Damage, cEntity* a_Instigator )
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");
m_Target = a_Instigator;
AddReference( m_Target );
}
void cMonster::KilledBy( cEntity* a_Killer )
@@ -392,7 +363,8 @@ const char *cMonster::GetState() {
}
//for debugging
void cMonster::SetState(const char* a_str) {
void cMonster::SetState(const char* a_str)
{
std::string str = a_str;
if(str.compare("Idle") == 0 ) {
m_EMState = IDLE;
@@ -407,48 +379,38 @@ void cMonster::SetState(const char* a_str) {
//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");
void cMonster::CheckEventSeePlayer()
{
cMonster::ListClosePlayers(this);
}
void cMonster::CheckEventLostPlayer() {
void cMonster::CheckEventLostPlayer()
{
Vector3f pos;
cTracer LineOfSight(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());
if((pos - *m_Pos).Length() > m_SightDistance || LineOfSight.Trace(*m_Pos,(pos - *m_Pos), (int)(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) {
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;
}
@@ -495,7 +457,6 @@ void cMonster::InStateBurning(float a_Dt) {
cChunk* InChunk = 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;
@@ -527,9 +488,8 @@ void cMonster::InStateEscaping(float a_Dt) {
//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;
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);
}
@@ -543,7 +503,6 @@ void cMonster::CheckMetaDataBurn() {
cChunk* InChunk = 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);
@@ -575,8 +534,8 @@ void cMonster::ListClosePlayers(cMonster *m) {
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 !!!!!!!!!!!!!!!!!");
if(!LineOfSight.Trace(*(m->m_Pos),(pos - *(m->m_Pos)),(int)(pos - *(m->m_Pos)).Length()))
{
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
@@ -585,8 +544,8 @@ void cMonster::ListClosePlayers(cMonster *m) {
}
}
if(tries > 100) {
//LOG("I Give Up");
if(tries > 100)
{
m->EventLosePlayer();
return;
}
@@ -594,7 +553,7 @@ void cMonster::ListClosePlayers(cMonster *m) {
}
void cMonster::GetMonsterConfig(const char* pm_name) {
(void)pm_name;
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this, pm_name);
}
void cMonster::SetAttackRate(int ar) {