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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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1166 lines
26 KiB
C++
1166 lines
26 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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// Nel Misc
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#include "nel/misc/command.h"
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#include "nel/misc/path.h"
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#include "nel/net/message.h"
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#include "nel/net/unified_network.h"
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#include "nel/misc/aabbox.h"
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//#include "combat_interface.h"
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// Game share
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#include "game_share/tick_event_handler.h"
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#include "game_share/synchronised_message.h"
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//#include "game_share/msg_brick_service.h"
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// Local includes
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#include "actor.h"
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#include "actor_manager.h"
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#include "move_manager.h"
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#include "sheets.h"
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#include "mirrors.h"
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#include "actor_group.h"
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using namespace NLMISC;
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using namespace NLNET;
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using namespace NLPACS;
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using namespace std;
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namespace AGS_TEST
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{
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#define DT_TEMP 200
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//----------------------------------------------------------------------------------
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CActor::CActor(const std::string &type, const std::string &name, const CEntityId &id, bool &success)
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{
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_sheetId=type;
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// if (CSheets::lookup(_sheetId)->Name.empty())
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_visualName=name;
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// else
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// _visualName=CSheets::lookup(_sheetId)->Name;
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_name=name;
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_id=id;
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_activity=SQUARE; //NOTHING;
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_DefaultActivity=UNKNOWN;
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_target=0;
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//_positionChanged=false;
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if ( ! CMirrors::Mirror.createAndDeclareEntity(_id) )
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{
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success = false;
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return;
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}
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_MoveContainer = NULL;
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_MovePrimitive = NULL;
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_Continent = 0xFF;
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// _mode is setup outside the constructor :o(
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_x.init( TheDataset, id, "X" );
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_y.init( TheDataset, id, "Y" );
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_z.init( TheDataset, id, "Z" );
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_angle.init( TheDataset, id, "Theta" );
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_vpa.init( TheDataset, id, "VisualPropertyA" );
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_whoseesme.init( TheDataset, id, "WhoSeesMe" );
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_behaviour.init( TheDataset, id, "Behaviour" );
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_mode.init( TheDataset, id, "Mode" );
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_AttackDistance = 5.0f;
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_PrimZone = NULL;
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SAltLookProp vpa;
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vpa.Element.Seed = 1;
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_vpa = vpa.Summary;
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_whoseesme = (sint64)(-1);
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_Group = NULL;
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_ChatSet = -1;
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_RespawnCounter = -1;
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_AlreadyAdded = false;
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_CyclesState = STATE_WANDER;
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_Timer.set( DT_TEMP );
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success = true;
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}
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//
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CActor::~CActor()
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{
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CMirrors::Mirror.removeEntity(_id);
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}
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void CActor::removeRefs(CActor *actor)
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{
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if (this==0) return;
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if (_target==actor)
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_target=0;
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}
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//----------------------------------------------------------------------------------
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// set the actor's current group
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void CActor::setGroup(CActorGroup *group)
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{
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if (this==0) return;
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if (_Group != NULL)
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{
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_Group->removeActor(this);
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}
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if (group != NULL)
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{
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group->addActor(this);
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}
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_Group = group;
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}
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//----------------------------------------------------------------------------------
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// displaying the actor's current state
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void CActor::display(NLMISC::CLog *log)
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{
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if (this==0) return;
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const char *angleNames[]= {"E", "ENE", "NE", "NNE", "N","NNW","NW","WNW","W","WSW","SW","SSW","S","SSE","SE","ESE"};
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log->displayNL("Actor id=%s sheetId='%s'(%08x) name='%s'",
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_id.toString().c_str(),
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_sheetId.toString().c_str(),
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_sheetId.asInt(),
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_name.c_str() );
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log->displayNL("\tpos=(%d,%d,%d) Orientation=%s(%d)",
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_x(),_y(),_z(),
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angleNames[unsigned((_angle()<0.0?-0.5:0.5)+_angle()*8.0/3.14159265359)&15],
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int(_angle()*180.0/3.14159265359));
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log->displayNL("\t attackDist=%f dialogue=%d activity=%s Magnet(%.1f,%.1f,%.1f) MagnetRange=%.1f MagnetDecay=%.1f",
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_AttackDistance,
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_ChatSet,
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getActivityName(),
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_Magnet.x,_Magnet.y,_Magnet.z,
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_MagnetDistance,
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_MagnetDecayDistance);
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}
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//----------------------------------------------------------------------------------
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// script management
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void CActor::setActivity(EActivity activity)
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{
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if ( this == 0 )
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return;
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if ( _DefaultActivity == CActor::UNKNOWN )
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setDefaultActivity( activity );
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switch( activity )
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{
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case NOTHING:
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doNothing();
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break;
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case WANDER:
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doWander();
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break;
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case SQUARE:
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doSquare();
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break;
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case FAUNA_EAT:
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doEat();
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break;
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case FAUNA_SLEEP:
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doSleep();
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break;
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case FIGHT:
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nlwarning("CActor::setActivity(): can't set activty to FIGHT");
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break;
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case ATTACK:
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doAttack();
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break;
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case FLEE:
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doFlee();
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break;
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default:
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nlwarning("CActor::setActivity(): unknown activity");
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}
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}
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void CActor::doNothing()
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{
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if ( this == 0 )
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return;
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if ( _activity == FIGHT )
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stopFight();
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_activity = NOTHING;
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}
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void CActor::doSquare()
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{
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if ( this == 0 )
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return;
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if ( _activity == FIGHT )
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stopFight();
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_activity = SQUARE;
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}
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void CActor::doWander()
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{
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if ( this == 0 )
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return;
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if ( _activity == FIGHT )
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stopFight();
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_activity = WANDER;
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}
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void CActor::doEat()
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{
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if ( this == 0 )
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return;
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if ( _activity == FIGHT )
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stopFight();
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_activity = FAUNA_EAT;
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}
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void CActor::doSleep()
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{
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if ( this == 0 )
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return;
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if ( _activity == FIGHT )
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stopFight();
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_activity = FAUNA_SLEEP;
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}
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void CActor::doFight(CActorGroup *target)
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{
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if ( this == 0 )
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return;
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if ( target->actorCount() == 0 )
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return;
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unsigned i,j=0;
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double mindist= calcDist(*(*target)[0]);
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for (i=1;i<target->actorCount();i++)
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if( calcDist(*(*target)[i]) < mindist)
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{
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mindist= calcDist(*(*target)[i]);
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j=i;
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}
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doFight((*target)[j]);
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}
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void CActor::doFight(CActor *target)
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{
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if ( this == 0 || target == 0 )
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return;
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doFight( target->_id );
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}
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void CActor::doFight(const NLMISC::CEntityId &id)
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{
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if ( this == 0 )
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return;
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// if (_activity==FIGHT) stopFight();
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// turn to face the target
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_activity=FIGHT;
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_target=CActorManager::getActor(id); // returns 0 if the target not managed here
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nlassert(false);
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// send the message to the rules service
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// CCombatInterface::attack(_id,id,0,true);
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// make sure the target stands still
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if (_target!=0 && !_target->fighting())
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_target->doAttacked(this);
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}
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void CActor::doAttack()
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{
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if ( this == 0 )
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return;
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/*
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if ( _activity == FIGHT )
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stopFight();
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*/
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_activity = ATTACK;
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}
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void CActor::doFlee()
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{
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if ( this == 0 )
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return;
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if ( _activity == FIGHT )
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stopFight();
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_activity = FLEE;
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}
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void CActor::doAttacked(CActor *target)
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{
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if ( this == 0 )
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return;
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if (_activity!=FIGHT)
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doNothing();
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}
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void CActor::stopFight()
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{
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if ( this == 0 )
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return;
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if (_activity!=FIGHT)
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return;
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_activity=NOTHING;
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nlassert(false);
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// send a 'engage in combat' message to the brick service
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// CCombatInterface::disengage(_id);
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}
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bool CActor::update()
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{
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if (this==0)
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return false;
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// generate a position in meters (floating point)
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CVectorD pos(_x*0.001, _y*0.001, 0.0);
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checkRespawn();
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checkTimers();
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switch (_activity)
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{
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case NOTHING:
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break;
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case FAUNA_WAIT:
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if ( checkAttack( pos ) )
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break;
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if ( _CyclesState == STATE_WANDER )
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{
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setActivity( FAUNA_WANDER );
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break;
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}
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else if ( _CyclesState == STATE_VERY_TIRED || _CyclesState == STATE_EXHAUSTED )
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{
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setActivity( FAUNA_SLEEP );
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break;
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}
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else if ( _CyclesState == STATE_VERY_HUNGRY || _CyclesState == STATE_STARVING )
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{
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setActivity( FAUNA_EAT );
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break;
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}
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break;
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case SQUARE:
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if ( checkAttack( pos ) )
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break;
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processSquare();
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break;
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case FIGHT:
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processFight();
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break;
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case WANDER:
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if ( ! computeMove( pos ) )
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return false;
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break;
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case FAUNA_WANDER:
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if ( checkAttack( pos ) )
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break;
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if ( ! computeMove( pos ) )
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return false;
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if ( _CyclesState == STATE_VERY_TIRED || _CyclesState == STATE_EXHAUSTED )
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{
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setActivity( FAUNA_SLEEP );
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break;
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}
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else if ( _CyclesState == STATE_VERY_HUNGRY || _CyclesState == STATE_STARVING )
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{
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setActivity( FAUNA_EAT );
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break;
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}
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break;
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case FAUNA_SLEEP:
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if ( _CyclesState == STATE_SHAKING )
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{
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setActivity( FAUNA_WAIT );
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break;
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}
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processSleep();
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break;
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case FAUNA_EAT:
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if ( checkAttack( pos ) )
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break;
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if ( _CyclesState == STATE_DIGESTING )
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{
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setActivity( FAUNA_WAIT );
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break;
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}
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processEat();
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break;
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}
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return true;
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}
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//----------------------------------------------------------------------------------
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// code requiring network comms
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// connections to the GPMS
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void CActor::addToOtherServices()
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{
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if (this==0) return;
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/*
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if (!CMirrors::exists(_id))
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CMirrors::Mirror.createAndDeclareEntity( _id );
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*/
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// add the actor name to the IOS
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{
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CMessage msgout("CHARACTER_NAME");
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TDataSetRow raw = TheDataset.getDataSetRow( _id );
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msgout.serial( raw );
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ucstring uname( _visualName );
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msgout.serial( uname );
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sendMessageViaMirror( "IOS", msgout );
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}
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_AlreadyAdded = true;
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}
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void CActor::removeFromOtherServices()
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{
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if (this==0) return;
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CMirrors::Mirror.removeEntity( _id );
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_AlreadyAdded = false;
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}
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// pos management
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void CActor::initMovePrimitive(sint32 x, sint32 y, sint32 z)
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{
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if (this==0) return;
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// added by ben
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sint continent = CMoveManager::Continents.findContinent(CVectorD(x*0.001, y*0.001, z*0.001));
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if (continent == -1)
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{
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nlwarning("Unable to spawn %s in any continent! Position (%.1f,%.1f) not valid!", _id.toString().c_str(), x*0.001, y*0.001);
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continent = 0;
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}
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// if a primitive already exists
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if (_MovePrimitive != NULL)
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{
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// previous move container must not be null
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nlassert(_Continent != 0xFF);
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// check the previous move container is different (otherwise does not create a primitive)
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if (continent != _Continent)
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{
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// depending on the type of the previous primitive, creates a copy of it
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UMovePrimitive *primitive = CMoveManager::Continents.getMoveContainer(continent)->addNonCollisionablePrimitive(_MovePrimitive);
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nlassert(primitive != NULL);
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// removes previous primitive
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CMoveManager::Continents.getMoveContainer(_Continent)->removePrimitive(_MovePrimitive);
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// and set new one as entity primitive
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_MovePrimitive = primitive;
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_Continent = continent;
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_MoveContainer = CMoveManager::Continents.getMoveContainer(_Continent);
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}
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}
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else
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{
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const CSheets::CSheet *sheet = CSheets::lookup(_sheetId);
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float primRadius = 0.5f;
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float primHeight = 2.0f;
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if (sheet != NULL)
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{
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primRadius = sheet->Radius;
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primHeight = sheet->Height;
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}
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_Continent = continent;
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_MoveContainer = CMoveManager::Continents.getMoveContainer(_Continent);
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// init pacs primitive
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_MovePrimitive = _MoveContainer->addNonCollisionablePrimitive();
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nlassert( _MovePrimitive != 0 );
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_MovePrimitive->UserData = (uint64) this;
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_MovePrimitive->setPrimitiveType( UMovePrimitive::_2DOrientedCylinder );
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_MovePrimitive->setReactionType( UMovePrimitive::Slide );
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_MovePrimitive->setTriggerType( UMovePrimitive::NotATrigger );
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_MovePrimitive->setCollisionMask( 0x00000000 );
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_MovePrimitive->setOcclusionMask( 0xffffffff );
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_MovePrimitive->setObstacle( false );
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_MovePrimitive->setAbsorbtion( 0 );
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_MovePrimitive->setHeight( primHeight );
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_MovePrimitive->setRadius( primRadius );
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// insert actor in grid as an obstacle
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CObstacle obstacle;
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obstacle.Id = _id;
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obstacle.Position = CVector(x*0.001f, y*0.001f, 0.0f);
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obstacle.Radius = primRadius;
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_GridIterator = CMoveManager::Grid.insert(obstacle, obstacle.Position);
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}
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setPos(x, y, z);
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_Magnet = CVector(x*0.001f, y*0.001f, 0.0f);
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_MagnetDistance = 50.0f;
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_MagnetDecayDistance = 10.0f;
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}
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// simple pos setup, pacs jump to position
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void CActor::setPos(sint32 x, sint32 y, sint32 z)
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{
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if (this==0) return;
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if (_MovePrimitive == NULL || _MoveContainer == NULL)
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initMovePrimitive(x, y, z);
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CVectorD pos(x*0.001, y*0.001, z*0.001);
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_MovePrimitive->setGlobalPosition( pos, 0 );
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_MovePrimitive->setOrientation( _angle , 0 );
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_MoveContainer->evalCollision(1, 0); // world image 0 for all
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pos = _MovePrimitive->getFinalPosition( 0 );
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|
|
(*_GridIterator).Position = CVector(pos);
|
|
CMoveManager::Grid.move(_GridIterator, (*_GridIterator).Position);
|
|
|
|
_x = (sint32)(1000*pos.x);
|
|
_y = (sint32)(1000*pos.y);
|
|
_z = (sint32)(1000*pos.z);
|
|
//_positionChanged=true;
|
|
}
|
|
|
|
// some complex movement - involving GPMS update
|
|
void CActor::moveBy(sint32 x, sint32 y, sint32 z)
|
|
{
|
|
if (this==0) return;
|
|
if ((x|y|z)==0) return;
|
|
|
|
// modif by ben
|
|
//setPos(_x+x, _y+y, _z+z);
|
|
//_positionChanged=true;
|
|
|
|
if (_MovePrimitive == NULL || _MoveContainer == NULL)
|
|
{
|
|
nlwarning("Can't moveBy(%d,%d,%d) actor %s, _MovePrimitive or _MoveContainer not set", x, y, z, _id.toString().c_str());
|
|
return;
|
|
}
|
|
|
|
_MovePrimitive->move(CVectorD(x*0.001, y*0.001, 0.0), 0);
|
|
_MoveContainer->evalNCPrimitiveCollision(1.0, _MovePrimitive, 0);
|
|
CVectorD pos = _MovePrimitive->getFinalPosition( 0 );
|
|
|
|
(*_GridIterator).Position = CVector(pos);
|
|
CMoveManager::Grid.move(_GridIterator, (*_GridIterator).Position);
|
|
|
|
_x = (sint32)(1000*pos.x);
|
|
_y = (sint32)(1000*pos.y);
|
|
_z = (sint32)(1000*pos.z);
|
|
//_positionChanged=true;
|
|
}
|
|
|
|
/*
|
|
void CActor::addPositionChangesToMessage(CMessage &msg)
|
|
{
|
|
if (this==0) return;
|
|
if (!_positionChanged) return;
|
|
|
|
msg.serial( _id );
|
|
msg.serial( _x );
|
|
msg.serial( _y );
|
|
msg.serial( _z );
|
|
msg.serial( _angle );
|
|
NLMISC::TGameCycle tick = CTickEventHandler::getGameCycle()-1;
|
|
msg.serial( tick );
|
|
|
|
_positionChanged=false;
|
|
}
|
|
*/
|
|
|
|
void CActor::teleportTo(sint32 x, sint32 y, sint32 z)
|
|
{
|
|
if (this==0) return;
|
|
|
|
setPos(x, y, z);
|
|
/*
|
|
// added/modified by ben
|
|
initMovePrimitive(x, y, z);
|
|
|
|
// displaced by ben
|
|
CMessage msgout("ENTITY_TELEPORTATION");
|
|
msgout.serial( _id );
|
|
msgout.serial( _x );
|
|
msgout.serial( _y );
|
|
msgout.serial( _z );
|
|
msgout.serial( _angle );
|
|
NLMISC::TGameCycle tick = CTickEventHandler::getGameCycle()-1;
|
|
msgout.serial( tick );
|
|
sendMessageViaMirror( "GPMS", msgout );
|
|
|
|
//_positionChanged=false;
|
|
*/
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// setting the actor behaviour
|
|
|
|
void CActor::setBehaviour(std::string behaviourName)
|
|
{
|
|
if (this==0) return;
|
|
if (behaviourName.empty()) return;
|
|
/*
|
|
MBEHAV::EBehaviour behaviour=MBEHAV::stringToBehaviour(behaviourName);
|
|
CMessage msgout("SET_BEHAVIOUR");
|
|
msgout.serial( _id );
|
|
MBEHAV::CBehaviour b = behaviour;
|
|
msgout.serial( b );
|
|
sendMessageViaMirror( "EGS", msgout );
|
|
*/
|
|
MBEHAV::EBehaviour behaviour=MBEHAV::stringToBehaviour(behaviourName);
|
|
MBEHAV::CBehaviour b = behaviour;
|
|
|
|
_behaviour = (uint64)b;
|
|
}
|
|
/*
|
|
// setting the actor mode
|
|
void CActor::setMode(std::string modeName)
|
|
{
|
|
if ( this == 0 )
|
|
return;
|
|
if ( modeName.empty() )
|
|
return;
|
|
|
|
MBEHAV::EMode mode = MBEHAV::stringToMode( modeName );
|
|
CMessage msgout("SET_MODE");
|
|
msgout.serial( _id );
|
|
MBEHAV::EMode b = mode;
|
|
msgout.serialEnum( b );
|
|
sendMessageViaMirror( "EGS", msgout );
|
|
}
|
|
|
|
void CActor::setMode(MBEHAV::EMode mode)
|
|
{
|
|
if ( this == 0 )
|
|
return;
|
|
|
|
CMessage msgout("SET_MODE");
|
|
msgout.serial( _id );
|
|
msgout.serialEnum( mode );
|
|
sendMessageViaMirror( "EGS", msgout );
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// setting the objects carried in the actor's hands
|
|
|
|
void CActor::setVPA(const SAltLookProp &vpa)
|
|
{
|
|
_vpa = vpa.Summary;
|
|
}
|
|
|
|
void CActor::setLeftHand(NLMISC::CSheetId sheetId)
|
|
{
|
|
if (this==0) return;
|
|
}
|
|
|
|
void CActor::setRightHand(NLMISC::CSheetId sheetId)
|
|
{
|
|
if (this==0) return;
|
|
}
|
|
|
|
|
|
void CActor::checkRespawn()
|
|
{
|
|
|
|
// if actor doesn't exist in mirror and has not yet been added to gpms, spawn in and set as wandering
|
|
if (!CMirrors::exists(_id) && !_AlreadyAdded)
|
|
{
|
|
setPos((sint32)(_Magnet.x*1000), (sint32)(_Magnet.y*1000), (sint32)(_Magnet.z*1000));
|
|
addToOtherServices();
|
|
//setMode( MBEHAV::NORMAL );
|
|
|
|
setActivity(_DefaultActivity); // doWander();
|
|
}
|
|
|
|
// if actor is dead and was on gpms previously then:
|
|
// 1. initialise counter so that actor will respawn when counter reaches 0
|
|
// 2. remove actor from gpms, and lock respawn counter to 0
|
|
if (CMirrors::mode(_id) == MBEHAV::DEATH && _AlreadyAdded)
|
|
{
|
|
if (_RespawnCounter<0)
|
|
{
|
|
_RespawnCounter = (int)((_MinSpawnDelay + (_MaxSpawnDelay-_MinSpawnDelay) * (float)(((double)rand()-RAND_MAX/2)/(float)(RAND_MAX/2)))*10.0f);
|
|
nlinfo("Actor dies %s, will be respawned soon...", _id.toString().c_str());
|
|
doNothing();
|
|
}
|
|
else if (_RespawnCounter == 1)
|
|
{
|
|
nlinfo("Dead Actor %s removed, will be respawned soon...", _id.toString().c_str());
|
|
// remove agent from gpms
|
|
removeFromOtherServices();
|
|
--_RespawnCounter;
|
|
}
|
|
else if (_RespawnCounter > 0)
|
|
{
|
|
--_RespawnCounter;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_RespawnCounter = -1;
|
|
}
|
|
}
|
|
|
|
bool CActor::processSquare()
|
|
{
|
|
/* if (_mode().Mode!=MBEHAV::NORMAL)
|
|
return false;
|
|
*/
|
|
sint32 speed=sint32(100.0*CSheets::lookup(_sheetId)->WalkSpeed);
|
|
sint32 key= (sint32)CTickEventHandler::getGameCycle()-1;
|
|
key>>=5;
|
|
// key+=(sint32)_sid.Id; // this line makes the actors move out of sync with eachother
|
|
moveBy((key&1)*((key&2)-1)*speed,(1-(key&1))*((key&2)-1)*speed,0); // this is a grid
|
|
//sint32 keyx=key>>4;
|
|
//sint32 keyy=keyx+2;
|
|
//moveBy( (keyx&4?speed:-speed)*(keyx&3==3?0:1), (keyy&4?speed:-speed)*(keyy&3==3?0:1), 0 ); // this is an octagon
|
|
_angle = (float)::atan2((1-(key&1))*((key&2)-1)*speed, (key&1)*((key&2)-1)*speed);
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CActor::processFight()
|
|
{
|
|
/* if (_mode().Mode!=MBEHAV::COMBAT)
|
|
return false;
|
|
{
|
|
sint32 key= (sint32)CTickEventHandler::getGameCycle()-1;
|
|
key%=200;
|
|
if (!key && _target)
|
|
{
|
|
nlassert(false);
|
|
// CCombatInterface::attack(_id,_target->_id,1,false);
|
|
}
|
|
|
|
// if we have position info for the target then setup orientation info
|
|
if (_target)
|
|
{
|
|
CMoveManager::TObstacleMap::iterator it;
|
|
it = CMoveManager::ObstacleMap.find(_target->_id);
|
|
if (it != CMoveManager::ObstacleMap.end())
|
|
{
|
|
NLMISC::CVectorD pos(float(_x)/1000.0f,float(_y)/1000.0f,float(_z)/1000.0f);
|
|
pos -= (*((*it).second)).Position;
|
|
setAngle((float)atan2(pos.y,pos.x));
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
//todo:
|
|
// check hitpoints in georges
|
|
// check regen rate in george (should be: rate=1000 value=0)
|
|
// subscribe to hitpoint mirror (sint16)
|
|
// add group management to command to engage in combat
|
|
|
|
// if target dead go to idle
|
|
|
|
// from time to time insert a 'coup en force' attack
|
|
// CBSExecuteMsg msg;
|
|
// msg.PlayerId=_sid;
|
|
// msg.TargetId=_target;
|
|
// msg.Bricks.push_back(CSheetId("coup_en_force.brick_base"));
|
|
// msg.send("BS");
|
|
return true;
|
|
}
|
|
|
|
bool CActor::processEat()
|
|
{
|
|
/*
|
|
if ( getMode() != MBEHAV::EAT )
|
|
setMode( MBEHAV::EAT );
|
|
*/ return true;
|
|
}
|
|
|
|
bool CActor::processSleep()
|
|
{
|
|
/* if ( getMode() != MBEHAV::REST )
|
|
setMode( MBEHAV::REST );
|
|
*/ return true;
|
|
}
|
|
|
|
|
|
bool CActor::checkAttack( CVectorD &pos )
|
|
{
|
|
/*
|
|
if we're close to an actor then attack them
|
|
*/
|
|
CAABBox box;
|
|
box.setCenter(CVector(_x*0.001f, _y*0.001f, 0.0f));
|
|
box.setHalfSize(CVector(5.0f, 5.0f, 1.0f));
|
|
|
|
CMoveManager::Grid.clearSelection();
|
|
CMoveManager::Grid.select(box);
|
|
|
|
CMoveManager::TObstacleGrid::CIterator it;
|
|
for (it=CMoveManager::Grid.begin(); it!=CMoveManager::Grid.end(); ++it)
|
|
{
|
|
CObstacle &other = (*it);
|
|
|
|
// attacks player if close to me
|
|
CVector d = pos-other.Position;
|
|
d.z = 0.0f;
|
|
if (other.Id.getType() == RYZOMID::player && d.norm() <= _AttackDistance)
|
|
{
|
|
nlinfo("Actor <%s> attacks player because _AttackDistance = %f and separation = %f", _name.c_str(), _AttackDistance, d.norm());
|
|
doFight(other.Id);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// State machine defining transitions between cycle states
|
|
void CActor::updateCycles()
|
|
{
|
|
_CyclesState = (ECycleState) ( ( (int)_CyclesState ) + 1 );
|
|
if ( _CyclesState == STATE_LAST )
|
|
_CyclesState = STATE_WANDER;
|
|
}
|
|
|
|
/*
|
|
void CActor::updateCycles()
|
|
{
|
|
switch( _CyclesState )
|
|
{
|
|
case STATE_WANDER:
|
|
_CyclesState = STATE_HUNGRY;
|
|
setActivity( WANDER );
|
|
break;
|
|
|
|
case STATE_HUNGRY:
|
|
_CyclesState = STATE_VERY_HUNGRY;
|
|
break;
|
|
|
|
case STATE_VERY_HUNGRY:
|
|
_CyclesState = STATE_STARVING;
|
|
break;
|
|
|
|
case STATE_STARVING:
|
|
_CyclesState = STATE_EATING;
|
|
break;
|
|
|
|
case STATE_EATING:
|
|
{
|
|
_CyclesState = STATE_HUNGRY;
|
|
setActivity( EAT );
|
|
}
|
|
break;
|
|
|
|
case STATE_DIGESTING:
|
|
_CyclesState = STATE_TIRED;
|
|
setActivity( WANDER );
|
|
break;
|
|
|
|
case STATE_TIRED:
|
|
_CyclesState = STATE_VERY_TIRED;
|
|
break;
|
|
|
|
case STATE_VERY_TIRED:
|
|
_CyclesState = STATE_EXHAUSTED;
|
|
break;
|
|
|
|
case STATE_EXHAUSTED:
|
|
_CyclesState = STATE_SLEEPING;
|
|
break;
|
|
|
|
case STATE_SLEEPING:
|
|
{
|
|
_CyclesState = STATE_HUNGRY;
|
|
setActivity( SLEEP );
|
|
}
|
|
break;
|
|
|
|
case STATE_SHAKING:
|
|
{
|
|
_CyclesState = STATE_SHAKING;
|
|
setActivity( WANDER );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
void CActor::checkTimers()
|
|
{
|
|
if ( _Timer.test() )
|
|
{
|
|
updateCycles();
|
|
_Timer.add( DT_TEMP );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CActor::computeMove( NLMISC::CVectorD &pos)
|
|
{
|
|
// use the current tick and the entity's id to decide when to move and when to stand still
|
|
// the objective is to move in short bursts, standing still between times
|
|
sint32 key= (sint32)CTickEventHandler::getGameCycle()-1;
|
|
key>>=2;
|
|
key>>=3;
|
|
key+=(sint32)_id.getShortId(); // this line makes the actors move out of sync with eachother
|
|
if (!(key & 3))
|
|
{
|
|
// we're not moving but we can turn round
|
|
sint32 lastkey= (sint32)CTickEventHandler::getGameCycle()-2;
|
|
lastkey>>=2;
|
|
lastkey+=(sint32)_id.getShortId(); // this line makes the actors move out of sync with eachother
|
|
lastkey>>=3;
|
|
if (!(lastkey & 1))
|
|
_angle = _angle() + (float)(((double)rand()-RAND_MAX/2)/(float)(RAND_MAX/2)*3.14159265359f/2.0f);
|
|
|
|
return true;
|
|
}
|
|
|
|
// lookup my walk and run speeds and so on from my sheetid
|
|
const CSheets::CSheet *sheet = CSheets::lookup(_sheetId);
|
|
if (!sheet)
|
|
{
|
|
// nlwarning("Unknown sheet id for entity %s",_Id.toString().c_str());
|
|
return false;
|
|
}
|
|
float walkSpeed = sheet->WalkSpeed;
|
|
float runSpeed = sheet->RunSpeed;
|
|
float radius = sheet->Radius;
|
|
|
|
double dt = (double)(CTickEventHandler::getGameTimeStep());
|
|
CVectorD move = CVectorD(0.0, 0.0, 0.0);
|
|
|
|
// randomly change direction
|
|
key= (sint32)CTickEventHandler::getGameCycle()-1;
|
|
key+=(sint32)_id.getShortId();
|
|
if ((key & 3) == 3)
|
|
{
|
|
// _angle += (float)((3.14159265359f/8.0f)*sin((2.0f*3.14159265359f/360.0f)*(float)((CTickEventHandler::getGameCycle()+7*_id.getShortId())%360)));
|
|
_angle = _angle() + (float)(((double)rand()-RAND_MAX/2)/(RAND_MAX/2)*5.7*dt);
|
|
while (_angle() > +3.14159265359f) _angle = _angle() - 2.0f*3.14159265359f;
|
|
while (_angle() < -3.14159265359f) _angle = _angle() + 2.0f*3.14159265359f;
|
|
}
|
|
move.x = walkSpeed*cos(_angle)*dt;
|
|
move.y = walkSpeed*sin(_angle)*dt;
|
|
|
|
// some attraction by the magnet
|
|
CVectorD dmagnet = _Magnet-pos;
|
|
dmagnet.z = 0.0;
|
|
double nmagnet = dmagnet.norm();
|
|
|
|
if (nmagnet > _MagnetDistance)
|
|
{
|
|
if (_MagnetDecayDistance<1) _MagnetDecayDistance=1; // big bad anti-bug
|
|
move += dmagnet.normed()*walkSpeed*dt*(nmagnet-_MagnetDistance)/_MagnetDecayDistance;
|
|
}
|
|
|
|
// avoid obstacles
|
|
CVectorD avoid = CVectorD::Null;
|
|
|
|
CMoveManager::TObstacleGrid::CIterator it;
|
|
for (it=CMoveManager::Grid.begin(); it!=CMoveManager::Grid.end(); ++it)
|
|
{
|
|
CObstacle &other = (*it);
|
|
|
|
// don't avoid self
|
|
if (other.Id == _id)
|
|
continue;
|
|
|
|
CVectorD d = other.Position-pos;
|
|
d.z = 0.0;
|
|
double dist = d.norm()+0.001;
|
|
|
|
const float EntitiesRepulsSpacing = 1.0f;
|
|
float EntitiesRepulsDistance = EntitiesRepulsSpacing+radius+other.Radius;
|
|
const float EntitiesRepulsStrength = 0.5f;
|
|
|
|
if (dist < EntitiesRepulsDistance)
|
|
{
|
|
double coef = 1.0f - (float)(pow(EntitiesRepulsDistance, EntitiesRepulsStrength)/pow(dist, EntitiesRepulsStrength));
|
|
avoid += d*(walkSpeed*dt*coef/dist);
|
|
}
|
|
}
|
|
|
|
move += avoid;
|
|
|
|
CVectorD front = move.normed();
|
|
CVectorD lateral(front.y, -front.x, 0.0);
|
|
CVectorD normal;
|
|
|
|
// avoid walls
|
|
if (!_MoveContainer->testMove(_MovePrimitive, front, 1, 0, &normal))
|
|
move += normal*walkSpeed*0.3*dt;
|
|
if (!_MoveContainer->testMove(_MovePrimitive, (front+lateral)*0.5, 1, 0, &normal))
|
|
move += normal*walkSpeed*0.3*dt;
|
|
if (!_MoveContainer->testMove(_MovePrimitive, (front+lateral)*0.5, 1, 0, &normal))
|
|
move += normal*walkSpeed*0.3*dt;
|
|
|
|
// avoid patat borders
|
|
if (!testPositionInPatat(pos+front))
|
|
{
|
|
uint j, n=4;
|
|
CVector newPos;
|
|
for (j=1; j<n; ++j)
|
|
{
|
|
newPos = pos+front*cos(j*3.1415926535/n)+lateral*sin(j*3.1415926535/n);
|
|
if (testPositionInPatat(newPos))
|
|
return true;
|
|
newPos = pos+front*cos(j*3.1415926535/n)-lateral*sin(j*3.1415926535/n);
|
|
if (testPositionInPatat(newPos))
|
|
return true;
|
|
}
|
|
|
|
move = newPos-pos;
|
|
front = move.normed();
|
|
}
|
|
|
|
// compute real move, and use this position as the next way point
|
|
_angle = (float)::atan2(front.y, front.x);
|
|
double movenorm = move.norm();
|
|
if (movenorm > dt*runSpeed)
|
|
move *= dt*runSpeed/movenorm;
|
|
|
|
//setup the angle field
|
|
_angle = (float)::atan2(move.y, move.x);
|
|
|
|
moveBy((sint32)(move.x*1000.0), (sint32)(move.y*1000.0), 0);
|
|
return true;
|
|
}
|
|
|
|
} // end of namespace AGS_TEST
|
|
|
|
/*
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NLMISC::CVectorD posE = e->getExtrapoledPosition();
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agressivite = 0.0;
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instinct = 0.0;
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TCarrieerCombat carriere = getProfile(c);
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|
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r = getEnnemiFar(posE, c->getCoordinate());
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|
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double fameCoputed = (double)f;
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|
|
|
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if(fameCoputed >= 0)
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return NOCombat;
|
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agressivite = -fameCoputed;
|
|
double l = getLevelPoint(c) - getLevelPoint(e->getClass());
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|
|
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agressivite += (l>0.0) ? l*20 : 0.0;
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|
|
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agressivite += getProfileAvantage(carriere, e);
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|
|
|
if ( r < 3) agressivite += 20;
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|
|
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instinct += (l<0.0) ? -l*20 : 0.0;
|
|
double l100 = getNormedLifePoint(c);
|
|
if( l100 < 0.5 )
|
|
{
|
|
if( l100 < 0.25 )
|
|
instinct += 60;
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|
else
|
|
instinct += 40;
|
|
}
|
|
|
|
double seuil = agressivite - instinct;
|
|
if(seuil >= getSeuilBelliqueux(c))
|
|
{
|
|
if(r < _REngage) return Attack;
|
|
else
|
|
{
|
|
return Poursuivre;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
double fuite = getSeuilFuite(c);
|
|
if(instinct >= fuite)
|
|
return Fuite;
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|
else
|
|
return NOCombat;
|
|
|
|
}
|
|
return NOCombat;
|
|
*/
|