2012-06-14 09:06:06 -04:00
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#pragma once
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#include "cPawn.h"
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#include "Defines.h"
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#include "cWorld.h"
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#include "BlockID.h"
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#include "cItem.h"
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#include "BlockID.h"
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class Vector3f;
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class cClientHandle;
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class cMonster : public cPawn //tolua_export
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{ //tolua_export
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public:
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cMonster();
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virtual ~cMonster();
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virtual bool IsA( const char* a_EntityType );
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2012-08-24 03:58:26 -04:00
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virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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2012-06-14 09:06:06 -04:00
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virtual void Tick(float a_Dt) override;
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virtual void HandlePhysics(float a_Dt);
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2012-08-24 03:58:26 -04:00
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virtual void ReplicateMovement(void);
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2012-06-14 09:06:06 -04:00
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2012-08-24 03:58:26 -04:00
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virtual void TakeDamage(int a_Damage, cEntity * a_Instigator) override;
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virtual void KilledBy(cEntity * a_Killer) override;
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2012-06-14 09:06:06 -04:00
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2012-08-24 03:58:26 -04:00
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virtual void MoveToPosition(const Vector3f & a_Position);
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virtual bool ReachedDestination(void);
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char GetMobType(void) const {return m_MobType; }
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2012-06-14 09:06:06 -04:00
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2012-08-24 03:58:26 -04:00
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const char * GetState();
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2012-08-19 15:42:32 -04:00
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void SetState(const AString & str);
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2012-06-14 09:06:06 -04:00
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virtual void CheckEventSeePlayer();
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virtual void EventSeePlayer(cEntity *);
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float m_SightDistance;
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virtual cPlayer *FindClosestPlayer(); //non static is easier. also virtual so other mobs can implement their own searching algo
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virtual void GetMonsterConfig(const char* pm_name);
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virtual void EventLosePlayer();
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virtual void CheckEventLostPlayer();
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virtual void InStateIdle(float a_Dt);
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virtual void InStateChasing(float a_Dt);
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virtual void InStateEscaping(float a_Dt);
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virtual void Attack(float a_Dt);
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int GetMobType() {return m_MobType;}
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int GetAttackRate(){return (int)m_AttackRate;}
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void SetAttackRate(int ar);
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void SetAttackRange(float ar);
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void SetAttackDamage(float ad);
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void SetSightDistance(float sd);
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enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
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enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality;
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protected:
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cEntity* m_Target;
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float m_AttackRate;
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float idle_interval;
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Vector3f m_Destination;
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bool m_bMovingToDestination;
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bool m_bPassiveAggressive;
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Vector3f m_Speed;
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float m_DestinationTime;
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float m_Gravity;
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bool m_bOnGround;
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float m_DestroyTimer;
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float m_Jump;
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char m_MobType;
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float m_SeePlayerInterval;
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float m_AttackDamage;
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float m_AttackRange;
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float m_AttackInterval;
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2012-08-19 15:42:32 -04:00
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void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
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2012-06-14 09:06:06 -04:00
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}; //tolua_export
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