git-svn-id: http://mc-server.googlecode.com/svn/trunk@1090 0a769ca7-a7f5-676a-18bf-c427514a06d6
173 lines
5.4 KiB
C++
173 lines
5.4 KiB
C++
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#pragma once
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#include "Entity.h"
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#include "Item.h"
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// fwd:
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class cPawn;
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// tolua_begin
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enum eDamageType
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{
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// Canonical names for the types (as documented in the plugin wiki):
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dtAttack, // Being attacked by a mob
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dtLightning, // Hit by a lightning strike
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dtFalling, // Falling down; dealt when hitting the ground
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dtDrowning, // Drowning in water / lava
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dtSuffocating, // Suffocating inside a block
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dtStarving, // Hunger
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dtCactusContact, // Contact with a cactus block
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dtLavaContact, // Contact with a lava block
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dtPoisoning, // Having the poison effect
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dtOnFire, // Being on fire
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dtFireContact, // Standing inside a fire block
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dtInVoid, // Falling into the Void (Y < 0)
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dtPotionOfHarming,
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// Some common synonyms:
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dtPawnAttack = dtAttack,
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dtEntityAttack = dtAttack,
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dtMob = dtAttack,
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dtMobAttack = dtAttack,
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dtFall = dtFalling,
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dtDrown = dtDrowning,
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dtSuffocation = dtSuffocating,
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dtStarvation = dtStarving,
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dtHunger = dtStarving,
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dtCactus = dtCactusContact,
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dtCactuses = dtCactusContact,
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dtCacti = dtCactusContact,
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dtLava = dtLavaContact,
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dtPoison = dtPoisoning,
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dtBurning = dtOnFire,
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dtInFire = dtFireContact,
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} ;
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struct TakeDamageInfo
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{
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eDamageType DamageType; // Where does the damage come from? Being hit / on fire / contact with cactus / ...
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cPawn * Attacker; // The attacking pawn; valid only for dtAttack
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int RawDamage; // What damage would the receiver get without any armor. Usually: attacker mob type + weapons
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int FinalDamage; // What actual damage will be received. Usually: m_RawDamage minus armor
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Vector3d Knockback; // The amount and direction of knockback received from the damage
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// TODO: Effects - list of effects that the hit is causing. Unknown representation yet
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} ;
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// tolua_end
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// tolua_begin
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class cPawn :
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public cEntity
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{
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// tolua_end
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typedef cEntity super;
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public:
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CLASS_PROTODEF(cPawn);
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cPawn(void);
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virtual void Tick(float a_Dt) override;
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// tolua_begin
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/// Teleports to the entity specified
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virtual void TeleportToEntity(cEntity & a_Entity);
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/// Teleports to the coordinates specified
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virtual void TeleportTo(double a_PosX, double a_PosY, double a_PosZ);
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/// Heals the specified amount of HPs
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void Heal(int a_HitPoints);
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/// Returns the health of this pawn
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int GetHealth(void) const { return m_Health; }
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/// Makes this pawn take damage from an attack by a_Attacker. Damage values are calculated automatically and DoTakeDamage() called
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void TakeDamage(cPawn & a_Attacker);
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/// Makes this pawn take the specified damage. The final damage is calculated using current armor, then DoTakeDamage() called
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void TakeDamage(eDamageType a_DamageType, cPawn * a_Attacker, int a_RawDamage, double a_KnockbackAmount);
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/// Makes this pawn take the specified damage. The values are packed into a TDI, knockback calculated, then sent through DoTakeDamage()
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void TakeDamage(eDamageType a_DamageType, cPawn * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount);
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/// Makes this pawn take damage specified in the a_TDI. The TDI is sent through plugins first, then applied
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI);
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/// Called when the health drops below zero. a_Killer may be NULL (environmental damage)
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virtual void KilledBy(cPawn * a_Killer);
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/// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
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virtual int GetRawDamageAgainst(const cPawn & a_Receiver);
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/// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
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virtual int GetArmorCoverAgainst(const cPawn * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
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/// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
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virtual double GetKnockbackAmountAgainst(const cPawn & a_Receiver);
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/// Returns the curently equipped weapon; empty item if none
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virtual cItem GetEquippedWeapon(void) const { return cItem(); }
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/// Returns the currently equipped helmet; empty item if nonte
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virtual cItem GetEquippedHelmet(void) const { return cItem(); }
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/// Returns the currently equipped chestplate; empty item if nonte
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virtual cItem GetEquippedChestplate(void) const { return cItem(); }
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/// Returns the currently equipped leggings; empty item if nonte
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virtual cItem GetEquippedLeggings(void) const { return cItem(); }
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/// Returns the currently equipped boots; empty item if nonte
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virtual cItem GetEquippedBoots(void) const { return cItem(); }
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// tolua_end
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/// Returns the list of drops for this pawn when it is killed. May check a_Killer for special handling (sword of looting etc.). Called from KilledBy().
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virtual void GetDrops(cItems & a_Drops, cPawn * a_Killer = NULL);
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enum MetaData {NORMAL, BURNING, CROUCHED, RIDING, SPRINTING, EATING, BLOCKING};
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virtual void SetMetaData(MetaData a_MetaData);
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virtual MetaData GetMetaData(void) const { return m_MetaData; }
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virtual void InStateBurning(float a_Dt);
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virtual void CheckMetaDataBurn();
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virtual void SetMaxHealth(short a_MaxHealth);
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virtual short GetMaxHealth() { return m_MaxHealth; }
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protected:
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short m_Health;
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short m_MaxHealth;
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bool m_bBurnable;
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MetaData m_MetaData;
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double m_LastPosX, m_LastPosY, m_LastPosZ;
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Int64 m_TimeLastTeleportPacket; // In ticks
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}; //tolua_export
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