92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
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#pragma once
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#include "Entity.h"
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#include "EntityEffect.h"
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// fwd cMonster
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class cMonster;
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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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using Super = cEntity;
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public:
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CLASS_PROTODEF(cPawn)
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cPawn(eEntityType a_EntityType, double a_Width, double a_Height);
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virtual ~cPawn() override;
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virtual void Destroyed() override;
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual void KilledBy(TakeDamageInfo & a_TDI) override;
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virtual bool IsFireproof(void) const override;
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virtual bool IsInvisible() const override;
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virtual void HandleAir(void) override;
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virtual void HandleFalling(void);
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/** Tells all pawns which are targeting us to stop targeting us. */
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void StopEveryoneFromTargetingMe();
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// tolua_begin
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/** Applies an entity effect.
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Checks with plugins if they allow the addition.
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a_EffectIntensity is the level of the effect (0 = Potion I, 1 = Potion II, etc).
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a_DistanceModifier is the scalar multiplied to the potion duration (only applies to splash potions).
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*/
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void AddEntityEffect(cEntityEffect::eType a_EffectType, int a_EffectDurationTicks, short a_EffectIntensity, double a_DistanceModifier = 1);
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/** Removes a currently applied entity effect. */
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void RemoveEntityEffect(cEntityEffect::eType a_EffectType);
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/** Returns true, if the entity effect is currently applied. */
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bool HasEntityEffect(cEntityEffect::eType a_EffectType) const;
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/** Removes all currently applied entity effects (used when drinking milk) */
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void ClearEntityEffects(void);
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// tolua_end
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/** Remove the monster from the list of monsters targeting this pawn. */
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void NoLongerTargetingMe(cMonster * a_Monster);
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/** Add the monster to the list of monsters targeting this pawn. (Does not check if already in list!) */
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void TargetingMe(cMonster * a_Monster);
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/** Returns all entity effects */
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std::map<cEntityEffect::eType, cEntityEffect *> GetEntityEffects();
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/** Returns the entity effect, if it is currently applied or nullptr if not. */
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cEntityEffect * GetEntityEffect(cEntityEffect::eType a_EffectType);
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protected:
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typedef std::map<cEntityEffect::eType, std::unique_ptr<cEntityEffect>> tEffectMap;
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tEffectMap m_EntityEffects;
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double m_LastGroundHeight;
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bool m_bTouchGround;
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virtual void ResetPosition(Vector3d a_NewPosition) override;
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private:
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/** A list of all monsters that are targeting this pawn. */
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std::vector<cMonster*> m_TargetingMe;
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} ; // tolua_export
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