02f05f7496
- Server compatible with the weapons and equip again. (Some Packets were incompatible) - fixed bucket bugs (not all) - Fixed clients getting crashed by wrong Pickups - fixed nearly all mob drops. (Check wheather they are burning is missing Big Grin) - maybe some other things I can´t recall atm Big Grin git-svn-id: http://mc-server.googlecode.com/svn/trunk@94 0a769ca7-a7f5-676a-18bf-c427514a06d6
90 lines
2.3 KiB
C++
90 lines
2.3 KiB
C++
#pragma once
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#include "cPawn.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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virtual void SpawnOn( cClientHandle* a_Target );
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virtual void Tick(float a_Dt);
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virtual void HandlePhysics(float a_Dt);
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virtual void ReplicateMovement();
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virtual void TakeDamage( int a_Damage, cEntity* a_Instigator );
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virtual void KilledBy( cEntity* a_Killer );
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virtual void MoveToPosition( const Vector3f & a_Position );
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virtual bool ReachedDestination();
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const char *GetState();
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void SetState(const char* str);
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static void ListMonsters();
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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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static void ListClosePlayers(cMonster *);
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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 InStateBurning(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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virtual void CheckMetaDataBurn();
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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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enum MMetaState{NORMAL,BURNING,CROUCHED,RIDING} m_EMMetaState;
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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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bool m_bBurnable;
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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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float m_FireDamageInterval;
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float m_BurnPeriod;
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void DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count);
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void RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max);
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}; //tolua_export
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