4ce0c5a983
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1222 0a769ca7-a7f5-676a-18bf-c427514a06d6
116 lines
2.9 KiB
C++
116 lines
2.9 KiB
C++
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#pragma once
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#include "../Pawn.h"
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#include "../Defines.h"
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#include "../World.h"
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#include "../BlockID.h"
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#include "../Item.h"
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class Vector3f;
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class cClientHandle;
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// tolua_begin
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class cMonster :
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public cPawn
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{
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typedef cPawn super;
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public:
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// tolua_end
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/** Creates the mob object.
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* If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
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* a_ProtocolMobType is the ID of the mob used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22)
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* a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
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*/
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cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath);
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CLASS_PROTODEF(cMonster);
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virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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virtual void Tick(float a_Dt, MTRand & a_TickRandom) override;
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virtual void HandlePhysics(float a_Dt);
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virtual void ReplicateMovement(void);
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
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virtual void KilledBy(cPawn * a_Killer) override;
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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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const char * GetState();
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void SetState(const AString & str);
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virtual void CheckEventSeePlayer(MTRand & a_TickRandom);
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virtual void EventSeePlayer(cEntity *, MTRand & a_TickRandom);
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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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/// Reads the monster configuration for the specified monster name and assigns it to this object.
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void GetMonsterConfig(const AString & a_Name);
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virtual void EventLosePlayer(void);
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virtual void CheckEventLostPlayer(MTRand & a_TickRandom);
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virtual void InStateIdle (float a_Dt, MTRand & a_TickRandom);
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virtual void InStateChasing (float a_Dt, MTRand & a_TickRandom);
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virtual void InStateEscaping(float a_Dt, MTRand & a_TickRandom);
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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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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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AString m_SoundHurt;
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AString m_SoundDeath;
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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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void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
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} ; // tolua_export
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