2012-05-25 03:18:52 -04:00
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2011-10-03 14:41:19 -04:00
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#pragma once
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2012-05-25 03:18:52 -04:00
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2011-10-03 14:41:19 -04:00
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#include "cPawn.h"
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2011-12-25 17:47:12 -05:00
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#include "Defines.h"
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#include "cWorld.h"
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2011-12-21 15:42:34 -05:00
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#include "BlockID.h"
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2012-05-25 03:18:52 -04:00
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2011-10-03 14:41:19 -04:00
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class Vector3f;
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class cClientHandle;
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2012-05-25 03:18:52 -04:00
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2011-10-03 14:41:19 -04:00
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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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2012-02-13 16:47:03 -05:00
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virtual cPacket * GetSpawnPacket(void) const override;
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2011-10-03 14:41:19 -04:00
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2012-02-13 16:47:03 -05:00
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virtual void Tick(float a_Dt) override;
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2011-10-03 14:41:19 -04:00
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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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2011-12-26 13:20:00 -05:00
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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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2012-02-15 17:50:00 -05:00
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Vector3f m_Destination;
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2011-10-03 14:41:19 -04:00
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bool m_bMovingToDestination;
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bool m_bPassiveAggressive;
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2012-02-15 17:50:00 -05:00
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Vector3f m_Speed;
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2011-10-03 14:41:19 -04:00
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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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2011-12-21 15:42:34 -05:00
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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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2011-12-25 17:47:12 -05:00
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2011-10-03 14:41:19 -04:00
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}; //tolua_export
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