#pragma once #include "../Entities/Pawn.h" #include "../Defines.h" #include "../BlockID.h" #include "../Item.h" class Vector3f; class cClientHandle; class cWorld; // tolua_begin class cMonster : public cPawn { typedef cPawn super; public: /// This identifies individual monster type, as well as their network type-ID enum eType { mtCreeper = E_META_SPAWN_EGG_CREEPER, mtSkeleton = E_META_SPAWN_EGG_SKELETON, mtSpider = E_META_SPAWN_EGG_SPIDER, mtGiant = E_META_SPAWN_EGG_GIANT, mtZombie = E_META_SPAWN_EGG_ZOMBIE, mtSlime = E_META_SPAWN_EGG_SLIME, mtGhast = E_META_SPAWN_EGG_GHAST, mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN, mtEnderman = E_META_SPAWN_EGG_ENDERMAN, mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER, mtSilverfish = E_META_SPAWN_EGG_SILVERFISH, mtBlaze = E_META_SPAWN_EGG_BLAZE, mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE, mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON, mtWither = E_META_SPAWN_EGG_WITHER, mtBat = E_META_SPAWN_EGG_BAT, mtWitch = E_META_SPAWN_EGG_WITCH, mtPig = E_META_SPAWN_EGG_PIG, mtSheep = E_META_SPAWN_EGG_SHEEP, mtCow = E_META_SPAWN_EGG_COW, mtChicken = E_META_SPAWN_EGG_CHICKEN, mtSquid = E_META_SPAWN_EGG_SQUID, mtWolf = E_META_SPAWN_EGG_WOLF, mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM, mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM, mtOcelot = E_META_SPAWN_EGG_OCELOT, mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM, mtVillager = E_META_SPAWN_EGG_VILLAGER, } ; // tolua_end float m_SightDistance; /** Creates the mob object. * If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig() * a_ProtocolMobType is the ID of the mob used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22) * a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively */ cMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); CLASS_PROTODEF(cMonster); virtual void SpawnOn(cClientHandle & a_ClientHandle) override; virtual void Tick(float a_Dt, cChunk & a_Chunk) override; virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override; virtual void KilledBy(cEntity * a_Killer) override; virtual void MoveToPosition(const Vector3f & a_Position); virtual bool ReachedDestination(void); char GetMobType(void) const {return m_MobType; } const char * GetState(); void SetState(const AString & str); virtual void CheckEventSeePlayer(void); virtual void EventSeePlayer(cEntity * a_Player); virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo /// Reads the monster configuration for the specified monster name and assigns it to this object. void GetMonsterConfig(const AString & a_Name); virtual void EventLosePlayer(void); virtual void CheckEventLostPlayer(void); virtual void InStateIdle (float a_Dt); virtual void InStateChasing (float a_Dt); virtual void InStateEscaping(float a_Dt); virtual void Attack(float a_Dt); int GetMobType() {return m_MobType;} int GetAttackRate(){return (int)m_AttackRate;} void SetAttackRate(int ar); void SetAttackRange(float ar); void SetAttackDamage(float ad); void SetSightDistance(float sd); enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState; enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality; protected: cEntity * m_Target; float m_AttackRate; float idle_interval; Vector3f m_Destination; bool m_bMovingToDestination; bool m_bPassiveAggressive; float m_DestinationTime; float m_DestroyTimer; float m_Jump; char m_MobType; AString m_SoundHurt; AString m_SoundDeath; float m_SeePlayerInterval; float m_AttackDamage; float m_AttackRange; float m_AttackInterval; void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); } ; // tolua_export