#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 { mtInvalidType = -1, mtBat = E_META_SPAWN_EGG_BAT, mtBlaze = E_META_SPAWN_EGG_BLAZE, mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER, mtChicken = E_META_SPAWN_EGG_CHICKEN, mtCow = E_META_SPAWN_EGG_COW, mtCreeper = E_META_SPAWN_EGG_CREEPER, mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON, mtEnderman = E_META_SPAWN_EGG_ENDERMAN, mtGhast = E_META_SPAWN_EGG_GHAST, mtGiant = E_META_SPAWN_EGG_GIANT, mtHorse = E_META_SPAWN_EGG_HORSE, mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM, mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE, mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM, mtOcelot = E_META_SPAWN_EGG_OCELOT, mtPig = E_META_SPAWN_EGG_PIG, mtSheep = E_META_SPAWN_EGG_SHEEP, mtSilverfish = E_META_SPAWN_EGG_SILVERFISH, mtSkeleton = E_META_SPAWN_EGG_SKELETON, mtSlime = E_META_SPAWN_EGG_SLIME, mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM, mtSpider = E_META_SPAWN_EGG_SPIDER, mtSquid = E_META_SPAWN_EGG_SQUID, mtVillager = E_META_SPAWN_EGG_VILLAGER, mtWitch = E_META_SPAWN_EGG_WITCH, mtWither = E_META_SPAWN_EGG_WITHER, mtWolf = E_META_SPAWN_EGG_WOLF, mtZombie = E_META_SPAWN_EGG_ZOMBIE, mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN, } ; enum eFamily { mfHostile = 0, // Spider, Zombies ... mfPassive = 1, // Cows, Pigs mfAmbient = 2, // Bats mfWater = 3, // Squid mfMaxplusone, // Nothing. Be sure this is the last and the others are in order } ; // tolua_end enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState; enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality; float m_SightDistance; /** Creates the mob object. * If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig() * a_MobType is the type of the mob (also 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, eType a_MobType, 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); // tolua_begin eType GetMobType(void) const {return m_MobType; } eFamily GetMobFamily(void) const; // tolua_end 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 GetAttackRate(){return (int)m_AttackRate;} void SetAttackRate(int ar); void SetAttackRange(float ar); void SetAttackDamage(float ad); void SetSightDistance(float sd); /// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; } // Overridables to handle ageable mobs virtual bool IsBaby (void) const { return false; } virtual bool IsTame (void) const { return false; } virtual bool IsSitting (void) const { return false; } // tolua_begin /// Translates MobType enum to a string, empty string if unknown static AString MobTypeToString(eType a_MobType); /// Translates MobType string to the enum, mtInvalidType if not recognized static eType StringToMobType(const AString & a_MobTypeName); /// Returns the mob family based on the type static eFamily FamilyFromType(eType a_MobType); /// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family static int GetSpawnDelay(cMonster::eFamily a_MobFamily); // tolua_end /** Creates a new object of the specified mob. a_MobType is the type of the mob to be created Asserts and returns null if mob type is not specified */ static cMonster * NewMonsterFromType(eType a_MobType); protected: cEntity * m_Target; float m_AttackRate; float m_IdleInterval; Vector3f m_Destination; bool m_bMovingToDestination; bool m_bPassiveAggressive; float m_DestinationTime; float m_DestroyTimer; float m_Jump; eType m_MobType; AString m_SoundHurt; AString m_SoundDeath; float m_SeePlayerInterval; float m_AttackDamage; float m_AttackRange; float m_AttackInterval; bool m_BurnsInDaylight; void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); void HandleDaylightBurning(cChunk & a_Chunk); } ; // tolua_export