#pragma once #include "Monster.h" class cPassiveMonster : public cMonster { typedef cMonster super; public: cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void OnRightClicked(cPlayer & a_Player) override; /** When hit by someone, run away */ virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override; /** Returns the items that the animal of this class follows when a player holds it in hand. */ virtual void GetFollowedItems(cItems & a_Items) { } /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */ virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); } /** Called after the baby is born, allows the baby to inherit the parents' properties (color, etc.) */ virtual void InheritFromParents(cPassiveMonster * a_Parent1, cPassiveMonster * a_Parent2) { } /** Returns the partner which the monster is currently mating with. */ cPassiveMonster * GetPartner(void) const { return m_LovePartner; } /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */ void EngageLoveMode(cPassiveMonster * a_Partner); /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */ void ResetLoveMode(); /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */ bool IsInLove() const { return (m_LoveTimer > 0); } /** Returns whether the monster is tired of breeding and is in the cooldown state. */ bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); } virtual void Destroyed(void) override; protected: /** The monster's breeding partner. */ cPassiveMonster * m_LovePartner; /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */ int m_LoveTimer; /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */ int m_LoveCooldown; /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */ int m_MatingTimer; };