06239c8336
- Attack() is now called from cAggressive instead of cMonster * Monsters can no longer attack through walls * Should fix last remnants of player damage after teleporting (that both STR and bearbin contributed fixes to :P)
233 lines
7.6 KiB
C++
233 lines
7.6 KiB
C++
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#pragma once
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#include "../Entities/Pawn.h"
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#include "../Defines.h"
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#include "../BlockID.h"
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#include "../Item.h"
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class cClientHandle;
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class cWorld;
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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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/// This identifies individual monster type, as well as their network type-ID
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enum eType
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{
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mtInvalidType = -1,
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mtBat = E_META_SPAWN_EGG_BAT,
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mtBlaze = E_META_SPAWN_EGG_BLAZE,
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mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER,
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mtChicken = E_META_SPAWN_EGG_CHICKEN,
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mtCow = E_META_SPAWN_EGG_COW,
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mtCreeper = E_META_SPAWN_EGG_CREEPER,
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mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON,
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mtEnderman = E_META_SPAWN_EGG_ENDERMAN,
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mtGhast = E_META_SPAWN_EGG_GHAST,
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mtGiant = E_META_SPAWN_EGG_GIANT,
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mtHorse = E_META_SPAWN_EGG_HORSE,
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mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM,
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mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE,
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mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM,
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mtOcelot = E_META_SPAWN_EGG_OCELOT,
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mtPig = E_META_SPAWN_EGG_PIG,
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mtSheep = E_META_SPAWN_EGG_SHEEP,
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mtSilverfish = E_META_SPAWN_EGG_SILVERFISH,
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mtSkeleton = E_META_SPAWN_EGG_SKELETON,
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mtSlime = E_META_SPAWN_EGG_SLIME,
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mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM,
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mtSpider = E_META_SPAWN_EGG_SPIDER,
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mtSquid = E_META_SPAWN_EGG_SQUID,
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mtVillager = E_META_SPAWN_EGG_VILLAGER,
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mtWitch = E_META_SPAWN_EGG_WITCH,
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mtWither = E_META_SPAWN_EGG_WITHER,
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mtWolf = E_META_SPAWN_EGG_WOLF,
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mtZombie = E_META_SPAWN_EGG_ZOMBIE,
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mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
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} ;
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enum eFamily
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{
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mfHostile = 0, // Spider, Zombies ...
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mfPassive = 1, // Cows, Pigs
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mfAmbient = 2, // Bats
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mfWater = 3, // Squid
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mfMaxplusone, // Nothing. Be sure this is the last and the others are in order
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} ;
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// tolua_end
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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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/** 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_MobType is the type of the mob (also 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, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
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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, cChunk & a_Chunk) override;
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
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virtual void KilledBy(cEntity * a_Killer) override;
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virtual void MoveToPosition(const Vector3f & a_Position);
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virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
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virtual bool ReachedDestination(void);
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// tolua_begin
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eType GetMobType(void) const {return m_MobType; }
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eFamily GetMobFamily(void) const;
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// tolua_end
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virtual void CheckEventSeePlayer(void);
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virtual void EventSeePlayer(cEntity * a_Player);
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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(void);
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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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int GetAttackRate() { return (int)m_AttackRate; }
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void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
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void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }
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void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
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void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
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/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
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void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
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// Overridables to handle ageable mobs
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virtual bool IsBaby (void) const { return false; }
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virtual bool IsTame (void) const { return false; }
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virtual bool IsSitting (void) const { return false; }
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// tolua_begin
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/// Translates MobType enum to a string, empty string if unknown
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static AString MobTypeToString(eType a_MobType);
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/// Translates MobType string to the enum, mtInvalidType if not recognized
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static eType StringToMobType(const AString & a_MobTypeName);
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/// Returns the mob family based on the type
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static eFamily FamilyFromType(eType a_MobType);
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/// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family
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static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
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// tolua_end
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/** Creates a new object of the specified mob.
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a_MobType is the type of the mob to be created
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Asserts and returns null if mob type is not specified
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*/
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static cMonster * NewMonsterFromType(eType a_MobType);
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protected:
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/* ======= PATHFINDING ======= */
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/** A pointer to the entity this mobile is aiming to reach */
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cEntity * m_Target;
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/** Coordinates of the next position that should be reached */
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Vector3d m_Destination;
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/** Coordinates for the ultimate, final destination. */
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Vector3d m_FinalDestination;
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/** Returns if the ultimate, final destination has been reached */
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bool ReachedFinalDestination(void);
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/** Stores if mobile is currently moving towards the ultimate, final destination */
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bool m_bMovingToDestination;
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/** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
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If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
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If current Y is solid, goes up to find first nonsolid block, and returns that */
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int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
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/** Returns if a monster can actually reach a given height by jumping or walking */
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inline bool IsNextYPosReachable(int a_PosY)
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{
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return (
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(a_PosY <= (int)floor(GetPosY())) ||
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DoesPosYRequireJump(a_PosY)
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);
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}
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/** Returns if a monster can reach a given height by jumping */
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inline bool DoesPosYRequireJump(int a_PosY)
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{
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return ((a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1));
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}
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/** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
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std::vector<Vector3i> m_TraversedCoordinates;
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/** Returns if coordinate is in the traversed list */
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bool IsCoordinateInTraversedList(Vector3i a_Coords);
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/** Finds the next place to go
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This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
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void TickPathFinding(void);
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/** Finishes a pathfinding task, be it due to failure or something else */
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inline void FinishPathFinding(void)
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{
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m_TraversedCoordinates.clear();
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m_bMovingToDestination = false;
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}
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/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
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void SetPitchAndYawFromDestination(void);
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/* =========================== */
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/* ========= FALLING ========= */
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virtual void HandleFalling(void);
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int m_LastGroundHeight;
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/* =========================== */
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float m_IdleInterval;
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float m_DestroyTimer;
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eType m_MobType;
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AString m_SoundHurt;
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AString m_SoundDeath;
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float m_AttackRate;
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int m_AttackDamage;
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int m_AttackRange;
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float m_AttackInterval;
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int m_SightDistance;
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void HandleDaylightBurning(cChunk & a_Chunk);
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bool m_BurnsInDaylight;
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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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