92e0ba6645
- renamed function because the old one wasn´t listing - improved some time vars so no move gets dropped when the server laggs for a few seconds git-svn-id: http://mc-server.googlecode.com/svn/trunk@124 0a769ca7-a7f5-676a-18bf-c427514a06d6
94 lines
2.5 KiB
C++
94 lines
2.5 KiB
C++
#pragma once
|
|
#include "cPawn.h"
|
|
#include "Defines.h"
|
|
#include "cWorld.h"
|
|
#include "BlockID.h"
|
|
#include <string.h>
|
|
|
|
class Vector3f;
|
|
class cClientHandle;
|
|
class cMonster : public cPawn //tolua_export
|
|
{ //tolua_export
|
|
public:
|
|
|
|
cMonster();
|
|
virtual ~cMonster();
|
|
|
|
virtual bool IsA( const char* a_EntityType );
|
|
|
|
virtual void SpawnOn( cClientHandle* a_Target );
|
|
|
|
virtual void Tick(float a_Dt);
|
|
virtual void HandlePhysics(float a_Dt);
|
|
virtual void ReplicateMovement();
|
|
|
|
virtual void TakeDamage( int a_Damage, cEntity* a_Instigator );
|
|
virtual void KilledBy( cEntity* a_Killer );
|
|
|
|
virtual void MoveToPosition( const Vector3f & a_Position );
|
|
virtual bool ReachedDestination();
|
|
|
|
const char *GetState();
|
|
void SetState(const char* str);
|
|
static void ListMonsters();
|
|
|
|
virtual void CheckEventSeePlayer();
|
|
virtual void EventSeePlayer(cEntity *);
|
|
float m_SightDistance;
|
|
virtual cPlayer *FindClosestPlayer(); //non static is easier. also virtual so other mobs can implement their own searching algo
|
|
virtual void GetMonsterConfig(const char* pm_name);
|
|
virtual void EventLosePlayer();
|
|
virtual void CheckEventLostPlayer();
|
|
|
|
virtual void InStateIdle(float a_Dt);
|
|
virtual void InStateChasing(float a_Dt);
|
|
virtual void InStateEscaping(float a_Dt);
|
|
virtual void InStateBurning(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);
|
|
virtual void CheckMetaDataBurn();
|
|
|
|
enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
|
|
enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality;
|
|
enum MMetaState{NORMAL,BURNING,CROUCHED,RIDING} m_EMMetaState;
|
|
|
|
protected:
|
|
|
|
cEntity* m_Target;
|
|
float m_AttackRate;
|
|
float idle_interval;
|
|
|
|
Vector3f* m_Destination;
|
|
bool m_bMovingToDestination;
|
|
bool m_bPassiveAggressive;
|
|
bool m_bBurnable;
|
|
|
|
Vector3f* m_Speed;
|
|
float m_DestinationTime;
|
|
|
|
float m_Gravity;
|
|
bool m_bOnGround;
|
|
|
|
float m_DestroyTimer;
|
|
float m_Jump;
|
|
|
|
char m_MobType;
|
|
|
|
float m_SeePlayerInterval;
|
|
float m_AttackDamage;
|
|
float m_AttackRange;
|
|
float m_AttackInterval;
|
|
float m_FireDamageInterval;
|
|
float m_BurnPeriod;
|
|
|
|
void DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count);
|
|
void RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max);
|
|
|
|
}; //tolua_export
|