165 lines
4.9 KiB
C++
165 lines
4.9 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 Vector3f;
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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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mtCreeper = E_META_SPAWN_EGG_CREEPER,
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mtSkeleton = E_META_SPAWN_EGG_SKELETON,
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mtSpider = E_META_SPAWN_EGG_SPIDER,
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mtGiant = E_META_SPAWN_EGG_GIANT,
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mtZombie = E_META_SPAWN_EGG_ZOMBIE,
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mtSlime = E_META_SPAWN_EGG_SLIME,
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mtGhast = E_META_SPAWN_EGG_GHAST,
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mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
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mtEnderman = E_META_SPAWN_EGG_ENDERMAN,
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mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER,
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mtSilverfish = E_META_SPAWN_EGG_SILVERFISH,
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mtBlaze = E_META_SPAWN_EGG_BLAZE,
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mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE,
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mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON,
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mtWither = E_META_SPAWN_EGG_WITHER,
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mtBat = E_META_SPAWN_EGG_BAT,
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mtWitch = E_META_SPAWN_EGG_WITCH,
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mtPig = E_META_SPAWN_EGG_PIG,
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mtSheep = E_META_SPAWN_EGG_SHEEP,
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mtCow = E_META_SPAWN_EGG_COW,
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mtChicken = E_META_SPAWN_EGG_CHICKEN,
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mtSquid = E_META_SPAWN_EGG_SQUID,
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mtWolf = E_META_SPAWN_EGG_WOLF,
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mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM,
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mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM,
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mtOcelot = E_META_SPAWN_EGG_OCELOT,
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mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM,
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mtVillager = E_META_SPAWN_EGG_VILLAGER,
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mtInvalidType, // MG TODO : be sure this is the way we do in this project. (needed inside cMobSpawner::ChooscMonster for instance if nothing can be spawned)
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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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float m_SightDistance;
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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_ProtocolMobType is the ID of the mob 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, char a_ProtocolMobType, 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 bool ReachedDestination(void);
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char GetMobType(void) const {return m_MobType; } // MG TODO : see if we can delete this one.
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eType GetMobTypeAsEnum(void) const {return (eType)m_MobType; } // MG TODO : see if we should store m_MobType as enum instead of char.
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virtual eFamily GetMobFamily(void) const = 0;
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const char * GetState();
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void SetState(const AString & str);
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virtual void CheckEventSeePlayer(void);
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virtual void EventSeePlayer(cEntity * a_Player);
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virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo
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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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virtual void Attack(float a_Dt);
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int GetMobType() {return m_MobType;}
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int GetAttackRate(){return (int)m_AttackRate;}
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void SetAttackRate(int ar);
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void SetAttackRange(float ar);
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void SetAttackDamage(float ad);
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void SetSightDistance(float sd);
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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) { a_BurnsInDaylight = a_BurnsInDaylight; }
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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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protected:
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cEntity * m_Target;
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float m_AttackRate;
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float idle_interval;
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Vector3f m_Destination;
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bool m_bMovingToDestination;
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bool m_bPassiveAggressive;
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float m_DestinationTime;
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float m_DestroyTimer;
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float m_Jump;
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char m_MobType;
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AString m_SoundHurt;
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AString m_SoundDeath;
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float m_SeePlayerInterval;
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float m_AttackDamage;
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float m_AttackRange;
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float m_AttackInterval;
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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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void HandleDaylightBurning(cChunk & a_Chunk);
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} ; // tolua_export
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