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