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#pragma once
#include "cPawn.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;
static void ListClosePlayers(cMonster *);
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;
}; //tolua_export
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