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#pragma once
#include "cPawn.h"
#include "Defines.h"
#include "cWorld.h"
#include "BlockID.h"
#include "cItem.h"
#include "BlockID.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_ClientHandle) override;
virtual void Tick(float a_Dt) override;
virtual void HandlePhysics(float a_Dt);
virtual void ReplicateMovement(void);
virtual void TakeDamage(int a_Damage, cEntity * a_Instigator) override;
virtual void KilledBy(cEntity * a_Killer) override;
virtual void MoveToPosition(const Vector3f & a_Position);
virtual bool ReachedDestination(void);
char GetMobType(void) const {return m_MobType; }
const char * GetState();
void SetState(const AString & str);
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 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);
enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality;
protected:
cEntity* m_Target;
float m_AttackRate;
float idle_interval;
Vector3f m_Destination;
bool m_bMovingToDestination;
bool m_bPassiveAggressive;
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;
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
}; //tolua_export
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