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authorSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-11-30 10:07:55 +0100
committerSafwat Halaby <SafwatHalaby@users.noreply.github.com>2015-11-30 11:05:38 +0100
commitdbda48ead40851ce8aab654556f7a1bc475c4e4d (patch)
treedcde6827dc20832367104b96077a79a8dad308c1 /src/Mobs/PassiveMonster.h
parentMerge pull request #2696 from Gargaj/breeding (diff)
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-rw-r--r--src/Mobs/PassiveMonster.h17
1 files changed, 16 insertions, 1 deletions
diff --git a/src/Mobs/PassiveMonster.h b/src/Mobs/PassiveMonster.h
index ecce4ceb6..0e9250e6c 100644
--- a/src/Mobs/PassiveMonster.h
+++ b/src/Mobs/PassiveMonster.h
@@ -11,7 +11,7 @@ class cPassiveMonster :
public cMonster
{
typedef cMonster super;
-
+
public:
cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
@@ -27,17 +27,32 @@ public:
/** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */
virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); }
+ /** Returns the partner which the monster is currently mating with. */
cPassiveMonster * GetPartner(void) const { return m_LovePartner; }
+
+ /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */
void EngageLoveMode(cPassiveMonster * a_Partner);
+
+ /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */
void ResetLoveMode();
+ /** 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. */
bool IsInLove() const { return (m_LoveTimer > 0); }
+
+ /** Returns whether the monster is tired of breeding and is in the cooldown state. */
bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); }
protected:
+ /** The monster's breeding partner. */
cPassiveMonster * m_LovePartner;
+
+ /** 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. */
int m_LoveTimer;
+
+ /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */
int m_LoveCooldown;
+
+ /** 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. */
int m_MatingTimer;
};