summaryrefslogtreecommitdiffstats
path: root/source/cMonster.h
diff options
context:
space:
mode:
Diffstat (limited to 'source/cMonster.h')
-rw-r--r--source/cMonster.h102
1 files changed, 0 insertions, 102 deletions
diff --git a/source/cMonster.h b/source/cMonster.h
deleted file mode 100644
index f16b7aa56..000000000
--- a/source/cMonster.h
+++ /dev/null
@@ -1,102 +0,0 @@
-
-#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
-
-
-
-