blob: 62a1049c18db8d428405767d4f1cede62a6ea31b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
|
#pragma once
#include "cPawn.h"
#include "Defines.h"
#include "cWorld.h"
#include "BlockID.h"
#include <string.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 cPacket * GetSpawnPacket(void) const override;
virtual void Tick(float a_Dt) override;
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;
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 DropItem(ENUM_ITEM_ID a_Item, unsigned int a_Count);
void RandomDropItem(ENUM_ITEM_ID a_Item, unsigned int a_Min, unsigned int a_Max);
}; //tolua_export
|