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authorSamuel Barney <samjbarney@gmail.com>2014-08-21 16:12:05 +0200
committerSamuel Barney <samjbarney@gmail.com>2014-08-21 16:12:05 +0200
commit77a36b58d8731821c88493742781cee0602d12ef (patch)
tree367ec7d2e9fe037b81721d62a94b01fa092d9227 /src/Mobs/Old Mobs/Monster.h
parentFixed to make metadata work correctly. (diff)
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diff --git a/src/Mobs/Old Mobs/Monster.h b/src/Mobs/Old Mobs/Monster.h
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+
+#pragma once
+
+#include "../Entities/Pawn.h"
+#include "../Defines.h"
+#include "../BlockID.h"
+#include "../Item.h"
+#include "../Enchantments.h"
+
+
+
+
+
+class cClientHandle;
+class cWorld;
+
+
+
+
+// tolua_begin
+class cMonster :
+ public cPawn
+{
+ typedef cPawn super;
+public:
+ /// This identifies individual monster type, as well as their network type-ID
+ enum eType
+ {
+ mtInvalidType = -1,
+
+ mtBat = E_META_SPAWN_EGG_BAT,
+ mtBlaze = E_META_SPAWN_EGG_BLAZE,
+ mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER,
+ mtChicken = E_META_SPAWN_EGG_CHICKEN,
+ mtCow = E_META_SPAWN_EGG_COW,
+ mtCreeper = E_META_SPAWN_EGG_CREEPER,
+ mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON,
+ mtEnderman = E_META_SPAWN_EGG_ENDERMAN,
+ mtGhast = E_META_SPAWN_EGG_GHAST,
+ mtGiant = E_META_SPAWN_EGG_GIANT,
+ mtHorse = E_META_SPAWN_EGG_HORSE,
+ mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM,
+ mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE,
+ mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM,
+ mtOcelot = E_META_SPAWN_EGG_OCELOT,
+ mtPig = E_META_SPAWN_EGG_PIG,
+ mtSheep = E_META_SPAWN_EGG_SHEEP,
+ mtSilverfish = E_META_SPAWN_EGG_SILVERFISH,
+ mtSkeleton = E_META_SPAWN_EGG_SKELETON,
+ mtSlime = E_META_SPAWN_EGG_SLIME,
+ mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM,
+ mtSpider = E_META_SPAWN_EGG_SPIDER,
+ mtSquid = E_META_SPAWN_EGG_SQUID,
+ mtVillager = E_META_SPAWN_EGG_VILLAGER,
+ mtWitch = E_META_SPAWN_EGG_WITCH,
+ mtWither = E_META_SPAWN_EGG_WITHER,
+ mtWolf = E_META_SPAWN_EGG_WOLF,
+ mtZombie = E_META_SPAWN_EGG_ZOMBIE,
+ mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
+ } ;
+
+ enum eFamily
+ {
+ mfHostile = 0, // Spider, Zombies ...
+ mfPassive = 1, // Cows, Pigs
+ mfAmbient = 2, // Bats
+ mfWater = 3, // Squid
+
+ mfNoSpawn,
+ mfUnhandled, // Nothing. Be sure this is the last and the others are in order
+ } ;
+
+ // tolua_end
+
+ enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
+ enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality;
+
+ /** Creates the mob object.
+ If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
+ a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22))
+ a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
+ */
+ cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
+
+ CLASS_PROTODEF(cMonster)
+
+ virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
+
+ virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
+
+ virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
+
+ virtual void KilledBy(TakeDamageInfo & a_TDI) override;
+
+ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
+ virtual bool ReachedDestination(void);
+
+ // tolua_begin
+ eType GetMobType(void) const {return m_MobType; }
+ eFamily GetMobFamily(void) const;
+ // tolua_end
+
+ virtual void CheckEventSeePlayer(void);
+ virtual void EventSeePlayer(cEntity * a_Player);
+
+ /// Reads the monster configuration for the specified monster name and assigns it to this object.
+ void GetMonsterConfig(const AString & a_Name);
+
+ /** Returns whether this mob is undead (skeleton, zombie, etc.) */
+ virtual bool IsUndead(void);
+
+ virtual void EventLosePlayer(void);
+ virtual void CheckEventLostPlayer(void);
+
+ virtual void InStateIdle (float a_Dt);
+ virtual void InStateChasing (float a_Dt);
+ virtual void InStateEscaping(float a_Dt);
+
+ int GetAttackRate() { return (int)m_AttackRate; }
+ void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
+ void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }
+ void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
+ void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
+
+ float GetDropChanceWeapon() { return m_DropChanceWeapon; }
+ float GetDropChanceHelmet() { return m_DropChanceHelmet; }
+ float GetDropChanceChestplate() { return m_DropChanceChestplate; }
+ float GetDropChanceLeggings() { return m_DropChanceLeggings; }
+ float GetDropChanceBoots() { return m_DropChanceBoots; }
+ bool CanPickUpLoot() { return m_CanPickUpLoot; }
+ void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; }
+ void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; }
+ void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; }
+ void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; }
+ void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
+ void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
+
+ /// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
+ void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
+
+ // Overridables to handle ageable mobs
+ virtual bool IsBaby (void) const { return false; }
+ virtual bool IsTame (void) const { return false; }
+ virtual bool IsSitting (void) const { return false; }
+
+ // tolua_begin
+
+ /// Translates MobType enum to a string, empty string if unknown
+ static AString MobTypeToString(eType a_MobType);
+
+ /// Translates MobType string to the enum, mtInvalidType if not recognized
+ static eType StringToMobType(const AString & a_MobTypeName);
+
+ /// Returns the mob family based on the type
+ static eFamily FamilyFromType(eType a_MobType);
+
+ /// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family
+ static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
+
+ // tolua_end
+
+ /** Creates a new object of the specified mob.
+ a_MobType is the type of the mob to be created
+ Asserts and returns null if mob type is not specified
+ */
+ static cMonster * NewMonsterFromType(eType a_MobType);
+
+protected:
+
+ /* ======= PATHFINDING ======= */
+
+ /** A pointer to the entity this mobile is aiming to reach */
+ cEntity * m_Target;
+ /** Coordinates of the next position that should be reached */
+ Vector3d m_Destination;
+ /** Coordinates for the ultimate, final destination. */
+ Vector3d m_FinalDestination;
+ /** Returns if the ultimate, final destination has been reached */
+ bool ReachedFinalDestination(void);
+
+ /** Stores if mobile is currently moving towards the ultimate, final destination */
+ bool m_bMovingToDestination;
+
+ /** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
+ If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
+ If current Y is solid, goes up to find first nonsolid block, and returns that */
+ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
+ /** Returns if a monster can actually reach a given height by jumping or walking */
+ inline bool IsNextYPosReachable(int a_PosY)
+ {
+ return (
+ (a_PosY <= POSY_TOINT) ||
+ DoesPosYRequireJump(a_PosY)
+ );
+ }
+ /** Returns if a monster can reach a given height by jumping */
+ inline bool DoesPosYRequireJump(int a_PosY)
+ {
+ return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
+ }
+
+ /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
+ std::vector<Vector3i> m_TraversedCoordinates;
+ /** Returns if coordinate is in the traversed list */
+ bool IsCoordinateInTraversedList(Vector3i a_Coords);
+
+ /** Finds the next place to go
+ This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
+ void TickPathFinding(void);
+ /** Finishes a pathfinding task, be it due to failure or something else */
+ inline void FinishPathFinding(void)
+ {
+ m_TraversedCoordinates.clear();
+ m_bMovingToDestination = false;
+ }
+ /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
+ void SetPitchAndYawFromDestination(void);
+
+ /* =========================== */
+ /* ========= FALLING ========= */
+
+ virtual void HandleFalling(void);
+ int m_LastGroundHeight;
+
+ /* =========================== */
+
+ float m_IdleInterval;
+ float m_DestroyTimer;
+
+ eType m_MobType;
+
+ AString m_SoundHurt;
+ AString m_SoundDeath;
+
+ float m_AttackRate;
+ int m_AttackDamage;
+ int m_AttackRange;
+ float m_AttackInterval;
+ int m_SightDistance;
+
+ float m_DropChanceWeapon;
+ float m_DropChanceHelmet;
+ float m_DropChanceChestplate;
+ float m_DropChanceLeggings;
+ float m_DropChanceBoots;
+ bool m_CanPickUpLoot;
+
+ void HandleDaylightBurning(cChunk & a_Chunk);
+ bool m_BurnsInDaylight;
+
+ /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
+ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+
+ /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
+ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
+
+ /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
+ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
+
+ /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
+
+ /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel);
+
+
+} ; // tolua_export
+
+
+
+