diff options
Diffstat (limited to 'source/cMonster.h')
-rw-r--r-- | source/cMonster.h | 102 |
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 - - - - |