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-rw-r--r--src/Mobs/Behaviors/BehaviorBreeder.h60
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diff --git a/src/Mobs/Behaviors/BehaviorBreeder.h b/src/Mobs/Behaviors/BehaviorBreeder.h
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+++ b/src/Mobs/Behaviors/BehaviorBreeder.h
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+#pragma once
+
+// Grants breeding capabilities to the mob
+
+class cBehaviorBreeder;
+
+class cWorld;
+class cMonster;
+class cPlayer;
+class cItems;
+
+
+
+
+
+class cBehaviorBreeder
+{
+
+public:
+ cBehaviorBreeder(cMonster * a_Parent, cItems & a_BreedingItems);
+
+ // Functions our host Monster should invoke:
+ void Tick();
+ bool ActiveTick();
+ void OnRightClicked(cPlayer & a_Player);
+ void Destroyed();
+
+ /** Returns the partner which the monster is currently mating with. */
+ cMonster * 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(cMonster * 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;
+
+ /** Returns whether the monster is tired of breeding and is in the cooldown state. */
+ bool IsInLoveCooldown() const;
+
+private:
+ /** Our parent */
+ cMonster * m_Parent;
+
+ /** The monster's breeding partner. */
+ cMonster * 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;
+
+ cItems & m_BreedingItems;
+};