From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cMonster.h | 202 +++++++++++++++++++++++++++--------------------------- 1 file changed, 101 insertions(+), 101 deletions(-) (limited to 'source/cMonster.h') diff --git a/source/cMonster.h b/source/cMonster.h index b1e237d80..ab247fcfa 100644 --- a/source/cMonster.h +++ b/source/cMonster.h @@ -1,101 +1,101 @@ - -#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 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 AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, ENUM_ITEM_ID a_Item, short a_ItemHealth = 0); -}; //tolua_export - - - - + +#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 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 AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, ENUM_ITEM_ID a_Item, short a_ItemHealth = 0); +}; //tolua_export + + + + -- cgit v1.2.3