From dbda48ead40851ce8aab654556f7a1bc475c4e4d Mon Sep 17 00:00:00 2001 From: Safwat Halaby Date: Mon, 30 Nov 2015 11:07:55 +0200 Subject: Added documentation for breeding code --- src/Mobs/PassiveMonster.h | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) (limited to 'src/Mobs/PassiveMonster.h') diff --git a/src/Mobs/PassiveMonster.h b/src/Mobs/PassiveMonster.h index ecce4ceb6..0e9250e6c 100644 --- a/src/Mobs/PassiveMonster.h +++ b/src/Mobs/PassiveMonster.h @@ -11,7 +11,7 @@ class cPassiveMonster : public cMonster { typedef cMonster super; - + public: cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); @@ -27,17 +27,32 @@ public: /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */ virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); } + /** Returns the partner which the monster is currently mating with. */ cPassiveMonster * 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(cPassiveMonster * 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 { return (m_LoveTimer > 0); } + + /** Returns whether the monster is tired of breeding and is in the cooldown state. */ bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); } protected: + /** The monster's breeding partner. */ cPassiveMonster * 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; }; -- cgit v1.2.3