#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 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