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#pragma once
#include "../Pawn.h"
#include "../Defines.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Item.h"
class Vector3f;
class cClientHandle;
// tolua_begin
class cMonster :
public cPawn
{
typedef cPawn super;
public:
// tolua_end
float m_SightDistance;
/** Creates the mob object.
* If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
* a_ProtocolMobType is the ID of the mob 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, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath);
CLASS_PROTODEF(cMonster);
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void KilledBy(cPawn * 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(void);
virtual void EventSeePlayer(cEntity * a_Player);
virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo
/// Reads the monster configuration for the specified monster name and assigns it to this object.
void GetMonsterConfig(const AString & a_Name);
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);
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;
float m_DestinationTime;
float m_DestroyTimer;
float m_Jump;
char m_MobType;
AString m_SoundHurt;
AString m_SoundDeath;
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
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