#pragma once
#include "../Entities/Pawn.h"
#include "../Defines.h"
#include "../BlockID.h"
#include "../Item.h"
class Vector3f;
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
{
mtCreeper = E_META_SPAWN_EGG_CREEPER,
mtSkeleton = E_META_SPAWN_EGG_SKELETON,
mtSpider = E_META_SPAWN_EGG_SPIDER,
mtGiant = E_META_SPAWN_EGG_GIANT,
mtZombie = E_META_SPAWN_EGG_ZOMBIE,
mtSlime = E_META_SPAWN_EGG_SLIME,
mtGhast = E_META_SPAWN_EGG_GHAST,
mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
mtEnderman = E_META_SPAWN_EGG_ENDERMAN,
mtCaveSpider = E_META_SPAWN_EGG_CAVE_SPIDER,
mtSilverfish = E_META_SPAWN_EGG_SILVERFISH,
mtBlaze = E_META_SPAWN_EGG_BLAZE,
mtMagmaCube = E_META_SPAWN_EGG_MAGMA_CUBE,
mtEnderDragon = E_META_SPAWN_EGG_ENDER_DRAGON,
mtWither = E_META_SPAWN_EGG_WITHER,
mtBat = E_META_SPAWN_EGG_BAT,
mtWitch = E_META_SPAWN_EGG_WITCH,
mtPig = E_META_SPAWN_EGG_PIG,
mtSheep = E_META_SPAWN_EGG_SHEEP,
mtCow = E_META_SPAWN_EGG_COW,
mtChicken = E_META_SPAWN_EGG_CHICKEN,
mtSquid = E_META_SPAWN_EGG_SQUID,
mtWolf = E_META_SPAWN_EGG_WOLF,
mtMooshroom = E_META_SPAWN_EGG_MOOSHROOM,
mtSnowGolem = E_META_SPAWN_EGG_SNOW_GOLEM,
mtOcelot = E_META_SPAWN_EGG_OCELOT,
mtIronGolem = E_META_SPAWN_EGG_IRON_GOLEM,
mtVillager = E_META_SPAWN_EGG_VILLAGER,
mtInvalidType, // MG TODO : be sure this is the way we do in this project. (needed inside cMobSpawner::ChooscMonster for instance if nothing can be spawned)
} ;
enum eFamily
{
mfHostile = 0, // Spider, Zombies ...
mfPassive = 1, // Cows, Pigs
mfAmbient = 2, // Bats
mfWater = 3, // Squid
mfMaxplusone, // Nothing. Be sure this is the last and the others are in order
} ;
// 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, 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 void DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void KilledBy(cEntity * a_Killer) override;
virtual void MoveToPosition(const Vector3f & a_Position);
virtual bool ReachedDestination(void);
char GetMobType(void) const {return m_MobType; } // MG TODO : see if we can delete this one.
eType GetMobTypeAsEnum(void) const {return (eType)m_MobType; } // MG TODO : see if we should store m_MobType as enum instead of char.
eFamily GetMobFamily(void) const;
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);
/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
void SetBurnsInDaylight(bool a_BurnsInDaylight) { a_BurnsInDaylight = a_BurnsInDaylight; }
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;
bool m_BurnsInDaylight;
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
void HandleDaylightBurning(cChunk & a_Chunk);
} ; // tolua_export