blob: 4d7dc1aa494ebff564960e029dbcff63c4ee8b7d (
plain) (
tree)
|
|
#pragma once
// Grants breeding capabilities to the mob
class cBehaviorBreeder;
class cWorld;
class cMonster;
class cPlayer;
class cItems;
class cBehaviorBreeder
{
public:
cBehaviorBreeder(cMonster * a_Parent, cItems & a_BreedingItems);
// Functions our host Monster should invoke:
void Tick();
bool ActiveTick();
void OnRightClicked(cPlayer & a_Player);
void Destroyed();
/** Returns the partner which the monster is currently mating with. */
cMonster * 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(cMonster * 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;
/** Returns whether the monster is tired of breeding and is in the cooldown state. */
bool IsInLoveCooldown() const;
private:
/** Our parent */
cMonster * m_Parent;
/** The monster's breeding partner. */
cMonster * 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;
cItems & m_BreedingItems;
};
|