diff options
Diffstat (limited to 'src/Mobs/Monster.h')
-rw-r--r-- | src/Mobs/Monster.h | 30 |
1 files changed, 23 insertions, 7 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 5d20ba810..2832a1570 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -112,10 +112,14 @@ public: void SetRelativeWalkSpeed(double a_WalkSpeed) { m_RelativeWalkSpeed = a_WalkSpeed; } // tolua_export // 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; } + bool IsBaby (void) const { return m_Age < 0; } + char GetAge (void) const { return m_Age; } + void SetAge(char a_Age) { m_Age = a_Age; } + + // tolua_begin /** Returns true if the monster has a custom name. */ @@ -180,19 +184,29 @@ protected: /** Coordinates for the ultimate, final destination last given to the pathfinder. */ Vector3d m_PathFinderDestination; + /** True if there's no path to target and we're walking to an approximated location. */ + bool m_NoPathToTarget; + + /** Whether The mob has finished their path, note that this does not imply reaching the destination, + the destination may sometimes differ from the current path. */ + bool m_NoMoreWayPoints; + /** Finds the lowest 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. If no suitable position is found, returns cChunkDef::Height. */ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); - /** Returns if the ultimate, final destination has been reached */ - bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } + /** Returns if the ultimate, final destination has been reached. */ + bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); } + + /** Returns whether or not the target is close enough for attack. */ + bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } /** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */ bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); } - /** Returns if a monster can reach a given height by jumping */ + /** 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)); @@ -260,6 +274,8 @@ protected: bool m_BurnsInDaylight; double m_RelativeWalkSpeed; + char m_Age; + /** 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); @@ -267,13 +283,13 @@ protected: 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); + void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int 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); + void AddRandomArmorDropItem(cItems & a_Drops, unsigned int 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); + void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel); } ; // tolua_export |