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#pragma once
#include "../Entities/Pawn.h"
#include "../Defines.h"
#include "../BlockID.h"
#include "../Item.h"
#include "../Enchantments.h"
#include "Components/AllComponents.h"
class cClientHandle;
class cWorld;
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
} ;
protected:
eType m_MobType;
public:
cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual void SpawnOn(cClientHandle & a_ClientHandle) /*override*/;
// Type Function
virtual bool IsBaby (void) const { return false; }
virtual bool IsTame (void) const { return false; }
virtual bool IsUndead (void) const { return false; }
// Get Functions - Temporary
AString GetOwnerName (void) const { return m_OwnerName; }
AString GetOwnerUUID (void) const { return m_OwnerUUID; }
float GetDropChanceBoots() { return m_DropChanceBoots; }
float GetDropChanceHelmet() { return m_DropChanceHelmet; }
float GetDropChanceChestplate() { return m_DropChanceChestplate; }
float GetDropChanceLeggings() { return m_DropChanceLeggings; }
float GetDropChanceWeapon() { return m_DropChanceWeapon; }
// tolua_begin
eType GetMobType() const { return m_MobType; }
eFamily GetMobFamily() { return mfPassive; }
// tolua_end
// Set Functions - Temporary
void SetDropChanceBoots(float a_Chance) { m_DropChanceBoots = a_Chance; }
void SetDropChanceHelmet(float a_Chance) { m_DropChanceHelmet = a_Chance; }
void SetDropChanceChestplate(float a_Chance) { m_DropChanceChestplate = a_Chance; }
void SetDropChanceLeggings(float a_Chance) { m_DropChanceLeggings = a_Chance; }
void SetDropChanceWeapon(float a_Chance) { m_DropChanceWeapon = a_Chance; }
void SetIsTame(bool m_Tame) {}
void SetOwner(AString a_Name, AString a_UUID) { m_OwnerName = a_Name; m_OwnerUUID = a_UUID; }
// Ability Functions
bool CanPickUpLoot() { return false; }
void SetCanPickUpLoot(bool a_Looting) {}
// Static Functions
/// 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);
/** 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:
/** 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);
AString m_SoundHurt;
AString m_SoundDeath;
cAIComponent * m_AI;
cAttackComponent * m_Attack;
cEnvironmentComponent * m_Environment;
cMovementComponent * m_Movement;
// Temporary placement till I figure out where to put it
float m_DropChanceWeapon;
float m_DropChanceHelmet;
float m_DropChanceChestplate;
float m_DropChanceLeggings;
float m_DropChanceBoots;
AString m_OwnerName;
AString m_OwnerUUID;
};
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