mcserver/source/Pawn.h

173 lines
5.4 KiB
C++

#pragma once
#include "Entity.h"
#include "Item.h"
// fwd:
class cPawn;
// tolua_begin
enum eDamageType
{
// Canonical names for the types (as documented in the plugin wiki):
dtAttack, // Being attacked by a mob
dtLightning, // Hit by a lightning strike
dtFalling, // Falling down; dealt when hitting the ground
dtDrowning, // Drowning in water / lava
dtSuffocating, // Suffocating inside a block
dtStarving, // Hunger
dtCactusContact, // Contact with a cactus block
dtLavaContact, // Contact with a lava block
dtPoisoning, // Having the poison effect
dtOnFire, // Being on fire
dtFireContact, // Standing inside a fire block
dtInVoid, // Falling into the Void (Y < 0)
dtPotionOfHarming,
// Some common synonyms:
dtPawnAttack = dtAttack,
dtEntityAttack = dtAttack,
dtMob = dtAttack,
dtMobAttack = dtAttack,
dtFall = dtFalling,
dtDrown = dtDrowning,
dtSuffocation = dtSuffocating,
dtStarvation = dtStarving,
dtHunger = dtStarving,
dtCactus = dtCactusContact,
dtCactuses = dtCactusContact,
dtCacti = dtCactusContact,
dtLava = dtLavaContact,
dtPoison = dtPoisoning,
dtBurning = dtOnFire,
dtInFire = dtFireContact,
} ;
struct TakeDamageInfo
{
eDamageType DamageType; // Where does the damage come from? Being hit / on fire / contact with cactus / ...
cPawn * Attacker; // The attacking pawn; valid only for dtAttack
int RawDamage; // What damage would the receiver get without any armor. Usually: attacker mob type + weapons
int FinalDamage; // What actual damage will be received. Usually: m_RawDamage minus armor
Vector3d Knockback; // The amount and direction of knockback received from the damage
// TODO: Effects - list of effects that the hit is causing. Unknown representation yet
} ;
// tolua_end
// tolua_begin
class cPawn :
public cEntity
{
// tolua_end
typedef cEntity super;
public:
CLASS_PROTODEF(cPawn);
cPawn(eEntityType a_EntityType);
virtual void Tick(float a_Dt, MTRand & a_TickRandom) override;
// tolua_begin
/// Teleports to the entity specified
virtual void TeleportToEntity(cEntity & a_Entity);
/// Teleports to the coordinates specified
virtual void TeleportTo(double a_PosX, double a_PosY, double a_PosZ);
/// Heals the specified amount of HPs
void Heal(int a_HitPoints);
/// Returns the health of this pawn
int GetHealth(void) const { return m_Health; }
/// Makes this pawn take damage from an attack by a_Attacker. Damage values are calculated automatically and DoTakeDamage() called
void TakeDamage(cPawn & a_Attacker);
/// Makes this pawn take the specified damage. The final damage is calculated using current armor, then DoTakeDamage() called
void TakeDamage(eDamageType a_DamageType, cPawn * a_Attacker, int a_RawDamage, double a_KnockbackAmount);
/// Makes this pawn take the specified damage. The values are packed into a TDI, knockback calculated, then sent through DoTakeDamage()
void TakeDamage(eDamageType a_DamageType, cPawn * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount);
/// Makes this pawn take damage specified in the a_TDI. The TDI is sent through plugins first, then applied
virtual void DoTakeDamage(TakeDamageInfo & a_TDI);
/// Called when the health drops below zero. a_Killer may be NULL (environmental damage)
virtual void KilledBy(cPawn * a_Killer);
/// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
virtual int GetRawDamageAgainst(const cPawn & a_Receiver);
/// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
virtual int GetArmorCoverAgainst(const cPawn * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
/// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
virtual double GetKnockbackAmountAgainst(const cPawn & a_Receiver);
/// Returns the curently equipped weapon; empty item if none
virtual cItem GetEquippedWeapon(void) const { return cItem(); }
/// Returns the currently equipped helmet; empty item if nonte
virtual cItem GetEquippedHelmet(void) const { return cItem(); }
/// Returns the currently equipped chestplate; empty item if nonte
virtual cItem GetEquippedChestplate(void) const { return cItem(); }
/// Returns the currently equipped leggings; empty item if nonte
virtual cItem GetEquippedLeggings(void) const { return cItem(); }
/// Returns the currently equipped boots; empty item if nonte
virtual cItem GetEquippedBoots(void) const { return cItem(); }
// tolua_end
/// Returns the list of drops for this pawn when it is killed. May check a_Killer for special handling (sword of looting etc.). Called from KilledBy().
virtual void GetDrops(cItems & a_Drops, cPawn * a_Killer = NULL);
enum MetaData {NORMAL, BURNING, CROUCHED, RIDING, SPRINTING, EATING, BLOCKING};
virtual void SetMetaData(MetaData a_MetaData);
virtual MetaData GetMetaData(void) const { return m_MetaData; }
virtual void InStateBurning(float a_Dt);
virtual void CheckMetaDataBurn(void);
virtual void SetMaxHealth(short a_MaxHealth);
virtual short GetMaxHealth() { return m_MaxHealth; }
protected:
short m_Health;
short m_MaxHealth;
bool m_bBurnable;
MetaData m_MetaData;
double m_LastPosX, m_LastPosY, m_LastPosZ;
Int64 m_TimeLastTeleportPacket; // In ticks
}; //tolua_export