106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* content_sao.h
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2013-2014 <lisa@ltmnet.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#ifndef CONTENT_SAO_HEADER
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#define CONTENT_SAO_HEADER
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#include "serverobject.h"
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#include "mapnode.h"
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#include "content_object.h"
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#include "content_mob.h"
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class MobSAO : public ServerActiveObject
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{
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public:
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MobSAO(ServerEnvironment *env, u16 id, v3f pos, content_t type);
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MobSAO(ServerEnvironment *env, u16 id, v3f pos, v3f speed, content_t type);
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virtual ~MobSAO();
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u8 getType() const
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{return ACTIVEOBJECT_TYPE_MOB;}
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static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data);
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std::string getStaticData();
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std::string getClientInitializationData();
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void step(float dtime, bool send_recommended);
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InventoryItem* createPickedUpItem(content_t punch_item);
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u16 punch(content_t punch_item, v3f dir, const std::string &playername);
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bool rightClick(Player *player);
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u8 level();
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void doDamage(u16 d);
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content_t getContent() {return m_content;}
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private:
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void sendPosition();
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MobMotion getMotion()
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{
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MobMotion m = content_mob_features(m_content).angry_motion;
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if (m_angry && m != MM_STATIC)
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return m;
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return content_mob_features(m_content).motion;
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}
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void stepMotionWander(float dtime);
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void stepMotionSeeker(float dtime, float offset);
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void stepMotionFlee(float dtime);
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void stepMotionSentry(float dtime);
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void stepMotionThrown(float dtime);
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void stepMotionConstant(float dtime);
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bool checkFreePosition(v3s16 p0);
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bool checkWalkablePosition(v3s16 p0);
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bool checkFreeAndWalkablePosition(v3s16 p0);
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void explodeSquare(v3s16 p0, v3s16 size);
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content_t m_content;
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v3f m_speed;
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v3f m_last_sent_position;
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v3f m_oldpos;
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v3f m_initial_pos;
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float m_yaw;
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bool m_falling;
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bool m_next_pos_exists;
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v3s16 m_next_pos_i;
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u8 m_hp;
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bool m_angry;
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u16 m_special_count;
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u16 m_tamed_chance;
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float m_disturb_timer;
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std::string m_disturbing_player;
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float m_random_disturb_timer;
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bool m_walk_around;
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float m_walk_around_timer;
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float m_shoot_reload_timer;
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bool m_shooting;
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float m_shooting_timer;
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float m_shoot_y;
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float m_last_sound;
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};
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#endif
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