diff options
Diffstat (limited to 'src/Mobs/Monster.h')
-rw-r--r-- | src/Mobs/Monster.h | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 89c9871e9..edd0a96c3 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -2,6 +2,7 @@ #pragma once #include "../Entities/Pawn.h" +#include "../UUID.h" #include "MonsterTypes.h" #include "PathFinder.h" @@ -217,6 +218,38 @@ public: /** Returns if this mob last target was a player to avoid destruction on player quit */ bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; } + /* the breeding processing */ + + /** Returns the items that the animal of this class follows when a player holds it in hand. */ + virtual void GetFollowedItems(cItems & a_Items) { } + + /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */ + virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); } + + /** Called after the baby is born, allows the baby to inherit the parents' properties (color, etc.) */ + virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2) { } + + /** 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 { return (m_LoveTimer > 0); } + + /** Returns whether the monster is tired of breeding and is in the cooldown state. */ + bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); } + + /** Does the whole love and breeding processing */ + void LoveTick(void); + + /** Right click call to process feeding */ + void RightClickFeed(cPlayer & a_Player); + protected: /** The pathfinder instance handles pathfinding for this monster. */ @@ -330,6 +363,23 @@ protected: virtual void DoMoveToWorld(const cEntity::sWorldChangeInfo & a_WorldChangeInfo) override; + /* The breeding processing */ + + /** The monster's breeding partner. */ + cMonster * m_LovePartner; + + /** Remembers the player is was last fed by for statistics tracking */ + cUUID m_Feeder; + + /** 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; + private: /** A pointer to the entity this mobile is aiming to reach. The validity of this pointer SHALL be guaranteed by the pointee; |