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/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MONSTER_H
#define MONSTER_H
#include "being.h"
class MonsterInfo;
class Text;
class Monster : public Being
{
public:
Monster(Uint32 id, Uint16 job, Map *map);
~Monster();
#ifdef EATHENA_SUPPORT
virtual void logic();
#endif
virtual void setAction(Action action, int attackType = 0);
virtual Type getType() const;
virtual TargetCursorSize
getTargetCursorSize() const;
/**
* Handles an attack of another being by this monster. Plays a hit or
* miss sound when appropriate.
*
* @param victim The attacked being.
* @param damage The amount of damage dealt (0 means miss).
*/
#ifdef TMWSERV_SUPPORT
virtual void handleAttack();
#else
virtual void handleAttack(Being *victim, int damage);
#endif
/**
* Puts a damage bubble above this monster and plays the hurt sound
*
* @param amount The amount of damage.
*/
virtual void takeDamage(int amount);
/**
* Returns the MonsterInfo, with static data about this monster.
*/
const MonsterInfo& getInfo() const;
/**
* Determine whether the mob should show it's name
*/
void showName(bool show);
/**
* Gets the way the monster is blocked by other objects
*/
virtual unsigned char getWalkMask() const
{ return 0x83; } // blocked by walls, other monsters and players ( bin 1000 0011)
protected:
/**
* Gets the way the monster blocks pathfinding for other objects
*/
virtual Map::BlockType getBlockType() const
{ return Map::BLOCKTYPE_MONSTER; }
/**
* Update the text when the monster moves
*/
void updateCoords();
private:
/**
* holds a text object when the mod displays it's name, 0 otherwise
*/
Text *mText;
};
#endif
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