FossilOrigin-Name: c634a689e76e7c60fb8b685ea40cb9993a86f23474d1ead7159eb331e98f1110
40 lines
1.3 KiB
Objective-C
40 lines
1.3 KiB
Objective-C
#import "DynamicEntity.h"
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OF_DIRECT_MEMBERS
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@interface Monster: DynamicEntity
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@property (class, readonly, nonatomic) OFMutableArray<Monster *> *monsters;
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// one of M_*
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@property (nonatomic) int monsterState;
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// see Monster.m
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@property (nonatomic) int monsterType;
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// monster wants to kill this entity
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@property (nonatomic) DynamicEntity *enemy;
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// monster wants to look in this direction
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@property (nonatomic) float targetYaw;
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// millis at which transition to another monsterstate takes place
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@property (nonatomic) int trigger;
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// delayed attacks
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@property (nonatomic) OFVector3D attackTarget;
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// how many times already hit by fellow monster
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@property (nonatomic) int anger;
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// called after map start of when toggling edit mode to reset/spawn all
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// monsters to initial state
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+ (void)restoreAll;
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+ (void)resetAll;
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+ (void)thinkAll;
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+ (void)renderAll;
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// TODO: Move this somewhere else
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+ (void)endSinglePlayerWithAllKilled: (bool)allKilled;
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+ (instancetype)monsterWithType: (int)type
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yaw: (int)yaw
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state: (int)state
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trigger: (int)trigger
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move: (int)move;
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- (instancetype)initWithType: (int)type
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yaw: (int)yaw
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state: (int)state
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trigger: (int)trigger
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move: (int)move;
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- (void)incurDamage: (int)damage fromEntity: (__kindof DynamicEntity *)d;
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@end
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