#include <monsters_common.h>
Inheritance diagram for Monster:


Public Member Functions | |
| Monster (Sint16 xpos=0, Sint16 ypos=0, const ParameterMap ¶m=ParameterMap()) | |
| virtual void | removedObject (Object *) |
| Remove the specified object from all internal accountings. | |
| virtual void | updateAnimState () |
| Updates the current animation. | |
| virtual void | idle (Uint16) |
| virtual void | fall (Uint16) |
| virtual Uint16 | hit (Uint16 direction, Weapon &weap) |
| Weapon hits. | |
Static Public Attributes | |
| ParameterMap | default_parameters |
Protected Member Functions | |
| virtual void | addTouch (std::set< Object * > &) |
| virtual void | addEnter (std::set< Object * > &) |
| Adds the specified set to the enter set. | |
| virtual void | removeTouch (std::set< Object * > &) |
| Removes the specified sets from the touch set. | |
| virtual void | removeEnter (std::set< Object * > &) |
| Removes the specified sets from the enter set. | |
| virtual void | crash (Uint16 dir=DIR_DOWN) |
| virtual void | die () |
| virtual Hit | move (Uint16 dt, bool check=false) |
| virtual void | runAI (Uint16) |
| virtual void | ai_left (Uint16) |
| virtual void | ai_right (Uint16) |
| virtual void | ai_attack (Player *, Uint16) |
Protected Attributes | |
| std::set< Player * > | targets |
| Mix_Chunk * | au_hit |
| Sint16 | Dai |
| Sint16 | Dattack |
| EmptyAnimationPtr | anim_left |
| EmptyAnimationPtr | anim_right |
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Remove the specified object from all internal accountings. Clean up the internal accountings of the specified object. Usually called when an object leaves the map (dies). Reimplemented from Character.
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Updates the current animation. Checks the state and changes the animation correpspondingly Reimplemented from Character.
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What should the object do all the time? This is run first of all.
Reimplemented from Character.
Reimplemented in Plant, and Zombie.
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Calculates the speed of the character
Reimplemented from Character.
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Weapon hits. Called when hit by a weapon. Depending on the direction and weapon used, certain effects/events are run.
Reimplemented from Character.
Reimplemented in Plant.
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Runs Character::addTouch() and updates the targets
Reimplemented from Character.
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Updates the position of the character depending on it's velocity, checks for crashes
Reimplemented from Character.
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1.3.8