#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
 1.3.8