text: 
  #pragma once
  
  #include "../Entities/Pawn.h"
  #include "../Defines.h"
  #include "../BlockID.h"
  #include "../Item.h"
  #include "../Enchantments.h"
  
  
  
  
  
  class cClientHandle;
  class cWorld;
  
  
  
  
  // tolua_begin
  class cMonster :
  	public cPawn
  {
  	typedef cPawn super;
  public:
  	/// This identifies individual monster type, as well as their network type-ID
  	enum eType
  	{
  		mtInvalidType = -1,
  		
  		mtBat          = E_META_SPAWN_EGG_BAT,
  		mtBlaze        = E_META_SPAWN_EGG_BLAZE,
  		mtCaveSpider   = E_META_SPAWN_EGG_CAVE_SPIDER,
  		mtChicken      = E_META_SPAWN_EGG_CHICKEN,
  		mtCow          = E_META_SPAWN_EGG_COW,
  		mtCreeper      = E_META_SPAWN_EGG_CREEPER,
  		mtEnderDragon  = E_META_SPAWN_EGG_ENDER_DRAGON,
  		mtEnderman     = E_META_SPAWN_EGG_ENDERMAN,
  		mtGhast        = E_META_SPAWN_EGG_GHAST,
  		mtGiant        = E_META_SPAWN_EGG_GIANT,
  		mtHorse        = E_META_SPAWN_EGG_HORSE,
  		mtIronGolem    = E_META_SPAWN_EGG_IRON_GOLEM,
  		mtMagmaCube    = E_META_SPAWN_EGG_MAGMA_CUBE,
  		mtMooshroom    = E_META_SPAWN_EGG_MOOSHROOM,
  		mtOcelot       = E_META_SPAWN_EGG_OCELOT,
  		mtPig          = E_META_SPAWN_EGG_PIG,
  		mtSheep        = E_META_SPAWN_EGG_SHEEP,
  		mtSilverfish   = E_META_SPAWN_EGG_SILVERFISH,
  		mtSkeleton     = E_META_SPAWN_EGG_SKELETON,
  		mtSlime        = E_META_SPAWN_EGG_SLIME,
  		mtSnowGolem    = E_META_SPAWN_EGG_SNOW_GOLEM,
  		mtSpider       = E_META_SPAWN_EGG_SPIDER,
  		mtSquid        = E_META_SPAWN_EGG_SQUID,
  		mtVillager     = E_META_SPAWN_EGG_VILLAGER,
  		mtWitch        = E_META_SPAWN_EGG_WITCH,
  		mtWither       = E_META_SPAWN_EGG_WITHER,
  		mtWolf         = E_META_SPAWN_EGG_WOLF,
  		mtZombie       = E_META_SPAWN_EGG_ZOMBIE,
  		mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN,
  	} ;
  
  	enum eFamily
  	{
  		mfHostile  = 0,  // Spider, Zombies ...
  		mfPassive  = 1,  // Cows, Pigs
  		mfAmbient  = 2,  // Bats
  		mfWater    = 3,  // Squid
  
  		mfNoSpawn,
  		mfUnhandled,  // Nothing. Be sure this is the last and the others are in order
  	} ;
  	
  	// tolua_end
  	
  	enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
  	enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality;
  	
  	/** Creates the mob object.
  	If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
  	a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22))
  	a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
  	*/
  	cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
  
  	CLASS_PROTODEF(cMonster)
  	
  	virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
  
  	virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
  
  	virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
  	
  	virtual void KilledBy(TakeDamageInfo & a_TDI) override;
  
  	virtual void MoveToPosition(const Vector3d & a_Position);  // tolua_export
  	virtual bool ReachedDestination(void);
  	
  	// tolua_begin
  	eType GetMobType(void) const {return m_MobType; }
  	eFamily GetMobFamily(void) const;
  	// tolua_end
  	
  	virtual void CheckEventSeePlayer(void);
  	virtual void EventSeePlayer(cEntity * a_Player);
  	
  	/// Reads the monster configuration for the specified monster name and assigns it to this object.
  	void GetMonsterConfig(const AString & a_Name);
  	
  	/** Returns whether this mob is undead (skeleton, zombie, etc.) */
  	virtual bool IsUndead(void);
  	
  	virtual void EventLosePlayer(void);
  	virtual void CheckEventLostPlayer(void);
  	
  	virtual void InStateIdle    (float a_Dt);
  	virtual void InStateChasing (float a_Dt);
  	virtual void InStateEscaping(float a_Dt);
  	
  	int GetAttackRate() { return (int)m_AttackRate; }
  	void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
  	void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }
  	void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
  	void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
  	
  	float GetDropChanceWeapon() { return m_DropChanceWeapon; }
  	float GetDropChanceHelmet() { return m_DropChanceHelmet; }
  	float GetDropChanceChestplate() { return m_DropChanceChestplate; }
  	float GetDropChanceLeggings() { return m_DropChanceLeggings; }
  	float GetDropChanceBoots() { return m_DropChanceBoots; }
  	bool CanPickUpLoot() { return m_CanPickUpLoot; }
  	void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; }
  	void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; }
  	void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; }
  	void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; }
  	void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
  	void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
  	
  	/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
  	void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
  
  	// Overridables to handle ageable mobs
  	virtual bool IsBaby    (void) const { return false; }
  	virtual bool IsTame    (void) const { return false; }
  	virtual bool IsSitting (void) const { return false; }
  	
  	// tolua_begin
  	
  	/// Translates MobType enum to a string, empty string if unknown
  	static AString MobTypeToString(eType a_MobType);
  	
  	/// Translates MobType string to the enum, mtInvalidType if not recognized
  	static eType StringToMobType(const AString & a_MobTypeName);
  	
  	/// Returns the mob family based on the type
  	static eFamily FamilyFromType(eType a_MobType);
  
  	/// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family
  	static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
  
  	// tolua_end
  	
  	/** Creates a new object of the specified mob.
  	a_MobType is the type of the mob to be created
  	Asserts and returns null if mob type is not specified
  	*/
  	static cMonster * NewMonsterFromType(eType a_MobType);
  
  protected:
  	
  	/* ======= PATHFINDING ======= */
  
  	/** A pointer to the entity this mobile is aiming to reach */
  	cEntity * m_Target;
  	/** Coordinates of the next position that should be reached */
  	Vector3d m_Destination;
  	/** Coordinates for the ultimate, final destination. */
  	Vector3d m_FinalDestination;
  	/** Returns if the ultimate, final destination has been reached */
  	bool ReachedFinalDestination(void);
  
  	/** Stores if mobile is currently moving towards the ultimate, final destination */
  	bool m_bMovingToDestination;
  	
  	/** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
  		If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
  		If current Y is solid, goes up to find first nonsolid block, and returns that */
  	int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
  	/** Returns if a monster can actually reach a given height by jumping or walking */
  	inline bool IsNextYPosReachable(int a_PosY)
  	{
  		return (
  			(a_PosY <= POSY_TOINT) ||
  			DoesPosYRequireJump(a_PosY)
  			);
  	}
  	/** Returns if a monster can reach a given height by jumping */
  	inline bool DoesPosYRequireJump(int a_PosY)
  	{
  		return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
  	}
  
  	/** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
  	std::vector<Vector3i> m_TraversedCoordinates;
  	/** Returns if coordinate is in the traversed list */
  	bool IsCoordinateInTraversedList(Vector3i a_Coords);
  
  	/** Finds the next place to go
  		This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
  	void TickPathFinding(void);
  	/** Finishes a pathfinding task, be it due to failure or something else */
  	inline void FinishPathFinding(void)
  	{
  		m_TraversedCoordinates.clear();
  		m_bMovingToDestination = false;
  	}
  	/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
  	void SetPitchAndYawFromDestination(void);
  
  	/* =========================== */
  	/* ========= FALLING ========= */
  
  	virtual void HandleFalling(void);
  	int m_LastGroundHeight;
  
  	/* =========================== */
  
  	float m_IdleInterval;
  	float m_DestroyTimer;
  
  	eType m_MobType;
  
  	AString m_SoundHurt;
  	AString m_SoundDeath;
  
  	float m_AttackRate;
  	int m_AttackDamage;
  	int m_AttackRange;
  	float m_AttackInterval;
  	int m_SightDistance;
  	
  	float m_DropChanceWeapon;
  	float m_DropChanceHelmet;
  	float m_DropChanceChestplate;
  	float m_DropChanceLeggings;
  	float m_DropChanceBoots;
  	bool m_CanPickUpLoot;
  	
  	void HandleDaylightBurning(cChunk & a_Chunk);
  	bool m_BurnsInDaylight;
  
  	/** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
  	void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
  	
  	/** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
  	void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
  	
  	/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
  	void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
  	
  	/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
  	void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
  	
  	/** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
  	void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel);
  	
  
  } ;  // tolua_export
  
  
  
  
  