58 lines
1.1 KiB
C++
58 lines
1.1 KiB
C++
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
#include "Squid.h"
|
|
#include "../Vector3d.h"
|
|
#include "../Chunk.h"
|
|
|
|
|
|
|
|
|
|
|
|
cSquid::cSquid(void) :
|
|
super("Squid", 94, "", "", 0.95, 0.95)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
|
{
|
|
// Drops 0-3 Ink Sacs
|
|
AddRandomDropItem(a_Drops, 0, 3, E_ITEM_DYE, E_META_DYE_BLACK);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSquid::Tick(float a_Dt, cChunk & a_Chunk)
|
|
{
|
|
// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
|
|
// that is not where the entity currently resides (FS #411)
|
|
|
|
Vector3d Pos = GetPosition();
|
|
|
|
// TODO: Not a real behavior, but cool :D
|
|
int RelY = (int)floor(Pos.y);
|
|
if ((RelY < 0) || (RelY >= cChunkDef::Height))
|
|
{
|
|
return;
|
|
}
|
|
int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
|
|
int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
|
if (!IsBlockWater(a_Chunk.GetBlock(RelX, RelY, RelZ)) && !IsOnFire())
|
|
{
|
|
// Burn for 10 ticks, then decide again
|
|
StartBurning(10);
|
|
}
|
|
|
|
super::Tick(a_Dt, a_Chunk);
|
|
}
|
|
|
|
|
|
|
|
|