02f05f7496
- Server compatible with the weapons and equip again. (Some Packets were incompatible) - fixed bucket bugs (not all) - Fixed clients getting crashed by wrong Pickups - fixed nearly all mob drops. (Check wheather they are burning is missing Big Grin) - maybe some other things I can´t recall atm Big Grin git-svn-id: http://mc-server.googlecode.com/svn/trunk@94 0a769ca7-a7f5-676a-18bf-c427514a06d6
86 lines
1.6 KiB
C++
86 lines
1.6 KiB
C++
#include "cPig.h"
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#include "Vector3f.h"
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#include "Vector3d.h"
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#include "Defines.h"
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#include "cRoot.h"
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#include "cWorld.h"
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#include "cPickup.h"
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#include "cItem.h"
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#include "cMCLogger.h"
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#ifndef _WIN32
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#include <stdlib.h> // rand()
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#include <cstring>
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#endif
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#include <string>
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cPig::cPig()
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: m_ChaseTime( 999999 )
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{
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//LOG("SPAWNING A Pig!!!!!!!!!!!!!!!!!!!!!");
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m_EMPersonality = PASSIVE;
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m_MobType = 90;
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GetMonsterConfig("Pig");
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}
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cPig::~cPig()
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{
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}
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bool cPig::IsA( const char* a_EntityType )
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{
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//LOG("IsA( cPig ) : %s", a_EntityType);
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if( strcmp( a_EntityType, "cPig" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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}
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void cPig::Tick(float a_Dt)
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{
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cMonster::Tick(a_Dt);
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}
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void cPig::KilledBy( cEntity* a_Killer )
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{
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//Drops 0-2 meat
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cMonster::RandomDropItem(E_ITEM_RAW_MEAT, 0, 2);
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//TODO: Check for burning state
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cMonster::KilledBy( a_Killer );
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}
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//What to do if in Idle State
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void cPig::InStateIdle(float a_Dt) {
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cMonster::InStateIdle(a_Dt);
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}
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//What to do if in Chasing State
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void cPig::InStateChasing(float a_Dt) {
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cMonster::InStateChasing(a_Dt);
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m_ChaseTime += a_Dt;
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if( m_Target )
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{
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Vector3f Pos = Vector3f( m_Pos );
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Vector3f Their = Vector3f( m_Target->GetPosition() );
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if( (Their - Pos).Length() <= m_AttackRange) {
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cMonster::Attack(a_Dt);
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}
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MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
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} else if( m_ChaseTime > 5.f ) {
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m_ChaseTime = 0;
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m_EMState = IDLE;
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}
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}
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void cPig::InStateEscaping(float a_Dt) {
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cMonster::InStateEscaping(a_Dt);
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}
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