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cuberite-2a/src/Mobs/Ghast.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Ghast.h"
#include "../World.h"
#include "../Entities/GhastFireballEntity.h"
cGhast::cGhast(void) :
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super("Ghast", mtGhast, "mob.ghast.scream", "mob.ghast.death", 4, 4)
{
}
void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
int LootingLevel = 0;
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if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
}
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void cGhast::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += a_Dt.count() * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (GhastBall == nullptr)
{
return;
}
if (!GhastBall->Initialize(*m_World))
{
delete GhastBall;
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GhastBall = nullptr;
return;
}
m_World->BroadcastSpawnEntity(*GhastBall);
m_AttackInterval = 0.0;
}
}