2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 16:53:08 -04:00
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#include "Skeleton.h"
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2013-08-16 04:48:19 -04:00
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#include "../World.h"
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2014-04-27 20:03:06 -04:00
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#include "../Entities/ArrowEntity.h"
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2014-07-17 19:26:27 -04:00
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#include "ClientHandle.h"
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2012-06-14 09:06:06 -04:00
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2013-10-08 14:20:49 -04:00
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cSkeleton::cSkeleton(bool IsWither) :
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2013-10-20 04:23:30 -04:00
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super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8),
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2013-10-08 14:20:49 -04:00
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m_bIsWither(IsWither)
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2012-06-14 09:06:06 -04:00
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{
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2013-09-05 16:40:08 -04:00
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SetBurnsInDaylight(true);
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2012-06-14 09:06:06 -04:00
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}
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2013-07-01 06:39:56 -04:00
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void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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2012-06-14 09:06:06 -04:00
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{
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2014-02-23 13:44:58 -05:00
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int LootingLevel = 0;
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2014-10-20 16:55:07 -04:00
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if (a_Killer != nullptr)
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2014-02-23 13:44:58 -05:00
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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if (IsWither())
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{
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AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
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cItems RareDrops;
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RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
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AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
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}
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else
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{
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
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AddRandomArmorDropItem(a_Drops, LootingLevel);
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AddRandomWeaponDropItem(a_Drops, LootingLevel);
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2012-06-14 09:06:06 -04:00
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}
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2013-11-02 15:45:51 -04:00
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2014-07-18 05:47:00 -04:00
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void cSkeleton::MoveToPosition(const Vector3d & a_Position)
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2013-11-02 15:45:51 -04:00
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{
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2014-06-22 15:44:55 -04:00
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// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
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2014-01-24 18:56:05 -05:00
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if (
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!IsOnFire() &&
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2014-06-22 15:44:55 -04:00
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(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
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)
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{
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m_bMovingToDestination = false;
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return;
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}
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2014-01-24 18:56:05 -05:00
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super::MoveToPosition(a_Position);
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2013-11-04 15:46:56 -05:00
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}
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2013-11-05 10:24:54 -05:00
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2013-11-04 15:46:56 -05:00
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void cSkeleton::Attack(float a_Dt)
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{
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m_AttackInterval += a_Dt * m_AttackRate;
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2014-10-20 16:55:07 -04:00
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if (m_Target != nullptr && m_AttackInterval > 3.0)
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2013-11-04 15:46:56 -05:00
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == nullptr)
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2013-11-04 15:46:56 -05:00
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{
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return;
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}
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2014-06-08 15:58:08 -04:00
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if (!Arrow->Initialize(*m_World))
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2013-11-04 15:46:56 -05:00
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{
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delete Arrow;
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2014-10-20 16:55:07 -04:00
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Arrow = nullptr;
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2013-11-04 15:46:56 -05:00
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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m_AttackInterval = 0.0;
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}
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2014-03-25 13:15:05 -04:00
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}
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2014-07-17 19:26:27 -04:00
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void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle)
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{
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super::SpawnOn(a_ClientHandle);
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a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW));
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}
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