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

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Skeleton.h"
#include "../World.h"
cSkeleton::cSkeleton(bool IsWither) :
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super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8),
m_bIsWither(IsWither)
{
SetBurnsInDaylight(true);
}
void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW);
AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE);
}
void cSkeleton::MoveToPosition(const Vector3f & a_Position)
{
m_Destination = a_Position;
// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
{
m_bMovingToDestination = false;
return;
}
m_bMovingToDestination = true;
}
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void cSkeleton::Attack(float a_Dt)
{
m_AttackInterval += a_Dt * m_AttackRate;
if (m_Target != NULL && m_AttackInterval > 3.0)
{
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == NULL)
{
return;
}
if (!Arrow->Initialize(m_World))
{
delete Arrow;
return;
}
m_World->BroadcastSpawnEntity(*Arrow);
m_AttackInterval = 0.0;
}
}