2012-06-14 09:06:06 -04:00
|
|
|
|
|
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
|
2012-09-23 16:53:08 -04:00
|
|
|
#include "Skeleton.h"
|
2013-08-16 04:48:19 -04:00
|
|
|
#include "../World.h"
|
2012-06-14 09:06:06 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-10-08 14:20:49 -04:00
|
|
|
cSkeleton::cSkeleton(bool IsWither) :
|
2013-10-20 04:23:30 -04:00
|
|
|
super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8),
|
2013-10-08 14:20:49 -04:00
|
|
|
m_bIsWither(IsWither)
|
2012-06-14 09:06:06 -04:00
|
|
|
{
|
2013-09-05 16:40:08 -04:00
|
|
|
SetBurnsInDaylight(true);
|
2012-06-14 09:06:06 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-07-01 06:39:56 -04:00
|
|
|
void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
2012-06-14 09:06:06 -04:00
|
|
|
{
|
2012-12-21 06:04:08 -05:00
|
|
|
AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW);
|
|
|
|
AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE);
|
2012-06-14 09:06:06 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-11-02 15:45:51 -04:00
|
|
|
|
|
|
|
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.
|
2013-11-04 15:46:56 -05:00
|
|
|
if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
|
2013-11-02 15:45:51 -04:00
|
|
|
{
|
|
|
|
m_bMovingToDestination = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
m_bMovingToDestination = true;
|
2013-11-04 15:46:56 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-11-05 10:24:54 -05:00
|
|
|
|
2013-11-04 15:46:56 -05:00
|
|
|
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;
|
|
|
|
}
|
2013-11-02 15:45:51 -04:00
|
|
|
}
|