Skeleton, Ghast and Blaze's projectile code is now in their respective class.
This commit is contained in:
parent
6f0f620cf8
commit
7cfcfc5f39
@ -44,7 +44,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
|
||||
Vector3f Their = Vector3f( m_Target->GetPosition() );
|
||||
if ((Their - Pos).Length() <= m_AttackRange)
|
||||
{
|
||||
cMonster::Attack(a_Dt);
|
||||
Attack(a_Dt);
|
||||
}
|
||||
MoveToPosition(Their + Vector3f(0, 0.65f, 0));
|
||||
}
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "Blaze.h"
|
||||
|
||||
#include "../World.h"
|
||||
|
||||
|
||||
|
||||
@ -25,3 +25,28 @@ void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
||||
|
||||
|
||||
|
||||
|
||||
void cBlaze::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;
|
||||
cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
|
||||
if (FireCharge == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!FireCharge->Initialize(m_World))
|
||||
{
|
||||
delete FireCharge;
|
||||
return;
|
||||
}
|
||||
m_World->BroadcastSpawnEntity(*FireCharge);
|
||||
m_AttackInterval = 0.0;
|
||||
// ToDo: Shoot 3 fireballs instead of 1.
|
||||
}
|
||||
}
|
@ -18,6 +18,7 @@ public:
|
||||
CLASS_PROTODEF(cBlaze);
|
||||
|
||||
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
|
||||
virtual void Attack(float a_Dt) override;
|
||||
} ;
|
||||
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "Ghast.h"
|
||||
|
||||
#include "../World.h"
|
||||
|
||||
|
||||
|
||||
@ -25,3 +25,29 @@ void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
||||
|
||||
|
||||
|
||||
void cGhast::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;
|
||||
cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
|
||||
if (GhastBall == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!GhastBall->Initialize(m_World))
|
||||
{
|
||||
delete GhastBall;
|
||||
return;
|
||||
}
|
||||
m_World->BroadcastSpawnEntity(*GhastBall);
|
||||
m_AttackInterval = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -18,6 +18,7 @@ public:
|
||||
CLASS_PROTODEF(cGhast);
|
||||
|
||||
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
|
||||
virtual void Attack(float a_Dt) override;
|
||||
|
||||
bool IsCharging(void) const {return false; }
|
||||
} ;
|
||||
|
@ -440,70 +440,12 @@ void cMonster::InStateEscaping(float a_Dt)
|
||||
void cMonster::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
|
||||
{
|
||||
switch (GetMobType())
|
||||
{
|
||||
case mtSkeleton:
|
||||
{
|
||||
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);
|
||||
break;
|
||||
}
|
||||
case mtGhast:
|
||||
{
|
||||
Vector3d Speed = GetLookVector() * 20;
|
||||
Speed.y = Speed.y + 1;
|
||||
cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
|
||||
if (GhastBall == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!GhastBall->Initialize(m_World))
|
||||
{
|
||||
delete GhastBall;
|
||||
return;
|
||||
}
|
||||
m_World->BroadcastSpawnEntity(*GhastBall);
|
||||
break;
|
||||
}
|
||||
case mtBlaze:
|
||||
{
|
||||
Vector3d Speed = GetLookVector() * 20;
|
||||
Speed.y = Speed.y + 1;
|
||||
cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
|
||||
if (FireCharge == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!FireCharge->Initialize(m_World))
|
||||
{
|
||||
delete FireCharge;
|
||||
return;
|
||||
}
|
||||
m_World->BroadcastSpawnEntity(*FireCharge);
|
||||
break;
|
||||
// ToDo: Shoot 3 fireballs instead of 1.
|
||||
}
|
||||
default:
|
||||
{
|
||||
((cPawn *)m_Target)->TakeDamage(*this);
|
||||
}
|
||||
}
|
||||
m_AttackInterval = 0.0;
|
||||
}
|
||||
if ((m_Target != NULL) && (m_AttackInterval > 3.0))
|
||||
{
|
||||
// Setting this higher gives us more wiggle room for attackrate
|
||||
m_AttackInterval = 0.0;
|
||||
((cPawn *)m_Target)->TakeDamage(*this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -33,10 +33,37 @@ 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 ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire())
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
@ -19,6 +19,7 @@ public:
|
||||
|
||||
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
|
||||
virtual void MoveToPosition(const Vector3f & a_Position) override;
|
||||
virtual void Attack(float a_Dt) override;
|
||||
bool IsWither(void) const { return m_bIsWither; };
|
||||
|
||||
private:
|
||||
|
Loading…
Reference in New Issue
Block a user