2a9664d6ca
also refactored cWorld::m_WorldAge and cWorld::m_TimeOfDay
137 lines
2.1 KiB
C++
137 lines
2.1 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Wither.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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cWither::cWither(void) :
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super("Wither", mtWither, "mob.wither.hurt", "mob.wither.death", 0.9, 4.0),
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m_WitherInvulnerableTicks(220)
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{
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SetMaxHealth(300);
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}
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bool cWither::IsArmored(void) const
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{
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return GetHealth() <= (GetMaxHealth() / 2);
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}
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bool cWither::Initialize(cWorld & a_World)
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{
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// Set health before BroadcastSpawnEntity()
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SetHealth(GetMaxHealth() / 3);
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return super::Initialize(a_World);
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}
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bool cWither::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (a_TDI.DamageType == dtDrowning)
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{
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return false;
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}
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if (m_WitherInvulnerableTicks > 0)
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{
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return false;
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}
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if (IsArmored() && (a_TDI.DamageType == dtRangedAttack))
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{
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return false;
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}
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return super::DoTakeDamage(a_TDI);
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}
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void cWither::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (m_WitherInvulnerableTicks > 0)
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{
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unsigned int NewTicks = m_WitherInvulnerableTicks - 1;
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if (NewTicks == 0)
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{
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m_World->DoExplosionAt(7.0, GetPosX(), GetPosY(), GetPosZ(), false, esWitherBirth, this);
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}
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m_WitherInvulnerableTicks = NewTicks;
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if ((NewTicks % 10) == 0)
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{
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Heal(10);
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}
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}
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m_World->BroadcastEntityMetadata(*this);
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}
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void cWither::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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AddRandomDropItem(a_Drops, 1, 1, E_ITEM_NETHER_STAR);
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}
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void cWither::KilledBy(TakeDamageInfo & a_TDI)
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{
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super::KilledBy(a_TDI);
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class cPlayerCallback : public cPlayerListCallback
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{
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Vector3f m_Pos;
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virtual bool Item(cPlayer * a_Player)
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{
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// TODO 2014-05-21 xdot: Vanilla minecraft uses an AABB check instead of a radius one
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double Dist = (a_Player->GetPosition() - m_Pos).Length();
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if (Dist < 50.0)
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{
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// If player is close, award achievement
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a_Player->AwardAchievement(achKillWither);
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}
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return false;
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}
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public:
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cPlayerCallback(const Vector3f & a_Pos) : m_Pos(a_Pos) {}
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} PlayerCallback(GetPosition());
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m_World->ForEachPlayer(PlayerCallback);
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}
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