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cuberite-2a/source/Mobs/Zombiepigman.cpp
madmaxoft 0cb00996de Replaced E_ENTITY_TYPE_XXX with cMonster::mtXXX.
Also slightly improved the spawning algorithm.
2013-08-16 10:48:30 +02:00

62 lines
1.1 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Zombiepigman.h"
#include "../World.h"
cZombiepigman::cZombiepigman(void) :
super("Zombiepigman", 57, "mob.zombiepig.zpighurt", "mob.zombiepig.zpigdeath", 0.6, 1.8)
{
}
void cZombiepigman::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
// TODO Same as noticed in cSkeleton AND Do they really burn by sun?? :D In the neather is no sun :D
if ((GetWorld()->GetTimeOfDay() < (12000 + 1000)) && !IsOnFire())
{
// Burn for 10 ticks, then decide again
StartBurning(10);
}
}
void cZombiepigman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
AddRandomDropItem(a_Drops, 0, 1, E_ITEM_ROTTEN_FLESH);
AddRandomDropItem(a_Drops, 0, 1, E_ITEM_GOLD_NUGGET);
// TODO: Rare drops
}
void cZombiepigman::KilledBy(cEntity * a_Killer)
{
super::KilledBy(a_Killer);
if ((a_Killer != NULL) && (a_Killer->IsPlayer()))
{
// TODO: Anger all nearby zombie pigmen
// TODO: In vanilla, if one player angers ZPs, do they attack any nearby player, or only that one attacker?
}
}