61 lines
1.2 KiB
C++
61 lines
1.2 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 "Ghast.h"
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#include "../World.h"
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#include "../Entities/GhastFireballEntity.h"
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cGhast::cGhast(void) :
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super("Ghast", mtGhast, "entity.ghast.hurt", "entity.ghast.death", 4, 4)
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{
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}
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void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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unsigned int LootingLevel = 0;
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
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}
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bool cGhast::Attack(std::chrono::milliseconds a_Dt)
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{
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if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (GhastBall == nullptr)
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{
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return false;
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}
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if (!GhastBall->Initialize(*m_World))
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{
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delete GhastBall;
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GhastBall = nullptr;
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return false;
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}
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ResetAttackCooldown();
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return true;
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}
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return false;
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}
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