9f77572fb0
-> Manager handles all ticks -> advantage: Much easier to add new simulators, because you only have to register them in the manager - moved sand and gravel simulation to a Simulator-class (cSandSimulator) - Made Squid a little bit more funny and realistic, because it dies now when it´s not in water -Escaping mobs run now faster than normal (They just walked away before :D) git-svn-id: http://mc-server.googlecode.com/svn/trunk@125 0a769ca7-a7f5-676a-18bf-c427514a06d6
50 lines
880 B
C++
50 lines
880 B
C++
#include "cSquid.h"
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#include "Vector3d.h"
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cSquid::cSquid()
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{
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m_MobType = 94;
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GetMonsterConfig("Squid");
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m_NoWater = 0.f;
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}
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cSquid::~cSquid()
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{
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}
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bool cSquid::IsA( const char* a_EntityType )
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{
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if( strcmp( a_EntityType, "cSquid" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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}
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void cSquid::KilledBy( cEntity* a_Killer )
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{
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//Drops 0-3 Ink Sacs
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cMonster::RandomDropItem(E_ITEM_DYE, 0, 3);
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cMonster::KilledBy( a_Killer );
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}
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void cSquid::Tick(float a_Dt)
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{
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cPassiveMonster::Tick(a_Dt);
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Vector3d Pos = GetPosition();
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//TODO Not a real behavior, but cool :D
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if(!IsBlockWater(GetWorld()->GetBlock(Pos.x, Pos.y, Pos.z)))
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{
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//Die slowly Muhahaha :D (To prevent all this squids on the land :D)
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m_NoWater += a_Dt;
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if(m_NoWater > 1000.f)
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{
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m_NoWater -= 1000.f;
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TakeDamage(1, this);
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}
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}
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} |