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cuberite-2a/source/Mobs/Squid.cpp
madmaxoft@gmail.com 37276a4430 Rewritten entity-on-fire management ("forever on fire" bugs)
Fixes FS #297 and part of FS #403.
Added sizes to all entities.
Moved all damage-related functions from cPawn to cEntity
API change: renamed cPawn:TeleportTo() to cEntity:TeleportToCoords()

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1635 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-07-01 10:39:56 +00:00

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C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Squid.h"
#include "../Vector3d.h"
#include "../Chunk.h"
cSquid::cSquid(void) :
super("Squid", 94, "", "", 0.95, 0.95)
{
}
void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
// Drops 0-3 Ink Sacs
AddRandomDropItem(a_Drops, 0, 3, E_ITEM_DYE, E_META_DYE_BLACK);
}
void cSquid::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
Vector3d Pos = GetPosition();
// TODO: Not a real behavior, but cool :D
int RelX = (int)floor(Pos.x + 0.5) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = (int)floor(Pos.z + 0.5) - a_Chunk.GetPosZ() * cChunkDef::Width;
if (!IsBlockWater(a_Chunk.GetBlock(RelX, (int)Pos.y, RelZ)) && !IsOnFire())
{
// Burn for 10 ticks, then decide again
StartBurning(10);
}
}