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author | STRWarrior <niels.breuker@hotmail.nl> | 2013-11-04 21:46:56 +0100 |
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committer | STRWarrior <niels.breuker@hotmail.nl> | 2013-11-04 21:46:56 +0100 |
commit | 7cfcfc5f398f133f339a4dd8c87b5e02d8043fd3 (patch) | |
tree | 8ace65bcb978257250c6b767abd29457700c07b4 /source | |
parent | Skeleton.cpp doesn't have to load ProjectileEntity.h and Entity.h. (diff) | |
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Diffstat (limited to 'source')
-rw-r--r-- | source/Mobs/AggressiveMonster.cpp | 2 | ||||
-rw-r--r-- | source/Mobs/Blaze.cpp | 27 | ||||
-rw-r--r-- | source/Mobs/Blaze.h | 1 | ||||
-rw-r--r-- | source/Mobs/Ghast.cpp | 28 | ||||
-rw-r--r-- | source/Mobs/Ghast.h | 1 | ||||
-rw-r--r-- | source/Mobs/Monster.cpp | 70 | ||||
-rw-r--r-- | source/Mobs/Skeleton.cpp | 29 | ||||
-rw-r--r-- | source/Mobs/Skeleton.h | 1 |
8 files changed, 91 insertions, 68 deletions
diff --git a/source/Mobs/AggressiveMonster.cpp b/source/Mobs/AggressiveMonster.cpp index 88bd2743a..cc7e7da2b 100644 --- a/source/Mobs/AggressiveMonster.cpp +++ b/source/Mobs/AggressiveMonster.cpp @@ -44,7 +44,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt) Vector3f Their = Vector3f( m_Target->GetPosition() ); if ((Their - Pos).Length() <= m_AttackRange) { - cMonster::Attack(a_Dt); + Attack(a_Dt); } MoveToPosition(Their + Vector3f(0, 0.65f, 0)); } diff --git a/source/Mobs/Blaze.cpp b/source/Mobs/Blaze.cpp index 74c82c081..f9c05b17a 100644 --- a/source/Mobs/Blaze.cpp +++ b/source/Mobs/Blaze.cpp @@ -2,7 +2,7 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Blaze.h" - +#include "../World.h" @@ -25,3 +25,28 @@ void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer) + +void cBlaze::Attack(float a_Dt) +{ + m_AttackInterval += a_Dt * m_AttackRate; + + if (m_Target != NULL && m_AttackInterval > 3.0) + { + // Setting this higher gives us more wiggle room for attackrate + Vector3d Speed = GetLookVector() * 20; + Speed.y = Speed.y + 1; + cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); + if (FireCharge == NULL) + { + return; + } + if (!FireCharge->Initialize(m_World)) + { + delete FireCharge; + return; + } + m_World->BroadcastSpawnEntity(*FireCharge); + m_AttackInterval = 0.0; + // ToDo: Shoot 3 fireballs instead of 1. + } +}
\ No newline at end of file diff --git a/source/Mobs/Blaze.h b/source/Mobs/Blaze.h index 9df57530e..cdb3a1306 100644 --- a/source/Mobs/Blaze.h +++ b/source/Mobs/Blaze.h @@ -18,6 +18,7 @@ public: CLASS_PROTODEF(cBlaze); virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; + virtual void Attack(float a_Dt) override; } ; diff --git a/source/Mobs/Ghast.cpp b/source/Mobs/Ghast.cpp index 419c8474d..85803cb84 100644 --- a/source/Mobs/Ghast.cpp +++ b/source/Mobs/Ghast.cpp @@ -2,7 +2,7 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Ghast.h" - +#include "../World.h" @@ -25,3 +25,29 @@ void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer) +void cGhast::Attack(float a_Dt) +{ + m_AttackInterval += a_Dt * m_AttackRate; + + if (m_Target != NULL && m_AttackInterval > 3.0) + { + // Setting this higher gives us more wiggle room for attackrate + Vector3d Speed = GetLookVector() * 20; + Speed.y = Speed.y + 1; + cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); + if (GhastBall == NULL) + { + return; + } + if (!GhastBall->Initialize(m_World)) + { + delete GhastBall; + return; + } + m_World->BroadcastSpawnEntity(*GhastBall); + m_AttackInterval = 0.0; + } +} + + + diff --git a/source/Mobs/Ghast.h b/source/Mobs/Ghast.h index a2adc21b9..43e8bedb6 100644 --- a/source/Mobs/Ghast.h +++ b/source/Mobs/Ghast.h @@ -18,6 +18,7 @@ public: CLASS_PROTODEF(cGhast); virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; + virtual void Attack(float a_Dt) override; bool IsCharging(void) const {return false; } } ; diff --git a/source/Mobs/Monster.cpp b/source/Mobs/Monster.cpp index 0b91df90b..9d2be1e29 100644 --- a/source/Mobs/Monster.cpp +++ b/source/Mobs/Monster.cpp @@ -440,70 +440,12 @@ void cMonster::InStateEscaping(float a_Dt) void cMonster::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; - if ((m_Target != NULL) && (m_AttackInterval > 3.0)) - // Setting this higher gives us more wiggle room for attackrate - { - switch (GetMobType()) - { - case mtSkeleton: - { - Vector3d Speed = GetLookVector() * 20; - Speed.y = Speed.y + 1; - cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); - if (Arrow == NULL) - { - return; - } - if (!Arrow->Initialize(m_World)) - { - delete Arrow; - return; - } - m_World->BroadcastSpawnEntity(*Arrow); - break; - } - case mtGhast: - { - Vector3d Speed = GetLookVector() * 20; - Speed.y = Speed.y + 1; - cGhastFireballEntity * GhastBall = new cGhastFireballEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); - if (GhastBall == NULL) - { - return; - } - if (!GhastBall->Initialize(m_World)) - { - delete GhastBall; - return; - } - m_World->BroadcastSpawnEntity(*GhastBall); - break; - } - case mtBlaze: - { - Vector3d Speed = GetLookVector() * 20; - Speed.y = Speed.y + 1; - cFireChargeEntity * FireCharge = new cFireChargeEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); - if (FireCharge == NULL) - { - return; - } - if (!FireCharge->Initialize(m_World)) - { - delete FireCharge; - return; - } - m_World->BroadcastSpawnEntity(*FireCharge); - break; - // ToDo: Shoot 3 fireballs instead of 1. - } - default: - { - ((cPawn *)m_Target)->TakeDamage(*this); - } - } - m_AttackInterval = 0.0; - } + if ((m_Target != NULL) && (m_AttackInterval > 3.0)) + { + // Setting this higher gives us more wiggle room for attackrate + m_AttackInterval = 0.0; + ((cPawn *)m_Target)->TakeDamage(*this); + } } diff --git a/source/Mobs/Skeleton.cpp b/source/Mobs/Skeleton.cpp index 578b5eb67..6a1068337 100644 --- a/source/Mobs/Skeleton.cpp +++ b/source/Mobs/Skeleton.cpp @@ -33,10 +33,37 @@ void cSkeleton::MoveToPosition(const Vector3f & a_Position) m_Destination = a_Position; // If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement. - if ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire()) + if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) { m_bMovingToDestination = false; return; } m_bMovingToDestination = true; +} + + + + +void cSkeleton::Attack(float a_Dt) +{ + m_AttackInterval += a_Dt * m_AttackRate; + + if (m_Target != NULL && m_AttackInterval > 3.0) + { + // Setting this higher gives us more wiggle room for attackrate + Vector3d Speed = GetLookVector() * 20; + Speed.y = Speed.y + 1; + cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); + if (Arrow == NULL) + { + return; + } + if (!Arrow->Initialize(m_World)) + { + delete Arrow; + return; + } + m_World->BroadcastSpawnEntity(*Arrow); + m_AttackInterval = 0.0; + } }
\ No newline at end of file diff --git a/source/Mobs/Skeleton.h b/source/Mobs/Skeleton.h index 6cede1d22..8f31b42e1 100644 --- a/source/Mobs/Skeleton.h +++ b/source/Mobs/Skeleton.h @@ -19,6 +19,7 @@ public: virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override; virtual void MoveToPosition(const Vector3f & a_Position) override; + virtual void Attack(float a_Dt) override; bool IsWither(void) const { return m_bIsWither; }; private: |