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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2013-11-27 22:35:13 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2013-11-27 22:35:13 +0100
commita6630d32394120a78af56bc612fa3c3449283248 (patch)
tree2c791266b0f213cd56961299da8d2258b8f85d8e /src/Mobs/Squid.cpp
parentFixed spawn point being generally in an ocean (diff)
parentVoronoi-related biomegens use the new cVoronoiMap class. (diff)
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Diffstat (limited to 'src/Mobs/Squid.cpp')
-rw-r--r--src/Mobs/Squid.cpp56
1 files changed, 56 insertions, 0 deletions
diff --git a/src/Mobs/Squid.cpp b/src/Mobs/Squid.cpp
new file mode 100644
index 000000000..a311108ae
--- /dev/null
+++ b/src/Mobs/Squid.cpp
@@ -0,0 +1,56 @@
+
+#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", mtSquid, "", "", 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)
+{
+ // We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
+ // that is not where the entity currently resides (FS #411)
+
+ Vector3d Pos = GetPosition();
+
+ // TODO: Not a real behavior, but cool :D
+ int RelY = (int)floor(Pos.y);
+ if ((RelY < 0) || (RelY >= cChunkDef::Height))
+ {
+ return;
+ }
+ int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
+ int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
+ if (!IsBlockWater(a_Chunk.GetBlock(RelX, RelY, RelZ)) && !IsOnFire())
+ {
+ // Burn for 10 ticks, then decide again
+ StartBurning(10);
+ }
+
+ super::Tick(a_Dt, a_Chunk);
+}
+
+
+