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-rw-r--r--source/Mobs/AggressiveMonster.cpp2
-rw-r--r--source/Mobs/Blaze.cpp27
-rw-r--r--source/Mobs/Blaze.h1
-rw-r--r--source/Mobs/Ghast.cpp29
-rw-r--r--source/Mobs/Ghast.h1
-rw-r--r--source/Mobs/Monster.cpp12
-rw-r--r--source/Mobs/Skeleton.cpp42
-rw-r--r--source/Mobs/Skeleton.h2
-rw-r--r--source/Mobs/Zombie.cpp15
-rw-r--r--source/Mobs/Zombie.h1
10 files changed, 122 insertions, 10 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..96a29b2d8 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 +25,30 @@ 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 72dfb2583..9d2be1e29 100644
--- a/source/Mobs/Monster.cpp
+++ b/source/Mobs/Monster.cpp
@@ -440,12 +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
- m_AttackInterval = 0.0;
- ((cPawn *)m_Target)->TakeDamage(*this);
- }
+ 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 37a724848..509c2191e 100644
--- a/source/Mobs/Skeleton.cpp
+++ b/source/Mobs/Skeleton.cpp
@@ -7,7 +7,6 @@
-
cSkeleton::cSkeleton(bool IsWither) :
super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8),
m_bIsWither(IsWither)
@@ -28,3 +27,44 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
+
+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 (!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 7a4af7e22..8f31b42e1 100644
--- a/source/Mobs/Skeleton.h
+++ b/source/Mobs/Skeleton.h
@@ -18,6 +18,8 @@ public:
CLASS_PROTODEF(cSkeleton);
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:
diff --git a/source/Mobs/Zombie.cpp b/source/Mobs/Zombie.cpp
index 1752ec390..a485d2b55 100644
--- a/source/Mobs/Zombie.cpp
+++ b/source/Mobs/Zombie.cpp
@@ -30,3 +30,18 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
+
+void cZombie::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())
+ {
+ m_bMovingToDestination = false;
+ return;
+ }
+ m_bMovingToDestination = true;
+}
+
+
diff --git a/source/Mobs/Zombie.h b/source/Mobs/Zombie.h
index 148b1121e..7e14fe42f 100644
--- a/source/Mobs/Zombie.h
+++ b/source/Mobs/Zombie.h
@@ -17,6 +17,7 @@ public:
CLASS_PROTODEF(cZombie);
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
+ virtual void MoveToPosition(const Vector3f & a_Position) override;
bool IsVillagerZombie(void) const {return m_bIsVillagerZombie; }
bool IsConverting(void) const {return m_bIsConverting; }