diff options
Diffstat (limited to '')
-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 | 29 | ||||
-rw-r--r-- | source/Mobs/Ghast.h | 1 | ||||
-rw-r--r-- | source/Mobs/Monster.cpp | 12 | ||||
-rw-r--r-- | source/Mobs/Skeleton.cpp | 42 | ||||
-rw-r--r-- | source/Mobs/Skeleton.h | 2 | ||||
-rw-r--r-- | source/Mobs/Zombie.cpp | 15 | ||||
-rw-r--r-- | source/Mobs/Zombie.h | 1 |
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; } |