diff options
Diffstat (limited to 'src/Mobs/Old Mobs/Skeleton.cpp')
-rw-r--r-- | src/Mobs/Old Mobs/Skeleton.cpp | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/src/Mobs/Old Mobs/Skeleton.cpp b/src/Mobs/Old Mobs/Skeleton.cpp new file mode 100644 index 000000000..cd707f4bb --- /dev/null +++ b/src/Mobs/Old Mobs/Skeleton.cpp @@ -0,0 +1,107 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "Skeleton.h" +#include "../World.h" +#include "../Entities/ArrowEntity.h" +#include "ClientHandle.h" + + + + +cSkeleton::cSkeleton(bool IsWither) : + super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8), + m_bIsWither(IsWither) +{ + SetBurnsInDaylight(true); +} + + + + + +void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) +{ + int LootingLevel = 0; + if (a_Killer != NULL) + { + LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); + } + if (IsWither()) + { + AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL); + cItems RareDrops; + RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1)); + AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); + } + else + { + AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); + + } + AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); + AddRandomArmorDropItem(a_Drops, LootingLevel); + AddRandomWeaponDropItem(a_Drops, LootingLevel); +} + + + + + +void cSkeleton::MoveToPosition(const Vector3d & a_Position) +{ + // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement + if ( + !IsOnFire() && + (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) + ) + { + m_bMovingToDestination = false; + return; + } + + super::MoveToPosition(a_Position); +} + + + + + +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; + Arrow = NULL; + return; + } + m_World->BroadcastSpawnEntity(*Arrow); + m_AttackInterval = 0.0; + } +} + + + + + +void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle) +{ + super::SpawnOn(a_ClientHandle); + a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW)); +} + + + + |