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2014-02-22Monster.cpp: Fixed Formatting in AddRandomUncommonDropItemTheJumper1-1/+1
2014-02-21Fixed Mob Drops, Add Rare and Uncommon Drops, Looting inflicts DropsTheJumper1-0/+29
2014-02-17Improved formattingtonibm191-2/+2
2014-02-16Now mobs can't escape from fences.tonibm191-2/+2
2014-02-11Fixed #627Tiger Wang1-14/+0
2014-02-05Fixed most of the reordering warningsTycho1-4/+4
2014-02-05Fixed a bunch of MSVS warningsTiger Wang1-1/+1
2014-02-04Blank lines and indentation.tonibm191-0/+4
2014-02-03Exporded World:FindClosestPlayer, Item:IsEnchantable and Monster:MoveToPosition to Lua APItonibm191-0/+8
2014-02-01Monster's nominal speed was increased.Kirill Kirilenko1-1/+1
2014-01-25Implemented fall damage for mobsTiger Wang1-4/+27
2014-01-25Mob bugfixesTiger Wang1-20/+29
2014-01-25Fixed a generator bugTiger Wang1-0/+3
2014-01-24Miscellaneous improvementsTiger Wang1-5/+4
2014-01-24Monsters no longer check for direct line of sightTiger Wang1-10/+2
2014-01-24Large reworking of mob code [SEE DESC]Tiger Wang1-162/+238
2014-01-16Removed obsoleted functionsTiger Wang1-1/+1
2013-12-25Preliminary mobile entity savingTiger Wang1-1/+2
2013-12-23Some fixes (SEE DESC)tonibm191-0/+6
2013-12-22EnderDragons and SnowGolems are able to spawn.STRWarrior1-0/+2
2013-12-20Sorted a few constructors to remove warnings.madmaxoft1-7/+7
2013-12-20Fixed compiler warning when iterating over a fixed array of items (ARRAYCOUNT).madmaxoft1-1/+1
2013-12-14Fixed not getting XP from mobs.STRWarrior1-0/+6
2013-11-24Moved source to srcAlexander Harkness1-0/+0
2013-11-10Bundled fixes [SEE DESC]Tiger Wang1-1/+6
2013-11-10Bundled fixes [SEE DESC]Tiger Wang1-30/+26
2013-11-04Skeleton, Ghast and Blaze's projectile code is now in their respective class.STRWarrior1-64/+6
2013-11-02Skeletons, Blazes and Ghasts now shoot their projectile to the target.STRWarrior1-5/+63
2013-10-29Update to allow the light map to remain the same, but allow alteration of sky light values based on time.Samuel Barney1-3/+3
2013-10-24Renamed cMonster::GetSpawnRate() to GetSpawnDelay().madmaxoft1-1/+1
2013-10-22Fixed an assert in cMonstermadmaxoft1-2/+2
2013-10-20Reimplemented cMonster::FamilyFromType() as a simple switch (duh!)madmaxoft1-38/+27
2013-10-20Fixed memory leaks in cMobCensus, moved GetSpawnRate() to cMonster.madmaxoft1-0/+17
2013-10-20Fixed binary search in StringToMobType().madmaxoft1-3/+3
2013-10-20Moved all MobTypesManager functions to cMonster.madmaxoft1-5/+222
2013-10-20Fixed loading allowed mobs in world.madmaxoft1-3/+7
2013-10-13Eight round of fixesTiger Wang1-1/+1
2013-09-13Added an extra line.tonibm191-0/+1
2013-09-13Fixed mobs attack range being too longtonibm191-2/+1
2013-09-10Inside cMonster::getMobFamily() : replacing Polymorphism by Map, in order to remove redundancymgueydan1-0/+6
2013-09-07Fixed a missing initialization in cMonster.madmaxoft1-2/+3
2013-09-06Moved daylight burning directly into cMonster.madmaxoft1-0/+36
2013-09-05Moved daylight burning directly into cMonster.madmaxoft1-0/+36
2013-08-19Moved entities into the Entities subfolder.madmaxoft1-1/+1
2013-07-01Rewritten entity-on-fire management ("forever on fire" bugs)madmaxoft@gmail.com1-4/+7
2013-06-25Unified the way mobs are spawned (egg vs natural). Fixed deadlocks in mob moving. Fixed mob destroying code.madmaxoft@gmail.com1-2/+7
2013-04-22Moved physics to the cEntity class from the derivative classes (cMonster, cPickup). Added physics override to cPlayer to disable physics calculations. Fixed bug with pitch calculations on mobs.keyboard.osh@gmail.com1-121/+5
2013-04-13Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick()madmaxoft@gmail.com1-28/+23
2013-04-02Added support for head yaw tracking and packet sending and fixed bug in BroadcastMovementUpdatekeyboard.osh@gmail.com1-0/+1
2013-03-23Added helper functions AddSpeed, AddSpeedX, AddSpeedY, AddSpeedZ, AddPosition, AddPosX, AddPosY, AddPosZ. Made sure that all entites use these helper functions.keyboard.osh@gmail.com1-5/+5
2013-03-22Implemented BroadcastMovementUpdate function. Moved m_Pos,m_Rot,m_Speed to private members and made sure that all classes uses the public functions to access these members.keyboard.osh@gmail.com1-42/+44
2013-03-09Pickups are now being saved into Anvil.madmaxoft@gmail.com1-2/+2
2012-12-22MTRand reference is now passed as a Tick() parameter so that it isn't created and destroyed over and over again. All entities will handle physics (empty callback for now)madmaxoft@gmail.com1-42/+54
2012-12-22Reduced most mobs' constructors to oneliners by passing parameters to superclassesmadmaxoft@gmail.com1-18/+11
2012-12-21Added sounds to levers and mobsluksor111@gmail.com1-0/+4
2012-12-21Added more constants into eEntityType; made them a compulsory parameter to the constructor, so that all entities have proper type.madmaxoft@gmail.com1-1/+2
2012-12-21Reworked the IsA() / GetClass() framework to actually be useful. Added GetParentClass().madmaxoft@gmail.com1-19/+0
2012-12-21Refactored the TakeDamage API to take equipped weapon and armor into consideration (PvP untested)madmaxoft@gmail.com1-9/+12
2012-11-01Refactored the world time.madmaxoft@gmail.com1-2/+2
2012-10-06Removed a few debugging messages from the release builds.madmaxoft@gmail.com1-4/+5
2012-09-24Source files cleanup: The rest of the files renamed.madmaxoft@gmail.com1-7/+7
2012-09-23Source files cleanup: Mobs-related files in a separate subfolder, renamed.madmaxoft@gmail.com1-18/+19
2012-08-29Gotten completely rid of all cPackets. The cProtocol125 class now does all the parsing and writing by itself.madmaxoft@gmail.com1-2/+2
2012-08-24Monster classes don't use cPackets. Chat messages are sent / broadcast without cPackets. BlockEntities don't use cPackets.madmaxoft@gmail.com1-13/+2
2012-08-19Almost all packets' handling is now rewritten not to use cPacket descendants elsewhere than in cClientHandle.madmaxoft@gmail.com1-106/+146
2012-06-14Attempt to bring sanity to newlines across systems.cedeel@gmail.com1-560/+560
2012-06-06Item-dropping code rewritten and centralized - now there's only one place to modify if we want to split or merge same-item drops: cWorld:SpawnItemPickups(). Also, mined blocks can now drop more items, and they recognize if they're being mined by the correct tool.madmaxoft@gmail.com1-13/+5
2012-03-19Fixed player heads always pointing north (new EntityHeadLook packet)madmaxoft@gmail.com1-1/+1
2012-03-14Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com1-1/+0
2012-03-12Fixing compilation on Drawin 9 / MacOS Xmadmaxoft@gmail.com1-1/+1
2012-03-10Fixed a few obsoleted functionsmadmaxoft@gmail.com1-1/+1
2012-02-20Removed some more cChunkPtr usagemadmaxoft@gmail.com1-20/+16
2012-02-15No longer using pointers for Vector3(f/d/i) in cEntity's and cTracerfaketruth1-44/+40
2012-02-13Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com1-51/+82
2012-02-01Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;madmaxoft@gmail.com1-1/+1
2012-01-31Slight code cleanup, no big changesmadmaxoft@gmail.com1-3/+3
2012-01-29VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com1-5/+7
2011-12-28- Implemented Drops from Burning animalslapayo94@gmail.com1-68/+7
2011-12-26- improved ClosestPlayerDetection (Really the closest now ;))lapayo94@gmail.com1-29/+45
2011-12-26 - Linux compatible fixes including updated makefilemtilden@gmail.com1-5/+9
2011-12-25- Fixed Bug #99 -> Mobs no longer bother you in creative modelapayo94@gmail.com1-76/+35
2011-12-22Fixes:lapayo94@gmail.com1-1/+1
2011-12-21- Crafting fixed in 1.0.0lapayo94@gmail.com1-0/+17
2011-11-06Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com1-9/+9
2011-10-31Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth1-13/+13
2011-10-03MCServer c++ source filesfaketruth1-0/+609