#include "cChicken.h" #include "Vector3f.h" #include "Vector3d.h" #include "Defines.h" #include "cRoot.h" #include "cWorld.h" #include "cPickup.h" #include "cItem.h" #include "cMCLogger.h" #ifndef _WIN32 #include // rand() #include #endif #include // TODO: Drop egg every 5-10 minutes cChicken::cChicken() : m_ChaseTime( 999999 ) { //LOG("SPAWNING A CHICKEN!!!!!!!!!!!!!!!!!!!!!"); m_EMPersonality = PASSIVE; m_MobType = 93; GetMonsterConfig("Chicken"); } cChicken::~cChicken() { } bool cChicken::IsA( const char* a_EntityType ) { //LOG("IsA( cChicken ) : %s", a_EntityType); if( strcmp( a_EntityType, "cChicken" ) == 0 ) return true; return cMonster::IsA( a_EntityType ); } void cChicken::Tick(float a_Dt) { cMonster::Tick(a_Dt); } void cChicken::KilledBy( cEntity* a_Killer ) { //Drops 0-2 Feathers cMonster::RandomDropItem(E_ITEM_FEATHER, 0, 2); // Raw Chicken // TODO: (Check wheather it is burning to drop cooked Chicken) //Drops 0-2 Lether cMonster::DropItem(E_ITEM_RAW_CHICKEN, 1); cMonster::KilledBy( a_Killer ); } //What to do if in Idle State void cChicken::InStateIdle(float a_Dt) { cMonster::InStateIdle(a_Dt); } //What to do if in Chasing State void cChicken::InStateChasing(float a_Dt) { cMonster::InStateChasing(a_Dt); m_ChaseTime += a_Dt; if( m_Target ) { Vector3f Pos = Vector3f( m_Pos ); Vector3f Their = Vector3f( m_Target->GetPosition() ); if( (Their - Pos).Length() <= m_AttackRange) { cMonster::Attack(a_Dt); } MoveToPosition( Their + Vector3f(0, 0.65f, 0) ); } else if( m_ChaseTime > 5.f ) { m_ChaseTime = 0; m_EMState = IDLE; } } void cChicken::InStateEscaping(float a_Dt) { cMonster::InStateEscaping(a_Dt); }