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#include "cCreeper.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMonsterConfig.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
cCreeper::cCreeper() : m_ChaseTime(999999) {
m_bBurnable = true;
m_EMPersonality = AGGRESSIVE;
m_bPassiveAggressive = true;
//m_AttackRate = 1;
m_MobType = 50;
GetMonsterConfig("Creeper");
}
cCreeper::~cCreeper()
{
}
bool cCreeper::IsA( const char* a_EntityType )
{
//LOG("IsA( cCreeper ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cCreeper" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cCreeper::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cCreeper::KilledBy( cEntity* a_Killer )
{
cMonster::RandomDropItem(E_ITEM_GUNPOWDER, 0, 2);
//Todo: Check if killed by a skeleton then drop random music disk
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cCreeper::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cCreeper::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 cCreeper::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}
void cCreeper::GetMonsterConfig(const char* pm_name) {
LOG("I am gettin my attributes: %s", pm_name);
cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
}
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