blob: a772d830ceccbf13e7d682041e102707035d4434 (
plain) (
tree)
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Blaze.h"
#include "../World.h"
#include "../Entities/FireChargeEntity.h"
cBlaze::cBlaze(void) :
super("Blaze", mtBlaze, "mob.blaze.hit", "mob.blaze.death", 0.6, 1.8)
{
SetGravity(-8.0f);
SetAirDrag(0.05f);
}
void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
{
unsigned int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD);
}
}
bool cBlaze::Attack(std::chrono::milliseconds a_Dt)
{
if ((m_Target != nullptr) && (m_AttackCoolDownTicksLeft == 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 == nullptr)
{
return false;
}
if (!FireCharge->Initialize(*m_World))
{
delete FireCharge;
FireCharge = nullptr;
return false;
}
m_World->BroadcastSpawnEntity(*FireCharge);
ResetAttackCooldown();
// ToDo: Shoot 3 fireballs instead of 1.
return true;
}
return false;
}
|