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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /src/Mobs/Skeleton.cpp
parentLineBlockTracer: Using the coord-based block faces. (diff)
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Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r--src/Mobs/Skeleton.cpp70
1 files changed, 70 insertions, 0 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
new file mode 100644
index 000000000..509c2191e
--- /dev/null
+++ b/src/Mobs/Skeleton.cpp
@@ -0,0 +1,70 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Skeleton.h"
+#include "../World.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)
+{
+ AddRandomDropItem(a_Drops, 0, 2, E_ITEM_ARROW);
+ AddRandomDropItem(a_Drops, 0, 2, E_ITEM_BONE);
+}
+
+
+
+
+
+void cSkeleton::MoveToPosition(const Vector3f & a_Position)
+{
+ m_Destination = a_Position;
+
+ // If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
+ if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
+ {
+ m_bMovingToDestination = false;
+ return;
+ }
+ m_bMovingToDestination = true;
+}
+
+
+
+
+
+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;
+ return;
+ }
+ m_World->BroadcastSpawnEntity(*Arrow);
+ m_AttackInterval = 0.0;
+ }
+} \ No newline at end of file