#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 // rand() #include #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); }