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#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)
{
}
void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
{
int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD);
}
}
void cBlaze::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{
// 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;
}
if (!FireCharge->Initialize(*m_World))
{
delete FireCharge;
FireCharge = nullptr;
return;
}
m_World->BroadcastSpawnEntity(*FireCharge);
m_AttackInterval = 0.0;
// ToDo: Shoot 3 fireballs instead of 1.
}
}
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