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author | lapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2011-12-25 23:47:12 +0100 |
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committer | lapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2011-12-25 23:47:12 +0100 |
commit | e8f230f24e55469f1aa832bc8dad73db8018ffe1 (patch) | |
tree | abccca0bef086c4f2eda8497fa757433464e3b23 /source/cSkeleton.cpp | |
parent | - fixed the code from the last commit :) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/cSkeleton.cpp | 61 |
1 files changed, 5 insertions, 56 deletions
diff --git a/source/cSkeleton.cpp b/source/cSkeleton.cpp index 8958e0c44..ea1fd5a77 100644 --- a/source/cSkeleton.cpp +++ b/source/cSkeleton.cpp @@ -1,28 +1,7 @@ #include "cSkeleton.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
-
-cSkeleton::cSkeleton() : m_ChaseTime(999999) {
- m_bBurnable = true;
- m_EMPersonality = AGGRESSIVE;
- m_bPassiveAggressive = false;
- //m_AttackRate = 1;
+cSkeleton::cSkeleton()
+{
m_MobType = 51;
GetMonsterConfig("Skeleton");
}
@@ -33,7 +12,6 @@ cSkeleton::~cSkeleton() bool cSkeleton::IsA( const char* a_EntityType )
{
- //LOG("IsA( cSkeleton ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cSkeleton" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
@@ -41,6 +19,9 @@ bool cSkeleton::IsA( const char* a_EntityType ) void cSkeleton::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
+
+ //TODO Outsource
+ //TODO should do lightcheck, not daylight -> mobs in the dark donīt burn
if (GetWorld()->GetWorldTime() < (12000 + 1000) ) { //if daylight
m_EMMetaState = BURNING; // BURN, BABY, BURN! >:D
}
@@ -54,35 +35,3 @@ void cSkeleton::KilledBy( cEntity* a_Killer ) cMonster::KilledBy( a_Killer );
}
-
-//What to do if in Idle State
-void cSkeleton::InStateIdle(float a_Dt) {
- cMonster::InStateIdle(a_Dt);
-}
-
-//What to do if in Chasing State
-void cSkeleton::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 cSkeleton::InStateEscaping(float a_Dt) {
- cMonster::InStateEscaping(a_Dt);
-}
-
-void cSkeleton::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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