mcserver/source/cPig.cpp

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#include "cPig.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Defines.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cPickup.h"
#include "cItem.h"
#include "cMCLogger.h"
#ifndef _WIN32
#include <stdlib.h> // rand()
#include <cstring>
#endif
#include <string>
cPig::cPig()
: m_ChaseTime( 999999 )
{
//LOG("SPAWNING A Pig!!!!!!!!!!!!!!!!!!!!!");
m_EMPersonality = PASSIVE;
m_MobType = 90;
GetMonsterConfig("Pig");
}
cPig::~cPig()
{
}
bool cPig::IsA( const char* a_EntityType )
{
//LOG("IsA( cPig ) : %s", a_EntityType);
if( strcmp( a_EntityType, "cPig" ) == 0 ) return true;
return cMonster::IsA( a_EntityType );
}
void cPig::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
}
void cPig::KilledBy( cEntity* a_Killer )
{
//Drops 0-2 meat
cMonster::RandomDropItem(E_ITEM_RAW_MEAT, 0, 2);
//TODO: Check for burning state
cMonster::KilledBy( a_Killer );
}
//What to do if in Idle State
void cPig::InStateIdle(float a_Dt) {
cMonster::InStateIdle(a_Dt);
}
//What to do if in Chasing State
void cPig::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 cPig::InStateEscaping(float a_Dt) {
cMonster::InStateEscaping(a_Dt);
}