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-rw-r--r--Minecraft.World/Skeleton.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/Minecraft.World/Skeleton.cpp b/Minecraft.World/Skeleton.cpp
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+++ b/Minecraft.World/Skeleton.cpp
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+#include "stdafx.h"
+#include "net.minecraft.world.h"
+#include "net.minecraft.world.level.h"
+#include "net.minecraft.world.item.h"
+#include "net.minecraft.world.item.enchantment.h"
+#include "net.minecraft.world.entity.ai.goal.h"
+#include "net.minecraft.world.entity.ai.goal.target.h"
+#include "net.minecraft.world.entity.ai.navigation.h"
+#include "net.minecraft.world.entity.projectile.h"
+#include "net.minecraft.world.entity.item.h"
+#include "net.minecraft.world.entity.player.h"
+#include "net.minecraft.stats.h"
+#include "net.minecraft.world.damagesource.h"
+#include "SharedConstants.h"
+#include "Skeleton.h"
+#include "..\Minecraft.Client\Textures.h"
+#include "SoundTypes.h"
+
+
+
+Skeleton::Skeleton(Level *level) : Monster( level )
+{
+ // 4J Stu - This function call had to be moved here from the Entity ctor to ensure that
+ // the derived version of the function is called
+ this->defineSynchedData();
+
+ // 4J Stu - This function call had to be moved here from the Entity ctor to ensure that the derived version of the function is called
+ health = getMaxHealth();
+
+ this->textureIdx = TN_MOB_SKELETON; // 4J was L"/mob/skeleton.png";
+
+ runSpeed = 0.25f;
+
+ goalSelector.addGoal(1, new FloatGoal(this));
+ goalSelector.addGoal(2, new RestrictSunGoal(this));
+ goalSelector.addGoal(3, new FleeSunGoal(this, runSpeed));
+ goalSelector.addGoal(4, new ArrowAttackGoal(this, runSpeed, ArrowAttackGoal::ArrowType, SharedConstants::TICKS_PER_SECOND * 3));
+ goalSelector.addGoal(5, new RandomStrollGoal(this, runSpeed));
+ goalSelector.addGoal(6, new LookAtPlayerGoal(this, typeid(Player), 8));
+ goalSelector.addGoal(6, new RandomLookAroundGoal(this));
+
+ targetSelector.addGoal(1, new HurtByTargetGoal(this, false));
+ targetSelector.addGoal(2, new NearestAttackableTargetGoal(this, typeid(Player), 16, 0, true));
+}
+
+bool Skeleton::useNewAi()
+{
+ return true;
+}
+
+int Skeleton::getMaxHealth()
+{
+ return 20;
+}
+
+int Skeleton::getAmbientSound()
+{
+ return eSoundType_MOB_SKELETON_AMBIENT;
+}
+
+int Skeleton::getHurtSound()
+{
+ return eSoundType_MOB_SKELETON_HURT;
+}
+
+int Skeleton::getDeathSound()
+{
+ return eSoundType_MOB_SKELETON_HURT;
+}
+
+shared_ptr<ItemInstance> Skeleton::bow;
+
+shared_ptr<ItemInstance> Skeleton::getCarriedItem()
+{
+ return bow;
+}
+
+MobType Skeleton::getMobType()
+{
+ return UNDEAD;
+}
+
+void Skeleton::aiStep()
+{
+ // isClientSide check brought forward from 1.8 (I assume it's related to the lighting changes)
+ if (level->isDay() && !level->isClientSide)
+ {
+ float br = getBrightness(1);
+ if (br > 0.5f)
+ {
+ if (level->canSeeSky( Mth::floor(x), Mth::floor(y), Mth::floor(z)) && random->nextFloat() * 30 < (br - 0.4f) * 2)
+ {
+ setOnFire(8);
+ }
+ }
+ }
+
+ Monster::aiStep();
+}
+
+void Skeleton::die(DamageSource *source)
+{
+ Monster::die(source);
+ shared_ptr<Player> player = dynamic_pointer_cast<Player>( source->getEntity() );
+ if ( dynamic_pointer_cast<Arrow>( source->getDirectEntity() ) != NULL && player != NULL)
+ {
+ double xd = player->x - x;
+ double zd = player->z - z;
+ if (xd * xd + zd * zd >= 50 * 50)
+ {
+ player->awardStat(GenericStats::snipeSkeleton(), GenericStats::param_snipeSkeleton());
+ }
+ }
+}
+
+int Skeleton::getDeathLoot()
+{
+ return Item::arrow->id;
+}
+
+void Skeleton::dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel)
+{
+ // drop some arrows
+ int count = random->nextInt(3 + playerBonusLevel);
+ for (int i = 0; i < count; i++)
+ {
+ spawnAtLocation(Item::arrow->id, 1);
+ }
+ // and some bones
+ count = random->nextInt(3 + playerBonusLevel);
+ for (int i = 0; i < count; i++)
+ {
+ spawnAtLocation(Item::bone->id, 1);
+ }
+}
+
+void Skeleton::dropRareDeathLoot(int rareLootLevel)
+{
+ if (rareLootLevel > 0)
+ {
+ shared_ptr<ItemInstance> bow = shared_ptr<ItemInstance>( new ItemInstance(Item::bow) );
+ EnchantmentHelper::enchantItem(random, bow, 5);
+ spawnAtLocation(bow, 0);
+ }
+ else
+ {
+ spawnAtLocation(Item::bow_Id, 1);
+ }
+}
+
+void Skeleton::staticCtor()
+{
+ Skeleton::bow = shared_ptr<ItemInstance>( new ItemInstance(Item::bow, 1) );
+}