#include "cCow.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 // rand() #include #endif #include //TODO: Milk Cow cCow::cCow() : m_ChaseTime( 999999 ) { //LOG("SPAWNING A Cow!!!!!!!!!!!!!!!!!!!!!"); m_EMPersonality = PASSIVE; m_MobType = 92; GetMonsterConfig("Cow"); } cCow::~cCow() { } bool cCow::IsA( const char* a_EntityType ) { //LOG("IsA( cCow ) : %s", a_EntityType); if( strcmp( a_EntityType, "cCow" ) == 0 ) return true; return cMonster::IsA( a_EntityType ); } void cCow::Tick(float a_Dt) { cMonster::Tick(a_Dt); } void cCow::KilledBy( cEntity* a_Killer ) { //Drops 0-2 Lether cMonster::RandomDropItem(E_ITEM_LEATHER, 0, 2); //Drops 1-3 Raw beefs cMonster::RandomDropItem(E_ITEM_LEATHER, 1, 3); //TODO: Check wheather burning and drop 1-3 steak instead cMonster::KilledBy( a_Killer ); } //What to do if in Idle State void cCow::InStateIdle(float a_Dt) { cMonster::InStateIdle(a_Dt); } //What to do if in Chasing State void cCow::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 cCow::InStateEscaping(float a_Dt) { cMonster::InStateEscaping(a_Dt); }