#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 // rand() #include #endif #include 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); }