4f11cd2f8a
This means only players can now have a wolf, but it fixes the bug where when you log out the wolf isn't your wolf anymore.
165 lines
3.0 KiB
C++
165 lines
3.0 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Wolf.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../Root.h"
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cWolf::cWolf(void) :
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super("Wolf", mtWolf, "mob.wolf.hurt", "mob.wolf.death", 0.6, 0.8),
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m_bIsAngry(false),
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m_bIsTame(false),
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m_bIsSitting(false),
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m_bIsBegging(false),
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m_bOwner("")
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{
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}
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void cWolf::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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super::DoTakeDamage(a_TDI);
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if (!m_bIsTame)
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{
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m_bIsAngry = true;
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}
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m_World->BroadcastEntityMetadata(*this); // Broadcast health and possibly angry face
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}
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void cWolf::OnRightClicked(cPlayer & a_Player)
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{
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if ((!IsTame()) && (!IsAngry()))
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{
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if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_BONE)
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{
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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if (m_World->GetTickRandomNumber(7) == 0)
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{
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SetMaxHealth(20);
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SetIsTame(true);
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SetOwner(a_Player.GetName());
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMED);
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}
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else
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{
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m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMING);
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}
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}
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}
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else if (IsTame())
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{
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if (a_Player.GetName() == m_bOwner) // Is the player the owner of the dog?
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{
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if (IsSitting())
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{
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SetIsSitting(false);
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}
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else
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{
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SetIsSitting(true);
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}
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}
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}
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m_World->BroadcastEntityMetadata(*this);
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}
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void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
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{
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if (!IsAngry())
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{
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cMonster::Tick(a_Dt, a_Chunk);
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} else {
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super::Tick(a_Dt, a_Chunk);
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}
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if (IsSitting())
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{
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m_bMovingToDestination = false;
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}
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cPlayer * a_Closest_Player = FindClosestPlayer();
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if (a_Closest_Player != NULL)
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{
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switch (a_Closest_Player->GetEquippedItem().m_ItemType)
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{
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case E_ITEM_BONE:
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case E_ITEM_RAW_BEEF:
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case E_ITEM_STEAK:
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case E_ITEM_RAW_CHICKEN:
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case E_ITEM_COOKED_CHICKEN:
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case E_ITEM_ROTTEN_FLESH:
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{
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if (!IsBegging())
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{
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SetIsBegging(true);
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m_World->BroadcastEntityMetadata(*this);
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}
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Vector3f a_NewDestination = a_Closest_Player->GetPosition();
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a_NewDestination.y = a_NewDestination.y + 1; // Look at the head of the player, not his feet.
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m_Destination = Vector3f(a_NewDestination);
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m_bMovingToDestination = false;
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break;
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}
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default:
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{
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if (IsBegging())
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{
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SetIsBegging(false);
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m_World->BroadcastEntityMetadata(*this);
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}
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}
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}
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}
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class cCallback :
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public cPlayerListCallback
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{
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virtual bool Item(cPlayer * Player) override
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{
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OwnerCoords = Player->GetPosition();
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return false;
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}
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public:
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Vector3f OwnerCoords;
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} ;
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cCallback Callback;
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m_World->FindAndDoWithPlayer(m_bOwner, Callback);
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Vector3f OwnerCoords = Callback.OwnerCoords;
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if (IsTame())
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{
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if (m_bOwner != "")
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{
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double Distance = (OwnerCoords - GetPosition()).Length();
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if (Distance < 3)
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{
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m_bMovingToDestination = false;
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} else if((Distance > 30) && (!IsSitting())) {
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TeleportToCoords(OwnerCoords.x, OwnerCoords.y, OwnerCoords.z);
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} else {
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m_Destination = OwnerCoords;
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}
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}
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}
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} |