Now using a TickFollowPlayer function.
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1682c61b59
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1eb2b7e176
@ -15,8 +15,8 @@ cWolf::cWolf(void) :
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m_IsTame(false),
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m_IsSitting(false),
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m_IsBegging(false),
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m_Owner(""),
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m_Collar(14)
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m_OwnerName(""),
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m_CollarColor(14)
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{
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}
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@ -40,7 +40,7 @@ void cWolf::DoTakeDamage(TakeDamageInfo & a_TDI)
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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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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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@ -64,11 +64,11 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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}
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else if (IsTame())
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{
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if (a_Player.GetName() == m_Owner) // Is the player the owner of the dog?
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if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog?
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{
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if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_DYE)
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{
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m_Collar = 15 - a_Player.GetEquippedItem().m_ItemDamage;
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SetCollarColor(15 - a_Player.GetEquippedItem().m_ItemDamage);
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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@ -97,7 +97,9 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
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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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}
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else
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{
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super::Tick(a_Dt, a_Chunk);
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}
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@ -139,35 +141,45 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
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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->DoWithPlayer(m_Owner, 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_Owner != "")
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TickFollowPlayer();
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}
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}
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void cWolf::TickFollowPlayer()
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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 * a_Player) override
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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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OwnerPos = a_Player->GetPosition();
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return false;
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}
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public:
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Vector3f OwnerPos;
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} Callback;
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if (m_World->DoWithPlayer(m_OwnerName, Callback))
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{
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// The player is present in the world, follow them:
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double Distance = (Callback.OwnerPos - GetPosition()).Length();
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if (Distance < 3)
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{
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m_bMovingToDestination = false;
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}
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else if ((Distance > 30) && (!IsSitting()))
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{
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TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
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}
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else
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{
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m_Destination = Callback.OwnerPos;
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}
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}
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}
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@ -21,30 +21,32 @@ public:
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virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void TickFollowPlayer();
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// Get functions
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bool IsSitting(void) const { return m_IsSitting; }
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bool IsTame(void) const { return m_IsTame; }
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bool IsBegging(void) const { return m_IsBegging; }
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bool IsAngry(void) const { return m_IsAngry; }
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AString GetOwner(void) const { return m_Owner; }
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int GetCollarColor(void) const { return m_Collar; }
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bool IsSitting (void) const { return m_IsSitting; }
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bool IsTame (void) const { return m_IsTame; }
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bool IsBegging (void) const { return m_IsBegging; }
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bool IsAngry (void) const { return m_IsAngry; }
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AString GetOwner (void) const { return m_OwnerName; }
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int GetCollarColor(void) const { return m_CollarColor; }
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// Set functions
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void SetIsSitting(bool a_IsSitting) { m_IsSitting = a_IsSitting; }
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void SetIsTame(bool a_IsTame) { m_IsTame = a_IsTame; }
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void SetIsBegging(bool a_IsBegging) { m_IsBegging = a_IsBegging; }
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void SetIsAngry(bool a_IsAngry) { m_IsAngry = a_IsAngry; }
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void SetOwner(AString a_NewOwner) { m_Owner = a_NewOwner; }
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void SetIsSitting (bool a_IsSitting) { m_IsSitting = a_IsSitting; }
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void SetIsTame (bool a_IsTame) { m_IsTame = a_IsTame; }
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void SetIsBegging (bool a_IsBegging) { m_IsBegging = a_IsBegging; }
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void SetIsAngry (bool a_IsAngry) { m_IsAngry = a_IsAngry; }
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void SetOwner (AString a_NewOwner) { m_OwnerName = a_NewOwner; }
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void SetCollarColor(int a_CollarColor) { m_CollarColor = a_CollarColor; }
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private:
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protected:
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bool m_IsSitting;
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bool m_IsTame;
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bool m_IsBegging;
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bool m_IsAngry;
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AString m_Owner;
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int m_Collar;
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bool m_IsSitting;
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bool m_IsTame;
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bool m_IsBegging;
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bool m_IsAngry;
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AString m_OwnerName;
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int m_CollarColor;
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} ;
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