Wolves can now be owned by an entity.
They only sit when right clicked by their owner. They beg if the closest player has meat or bones in his hand. They follow their owner. They teleport to their owner if they are more then 30 blocks away. They don't attack players if they are not angry anymore. They don't move if they are sitting.
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fb3a175b28
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@ -14,7 +14,8 @@ cWolf::cWolf(void) :
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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_bIsBegging(false),
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m_bOwner(NULL)
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{
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}
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@ -38,7 +39,7 @@ 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 ((!m_bIsTame) && (!m_bIsAngry))
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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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@ -47,10 +48,11 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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if (m_World->GetTickRandomNumber(10) == 5)
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if (m_World->GetTickRandomNumber(7) == 0)
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{
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SetMaxHealth(20);
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m_bIsTame = true;
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SetIsTame(true);
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SetOwner(&a_Player);
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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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@ -59,15 +61,18 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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}
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}
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}
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else if (m_bIsTame)
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else if (IsTame())
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{
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if (m_bIsSitting)
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if (m_bOwner != NULL && a_Player.GetUniqueID() == m_bOwner->GetUniqueID()) // Is the player the owner of the dog?
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{
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m_bIsSitting = false;
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}
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else
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{
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m_bIsSitting = true;
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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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@ -77,3 +82,70 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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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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super::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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if (IsTame())
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{
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if (m_bOwner != NULL)
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{
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Vector3f OwnerCoords = m_bOwner->GetPosition();
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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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TeleportToEntity(*m_bOwner);
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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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}
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@ -2,6 +2,7 @@
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#pragma once
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#include "PassiveAggressiveMonster.h"
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#include "../Entities/Entity.h"
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@ -19,11 +20,21 @@ 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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bool IsSitting(void) const { return m_bIsSitting; }
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bool IsTame(void) const { return m_bIsTame; }
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bool IsBegging(void) const { return m_bIsBegging; }
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bool IsAngry(void) const { return m_bIsAngry; }
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// Get functions
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bool IsSitting(void) const { return m_bIsSitting; }
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bool IsTame(void) const { return m_bIsTame; }
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bool IsBegging(void) const { return m_bIsBegging; }
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bool IsAngry(void) const { return m_bIsAngry; }
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cEntity * GetOwner(void) const { return m_bOwner; }
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// Set functions
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void SetIsSitting(bool a_IsSitting) { m_bIsSitting = a_IsSitting; }
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void SetIsTame(bool a_IsTame) { m_bIsTame = a_IsTame; }
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void SetIsBegging(bool a_IsBegging) { m_bIsBegging = a_IsBegging; }
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void SetIsAngry(bool a_IsAngry) { m_bIsAngry = a_IsAngry; }
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void SetOwner(cEntity * a_Entity) { m_bOwner = a_Entity; }
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private:
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@ -31,7 +42,7 @@ private:
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bool m_bIsTame;
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bool m_bIsBegging;
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bool m_bIsAngry;
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cEntity * m_bOwner;
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} ;
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