1
0
Fork 0
cuberite-2a/src/Mobs/Horse.cpp

158 lines
2.8 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Horse.h"
#include "../World.h"
#include "../Entities/Player.h"
cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
super("Horse", mtHorse, "mob.horse.hit", "mob.horse.death", 1.4, 1.6),
m_bHasChest(false),
m_bIsEating(false),
m_bIsRearing(false),
m_bIsMouthOpen(false),
m_bIsTame(false),
m_bIsSaddled(false),
m_Type(Type),
m_Color(Color),
m_Style(Style),
m_Armour(0),
m_TimesToTame(TameTimes),
m_TameAttemptTimes(0),
m_RearTickCount(0)
{
}
void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (!m_bIsMouthOpen)
{
if (m_World->GetTickRandomNumber(50) == 25)
{
m_bIsMouthOpen = true;
}
}
else
{
if (m_World->GetTickRandomNumber(10) == 5)
{
m_bIsMouthOpen = false;
}
}
if ((m_Attachee != nullptr) && (!m_bIsTame))
{
if (m_TameAttemptTimes < m_TimesToTame)
{
if (m_World->GetTickRandomNumber(50) == 25)
{
m_World->BroadcastSoundParticleEffect(2000, (int)GetPosX(), (int)GetPosY(), (int)GetPosZ(), 0);
m_World->BroadcastSoundParticleEffect(2000, (int)GetPosX(), (int)GetPosY(), (int)GetPosZ(), 2);
m_World->BroadcastSoundParticleEffect(2000, (int)GetPosX(), (int)GetPosY(), (int)GetPosZ(), 6);
m_World->BroadcastSoundParticleEffect(2000, (int)GetPosX(), (int)GetPosY(), (int)GetPosZ(), 8);
m_Attachee->Detach();
m_bIsRearing = true;
}
}
else
{
m_bIsTame = true;
}
}
if (m_bIsRearing)
{
if (m_RearTickCount == 20)
{
m_bIsRearing = false;
m_RearTickCount = 0;
}
else
{
m_RearTickCount++;
}
}
m_World->BroadcastEntityMetadata(*this);
}
void cHorse::OnRightClicked(cPlayer & a_Player)
{
if (!m_bIsSaddled && m_bIsTame)
{
if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_SADDLE)
{
// Saddle the horse:
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
m_bIsSaddled = true;
m_World->BroadcastEntityMetadata(*this);
}
else if (!a_Player.GetEquippedItem().IsEmpty())
{
// The horse doesn't like being hit, make it rear:
m_bIsRearing = true;
m_RearTickCount = 0;
}
}
else
{
if (m_Attachee != nullptr)
{
if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
{
a_Player.Detach();
return;
}
if (m_Attachee->IsPlayer())
{
return;
}
m_Attachee->Detach();
}
m_TameAttemptTimes++;
a_Player.AttachTo(this);
}
}
void cHorse::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);
if (m_bIsSaddled)
{
a_Drops.push_back(cItem(E_ITEM_SADDLE, 1));
}
}