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cuberite-2a/src/Mobs/Wolf.h

76 lines
2.4 KiB
C++

#pragma once
#include "PassiveAggressiveMonster.h"
#include "../UUID.h"
class cEntity;
class cWolf :
public cPassiveAggressiveMonster
{
typedef cPassiveAggressiveMonster super;
public:
cWolf(void);
CLASS_PROTODEF(cWolf)
void NotifyAlliesOfFight(cPawn * a_Opponent);
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void TickFollowPlayer();
virtual bool Attack(std::chrono::milliseconds a_Dt) override;
// Get functions
bool IsSitting (void) const override { return m_IsSitting; }
bool IsTame (void) const override { return m_IsTame; }
bool IsBegging (void) const { return m_IsBegging; }
bool IsAngry (void) const { return m_IsAngry; }
AString GetOwnerName (void) const { return m_OwnerName; }
cUUID GetOwnerUUID (void) const { return m_OwnerUUID; }
int GetCollarColor(void) const { return m_CollarColor; }
// Set functions
void SetIsSitting (bool a_IsSitting) { m_IsSitting = a_IsSitting; }
void SetIsTame (bool a_IsTame) { m_IsTame = a_IsTame; }
void SetIsBegging (bool a_IsBegging) { m_IsBegging = a_IsBegging; }
void SetIsAngry (bool a_IsAngry) { m_IsAngry = a_IsAngry; }
void SetCollarColor(int a_CollarColor) { m_CollarColor = a_CollarColor; }
void SetOwner (const AString & a_NewOwnerName, const cUUID & a_NewOwnerUUID)
{
m_OwnerName = a_NewOwnerName;
m_OwnerUUID = a_NewOwnerUUID;
}
/** Notfies the wolf of a nearby fight.
The wolf may then decide to attack a_Opponent.
If a_IsPlayerInvolved is true, then the player whose UUID is a_PlayerUUID is fighting a_Opponent
If false, then a wolf owned by the player whose UUID is a_PlayerUUID is fighting a_Opponent
@param a_PlayerUUID The UUID of the fighting player, or the UUID of the owner whose wolf is fighting.
@param a_Opponent The opponent who is being faught.
@param a_IsPlayerInvolved Whether the fighter a player or a wolf. */
void ReceiveNearbyFightInfo(const cUUID & a_PlayerUUID, cPawn * a_Opponent, bool a_IsPlayerInvolved);
virtual void InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
protected:
bool m_IsSitting;
bool m_IsTame;
bool m_IsBegging;
bool m_IsAngry;
AString m_OwnerName;
cUUID m_OwnerUUID;
int m_CollarColor;
int m_NotificationCooldown;
} ;