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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Wolf.h"
#include "../World.h"
#include "../Entities/Player.h"
cWolf::cWolf(void) :
super("Wolf", mtWolf, "mob.wolf.hurt", "mob.wolf.death", 0.6, 0.8),
m_IsSitting(false),
m_IsTame(false),
m_IsBegging(false),
m_IsAngry(false),
m_OwnerName(""),
m_CollarColor(14)
{
}
void cWolf::DoTakeDamage(TakeDamageInfo & a_TDI)
{
super::DoTakeDamage(a_TDI);
if (!m_IsTame)
{
m_IsAngry = true;
}
m_World->BroadcastEntityMetadata(*this); // Broadcast health and possibly angry face
}
void cWolf::Attack(float a_Dt)
{
UNUSED(a_Dt);
if ((m_Target != NULL) && (m_Target->IsPlayer()))
{
if (((cPlayer *)m_Target)->GetName() != m_OwnerName)
{
super::Attack(a_Dt);
}
}
else
{
super::Attack(a_Dt);
}
}
void cWolf::OnRightClicked(cPlayer & a_Player)
{
if (!IsTame() && !IsAngry())
{
if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_BONE)
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
if (m_World->GetTickRandomNumber(7) == 0)
{
SetMaxHealth(20);
SetIsTame(true);
SetOwner(a_Player.GetName());
m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMED);
m_World->BroadcastParticleEffect("heart", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5);
}
else
{
m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMING);
m_World->BroadcastParticleEffect("smoke", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5);
}
}
}
else if (IsTame())
{
if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog?
{
if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_DYE)
{
SetCollarColor(15 - a_Player.GetEquippedItem().m_ItemDamage);
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
}
else if (IsSitting())
{
SetIsSitting(false);
}
else
{
SetIsSitting(true);
}
}
}
m_World->BroadcastEntityMetadata(*this);
}
void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
{
if (!IsAngry())
{
cMonster::Tick(a_Dt, a_Chunk);
}
else
{
super::Tick(a_Dt, a_Chunk);
}
cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance);
if (a_Closest_Player != NULL)
{
switch (a_Closest_Player->GetEquippedItem().m_ItemType)
{
case E_ITEM_BONE:
case E_ITEM_RAW_BEEF:
case E_ITEM_STEAK:
case E_ITEM_RAW_CHICKEN:
case E_ITEM_COOKED_CHICKEN:
case E_ITEM_ROTTEN_FLESH:
{
if (!IsBegging())
{
SetIsBegging(true);
m_World->BroadcastEntityMetadata(*this);
}
m_FinalDestination = a_Closest_Player->GetPosition(); // So that we will look at a player holding food
// Don't move to the player if the wolf is sitting.
if (!IsSitting())
{
MoveToPosition(a_Closest_Player->GetPosition());
}
break;
}
default:
{
if (IsBegging())
{
SetIsBegging(false);
m_World->BroadcastEntityMetadata(*this);
}
}
}
}
if (IsTame() && !IsSitting())
{
TickFollowPlayer();
}
else if (IsSitting())
{
m_bMovingToDestination = false;
}
}
void cWolf::TickFollowPlayer()
{
class cCallback :
public cPlayerListCallback
{
virtual bool Item(cPlayer * a_Player) override
{
OwnerPos = a_Player->GetPosition();
return false;
}
public:
Vector3d OwnerPos;
} Callback;
if (m_World->DoWithPlayer(m_OwnerName, Callback))
{
// The player is present in the world, follow him:
double Distance = (Callback.OwnerPos - GetPosition()).Length();
if (Distance > 30)
{
Callback.OwnerPos.y = FindFirstNonAirBlockPosition(Callback.OwnerPos.x, Callback.OwnerPos.z);
TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
}
else
{
MoveToPosition(Callback.OwnerPos);
}
}
}
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