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.
This commit is contained in:
@@ -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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