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#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", 100, "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(float 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 != NULL) && (!m_bIsTame))
{
if (m_TameAttemptTimes < m_TimesToTame)
{
if (m_World->GetTickRandomNumber(50) == 25)
{
m_World->BroadcastSoundParticleEffect(2000, (int)(floor(GetPosX()) * 8), (int)(floor(GetPosY()) * 8), (int)(floor(GetPosZ()) * 8), 0);
m_World->BroadcastSoundParticleEffect(2000, (int)(floor(GetPosX()) * 8), (int)(floor(GetPosY()) * 8), (int)(floor(GetPosZ()) * 8), 2);
m_World->BroadcastSoundParticleEffect(2000, (int)(floor(GetPosX()) * 8), (int)(floor(GetPosY()) * 8), (int)(floor(GetPosZ()) * 8), 6);
m_World->BroadcastSoundParticleEffect(2000, (int)(floor(GetPosX()) * 8), (int)(floor(GetPosY()) * 8), (int)(floor(GetPosZ()) * 8), 8);
m_Attachee->Detach();
m_bIsRearing = true;
}
}
else
{
m_bIsTame = true;
}
}
if (m_bIsRearing)
{
if (m_RearTickCount == 20)
{
m_bIsRearing = false;
}
else { m_RearTickCount++;}
}
m_World->BroadcastEntityMetadata(*this);
}
void cHorse::OnRightClicked(cPlayer & a_Player)
{
if (m_Attachee != NULL)
{
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)
{
AddRandomDropItem(a_Drops, 0, 2, E_ITEM_LEATHER);
}
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